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synced 2024-11-05 01:40:44 +01:00
Speed up stl format loading, especially with text format.
Loading whole file now in memory (unless it's already a memory file). And avoiding lots of memory allocations otherwise by buffering token string in class object. Was a bit unusable before for large files (several minute loading times now down to a second)- git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6349 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,5 +1,7 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- stl meshloader now faster, especially with text format
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- CMemoryReadFile::seek no longer allowed to go _before_ start.
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- stl meshloader can now load 32 bit buffers.
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Thanks @Foaly for the patch (https://irrlicht.sourceforge.io/forum/viewtopic.php?f=9&t=51441)
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- Add IMeshBufffer::clone function to create buffer copies. CMeshManipulator::createMeshCopy uses that now and works now with all types of meshbuffers.
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@ -9,6 +9,7 @@
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#include "CSTLMeshFileLoader.h"
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#include "SMesh.h"
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#include "CDynamicMeshBuffer.h"
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#include "CMemoryFile.h"
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#include "SAnimatedMesh.h"
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#include "IReadFile.h"
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#include "fast_atof.h"
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@ -34,12 +35,26 @@ bool CSTLMeshFileLoader::isALoadableFileExtension(const io::path& filename) cons
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//! \return Pointer to the created mesh. Returns 0 if loading failed.
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//! If you no longer need the mesh, you should call IAnimatedMesh::drop().
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//! See IReferenceCounted::drop() for more information.
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IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* fileIn)
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{
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const long filesize = file->getSize();
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const long filesize = fileIn->getSize();
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if (filesize < 6) // we need a header
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return 0;
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// We copy the whole file into a memory-read file if it isn't already one.
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io::CMemoryReadFile * memoryFile = 0;
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if ( fileIn->getType() != io::ERFT_MEMORY_READ_FILE )
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{
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u8* fileBuffer = new u8[filesize];
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if ( fileIn->read(fileBuffer, filesize) != filesize )
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{
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delete[] fileBuffer;
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return 0;
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}
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memoryFile = new io::CMemoryReadFile(fileBuffer, filesize, io::path(""), true); // takes over fileBuffer
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}
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io::IReadFile* file = memoryFile ? memoryFile : fileIn;
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SMesh* mesh = new SMesh();
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CDynamicMeshBuffer* meshBuffer = new CDynamicMeshBuffer(video::EVT_STANDARD, video::EIT_16BIT);
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IVertexBuffer& vertBuffer = meshBuffer->getVertexBuffer();
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@ -50,8 +65,7 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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core::vector3df normal;
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bool binary = false;
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core::stringc token;
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if (getNextToken(file, token) != "solid")
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if (getNextToken(file) != "solid")
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binary = true;
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// read/skip header
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u32 binFaceCount = 0;
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@ -67,62 +81,64 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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goNextLine(file);
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u16 attrib=0;
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token.reserve(32);
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Token.reserve(32);
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bool failure = false;
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while (file->getPos() < filesize)
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{
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if (!binary)
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{
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if (getNextToken(file, token) != "facet")
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if (getNextToken(file) != "facet")
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{
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if (token=="endsolid")
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break;
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mesh->drop();
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return 0;
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if (Token!="endsolid")
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failure = true;
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break;
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}
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if (getNextToken(file, token) != "normal")
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if (getNextToken(file) != "normal")
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{
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mesh->drop();
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return 0;
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failure = true;
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break;
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}
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}
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getNextVector(file, normal, binary);
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if (!binary)
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{
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if (getNextToken(file, token) != "outer")
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if (getNextToken(file) != "outer")
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{
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mesh->drop();
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return 0;
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failure = true;
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break;
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}
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if (getNextToken(file, token) != "loop")
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if (getNextToken(file) != "loop")
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{
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mesh->drop();
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return 0;
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failure = true;
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break;
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}
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}
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for (u32 i=0; i<3; ++i)
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{
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if (!binary)
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{
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if (getNextToken(file, token) != "vertex")
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if (getNextToken(file) != "vertex")
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{
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mesh->drop();
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return 0;
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failure = true;
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break;
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}
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}
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getNextVector(file, vertex[i], binary);
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}
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if ( failure )
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break;
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if (!binary)
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{
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if (getNextToken(file, token) != "endloop")
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if (getNextToken(file) != "endloop")
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{
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mesh->drop();
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return 0;
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failure = true;
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break;
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}
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if (getNextToken(file, token) != "endfacet")
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if (getNextToken(file) != "endfacet")
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{
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mesh->drop();
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return 0;
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failure = true;
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break;
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}
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}
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else
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@ -145,7 +161,7 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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// Create the Animated mesh if there's anything in the mesh
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SAnimatedMesh* pAM = 0;
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if ( 0 != mesh->getMeshBufferCount() )
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if ( !failure && mesh->getMeshBufferCount() > 0 )
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{
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IIndexBuffer& indexBuffer = meshBuffer->getIndexBuffer();
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u32 vertCount = vertBuffer.size();
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@ -173,13 +189,16 @@ IAnimatedMesh* CSTLMeshFileLoader::createMesh(io::IReadFile* file)
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}
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mesh->drop();
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Token.clear();
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if ( memoryFile )
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memoryFile->drop();
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return pAM;
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}
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//! Read 3d vector of floats
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void CSTLMeshFileLoader::getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary) const
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void CSTLMeshFileLoader::getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary)
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{
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if (binary)
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{
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@ -195,34 +214,33 @@ void CSTLMeshFileLoader::getNextVector(io::IReadFile* file, core::vector3df& vec
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else
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{
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goNextWord(file);
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core::stringc tmp;
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getNextToken(file, tmp);
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core::fast_atof_move(tmp.c_str(), vec.X);
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getNextToken(file, tmp);
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core::fast_atof_move(tmp.c_str(), vec.Y);
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getNextToken(file, tmp);
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core::fast_atof_move(tmp.c_str(), vec.Z);
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getNextToken(file);
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core::fast_atof_move(Token.c_str(), vec.X);
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getNextToken(file);
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core::fast_atof_move(Token.c_str(), vec.Y);
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getNextToken(file);
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core::fast_atof_move(Token.c_str(), vec.Z);
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}
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vec.X=-vec.X;
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}
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//! Read next word
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const core::stringc& CSTLMeshFileLoader::getNextToken(io::IReadFile* file, core::stringc& token) const
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const core::stringc& CSTLMeshFileLoader::getNextToken(io::IReadFile* file)
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{
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goNextWord(file);
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u8 c;
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token = "";
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Token = "";
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while(file->getPos() != file->getSize())
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{
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file->read(&c, 1);
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// found it, so leave
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if (core::isspace(c))
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break;
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token.append(c);
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Token.append(c);
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}
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return token;
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return Token;
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}
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@ -34,12 +34,15 @@ private:
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// skips to the first non-space character available
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void goNextWord(io::IReadFile* file) const;
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// returns the next word
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const core::stringc& getNextToken(io::IReadFile* file, core::stringc& token) const;
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const core::stringc& getNextToken(io::IReadFile* file);
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// skip to next printable character after the first line break
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void goNextLine(io::IReadFile* file) const;
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//! Read 3d vector of floats
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void getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary) const;
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void getNextVector(io::IReadFile* file, core::vector3df& vec, bool binary);
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//! Buffering last read token to avoid reallocating string all the time
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core::stringc Token;
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};
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} // end namespace scene
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