move file writing to the very end after all chunks have been populated, allowing errors to cancel out before any file writing is done
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6a3f3af34f
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488b6a50b2
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@ -29,9 +29,15 @@
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BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, const MetadataFile *metadata, float scaleFactor)
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{
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FILE *fp = fopen(meshFilename.c_str(), "wb");
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if (fp == NULL)
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return FALSE;
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VerticesChunk *vertices = NULL;
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NormalsChunk *normals = NULL;
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TexCoordsChunk *texCoords = NULL;
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TrianglesChunk *triangles = NULL;
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GroupsChunk *groups = NULL;
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JointsChunk *joints = NULL;
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JointToVerticesChunk *jointToVertices = NULL;
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KeyframesChunk *keyframes = NULL;
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AnimationsChunk *animations = NULL;
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// collect all unique vertices (position + normal + texcoord) and the
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// original MS3D file data vertex index each one was originally from based
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@ -75,13 +81,11 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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// now we start writing out the file
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// populate all the chunks with converted Ms3d data
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WriteFileHeader(fp);
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uint32_t numVertices = uniqueVertices.GetCount();
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VerticesChunk *vertices = new VerticesChunk();
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vertices = new VerticesChunk();
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vertices->vertices.reserve(numVertices);
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for (uint32_t i = 0; i < numVertices; ++i)
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{
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@ -90,9 +94,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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vertices->vertices.push_back(v);
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}
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WriteChunk(vertices, fp);
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NormalsChunk *normals = new NormalsChunk();
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normals = new NormalsChunk();
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normals->normals.reserve(numVertices);
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for (uint32_t i = 0; i < numVertices; ++i)
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{
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@ -100,9 +103,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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normals->normals.push_back(n);
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}
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WriteChunk(normals, fp);
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TexCoordsChunk *texCoords = new TexCoordsChunk();
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texCoords = new TexCoordsChunk();
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texCoords->texCoords.reserve(numVertices);
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for (uint32_t i = 0; i < numVertices; ++i)
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{
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@ -110,9 +112,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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texCoords->texCoords.push_back(t);
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}
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WriteChunk(texCoords, fp);
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TrianglesChunk *triangles = new TrianglesChunk();
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triangles = new TrianglesChunk();
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for (uint32_t i = 0; i < source->GetNumTriangles(); ++i)
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{
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const Ms3dTriangle *triangle = &source->GetTriangles()[i];
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@ -141,9 +142,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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triangles->triangles.push_back(t);
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}
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WriteChunk(triangles, fp);
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GroupsChunk *groups = new GroupsChunk();
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groups = new GroupsChunk();
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for (uint32_t i = 0; i < source->GetNumMeshes(); ++i)
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{
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const Ms3dMesh *mesh = &source->GetMeshes()[i];
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@ -180,9 +180,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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group->texture = extraGroupInfo->textureFile;
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}
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}
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WriteChunk(groups, fp);
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JointsChunk *joints = new JointsChunk();
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joints = new JointsChunk();
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for (uint32_t i = 0; i < source->GetNumJoints(); ++i)
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{
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const Ms3dJoint *joint = &source->GetJoints()[i];
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@ -195,9 +194,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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joints->joints.push_back(j);
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}
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WriteChunk(joints, fp);
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JointToVerticesChunk *jointToVertices = new JointToVerticesChunk();
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jointToVertices = new JointToVerticesChunk();
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for (uint32_t i = 0; i < uniqueVertices.GetCount(); ++i)
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{
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const UniqueVertex *vertex = uniqueVertices.GetVertex(i);
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@ -208,9 +206,8 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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jointToVertices->jointVertexInfo.push_back(jvi);
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}
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WriteChunk(jointToVertices, fp);
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KeyframesChunk *keyframes = new KeyframesChunk(source->GetNumJoints());
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keyframes = new KeyframesChunk(source->GetNumJoints());
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for (int32_t i = 0; i < source->GetNumFrames(); ++i)
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{
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Keyframe *f = keyframes->AddFrame();
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@ -245,18 +242,33 @@ BOOL ConvertToMeshFile(const std::string &meshFilename, const Ms3d *source, cons
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f->rotation[j] = rotation->param;
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}
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}
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WriteChunk(keyframes, fp);
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if (metadata->IsLoaded() && metadata->GetNumAnimations() > 0)
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{
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AnimationsChunk *animations = new AnimationsChunk();
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animations = new AnimationsChunk();
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for (uint32_t i = 0; i < metadata->GetNumAnimations(); ++i)
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{
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AnimationSequence animation = metadata->GetAnimations()[i];
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animations->animations.push_back(animation);
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}
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WriteChunk(animations, fp);
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}
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FILE *fp = fopen(meshFilename.c_str(), "wb");
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if (fp == NULL)
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return FALSE;
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WriteFileHeader(fp);
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WriteChunk(vertices, fp);
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WriteChunk(normals, fp);
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WriteChunk(texCoords, fp);
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WriteChunk(triangles, fp);
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WriteChunk(groups, fp);
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WriteChunk(joints, fp);
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WriteChunk(jointToVertices, fp);
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WriteChunk(keyframes, fp);
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WriteChunk(animations, fp);
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fclose(fp);
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return TRUE;
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}
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