C# - Convert.ToSingle()的更快替代品

时间:2011-04-23 22:30:06

标签: c# opengl mono opentk

我正在研究一个从文本文件中读取数百万个浮点数的程序。这个程序在我正在设计的游戏中运行,所以我需要它快速(我正在加载一个obj文件)。到目前为止,由于Convert.ToSingle()的速度较慢,加载一个相对较小的文件大约需要一分钟(没有预编译)。有更快的方法吗?

编辑:这是我用来解析Obj文件的代码

http://pastebin.com/TfgEge9J

using System;
using System.IO;
using System.Collections.Generic;
using OpenTK.Math;
using System.Drawing;
using PlatformLib;

public class ObjMeshLoader
{
    public static StreamReader[] LoadMeshes(string fileName)
    {
        StreamReader mreader = new StreamReader(PlatformLib.Platform.openFile(fileName));
        MemoryStream current = null;
        List<MemoryStream> mstreams = new List<MemoryStream>();
        StreamWriter mwriter = null;

        if (!mreader.ReadLine().Contains("#"))
        {
            mreader.BaseStream.Close();
            throw new Exception("Invalid header");
        }

        while (!mreader.EndOfStream)
        {
            string cmd = mreader.ReadLine();
            string line = cmd;
            line = line.Trim(splitCharacters);
            line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);
            if (parameters[0] == "mtllib")
            {
                loadMaterials(parameters[1]);
            }

            if (parameters[0] == "o")
            {
                if (mwriter != null)
                {
                    mwriter.Flush();
                    current.Position = 0;
                }

                current = new MemoryStream();
                mwriter = new StreamWriter(current);
                mwriter.WriteLine(parameters[1]);
                mstreams.Add(current);
            }
            else
            {
                if (mwriter != null)
                {
                    mwriter.WriteLine(cmd);
                    mwriter.Flush();
                }
            }
        }

        mwriter.Flush();
        current.Position = 0;
        List<StreamReader> readers = new List<StreamReader>();

        foreach (MemoryStream e in mstreams)
        {
            e.Position = 0;
            StreamReader sreader = new StreamReader(e);
            readers.Add(sreader);
        }

        return readers.ToArray();
    }

    public static bool Load(ObjMesh mesh, string fileName)
    {
        try
        {
            using (StreamReader streamReader = new StreamReader(Platform.openFile(fileName)))
            {
                Load(mesh, streamReader);
                streamReader.Close();
                return true;
            }
        }
        catch { return false; }
    }

    public static bool Load2(ObjMesh mesh, StreamReader streamReader, ObjMesh prevmesh)
    {
        if (prevmesh != null)
        {
            //mesh.Vertices = prevmesh.Vertices;
        }

        try
        {
            //streamReader.BaseStream.Position = 0;
            Load(mesh, streamReader);
            streamReader.Close();
#if DEBUG
            Console.WriteLine("Loaded "+mesh.Triangles.Length.ToString()+" triangles and"+mesh.Quads.Length.ToString()+" quadrilaterals parsed, with a grand total of "+mesh.Vertices.Length.ToString()+" vertices.");
#endif
            return true;
        }
        catch (Exception er) { Console.WriteLine(er); return false; }
    }

    static char[] splitCharacters = new char[] { ' ' };
    static List<Vector3> vertices;
    static List<Vector3> normals;
    static List<Vector2> texCoords;
    static Dictionary<ObjMesh.ObjVertex, int> objVerticesIndexDictionary;
    static List<ObjMesh.ObjVertex> objVertices;
    static List<ObjMesh.ObjTriangle> objTriangles;
    static List<ObjMesh.ObjQuad> objQuads;
    static Dictionary<string, Bitmap> materials = new Dictionary<string, Bitmap>();

    static void loadMaterials(string path)
    {
        StreamReader mreader = new StreamReader(Platform.openFile(path));
        string current = "";
        bool isfound = false;

        while (!mreader.EndOfStream)
        {
            string line = mreader.ReadLine();
            line = line.Trim(splitCharacters);
            line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);

            if (parameters[0] == "newmtl")
            {
                if (materials.ContainsKey(parameters[1]))
                {
                    isfound = true;
                }
                else
                {
                    current = parameters[1];
                }
            }

            if (parameters[0] == "map_Kd")
            {
                if (!isfound)
                {
                    string filename = "";
                    for (int i = 1; i < parameters.Length; i++)
                    {
                        filename += parameters[i];
                    }

                    string searcher = "\\" + "\\";

                    filename.Replace(searcher, "\\");
                    Bitmap mymap = new Bitmap(filename);
                    materials.Add(current, mymap);
                    isfound = false;
                }
            }
        }
    }

    static float parsefloat(string val)
    {
        return Convert.ToSingle(val);
    }

    int remaining = 0;

    static string GetLine(string text, ref int pos)
    {
        string retval = text.Substring(pos, text.IndexOf(Environment.NewLine, pos));
        pos = text.IndexOf(Environment.NewLine, pos);
        return retval;
    }

    static void Load(ObjMesh mesh, StreamReader textReader)
    {
        //try {
        //vertices = null;
        //objVertices = null;
        if (vertices == null)
        {
            vertices = new List<Vector3>();
        }

        if (normals == null)
        {
            normals = new List<Vector3>();
        }

        if (texCoords == null)
        {
            texCoords = new List<Vector2>();
        }

        if (objVerticesIndexDictionary == null)
        {
            objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>();
        }

        if (objVertices == null)
        {
            objVertices = new List<ObjMesh.ObjVertex>();
        }

        objTriangles = new List<ObjMesh.ObjTriangle>();
        objQuads = new List<ObjMesh.ObjQuad>();

        mesh.vertexPositionOffset = vertices.Count;

        string line;
        string alltext = textReader.ReadToEnd();
        int pos = 0;

        while ((line = GetLine(alltext, pos)) != null)
        {
            if (line.Length < 2)
            {
                break;
            }

            //line = line.Trim(splitCharacters);
            //line = line.Replace("  ", " ");

            string[] parameters = line.Split(splitCharacters);

            switch (parameters[0])
            {

                case "usemtl":
                    //Material specification
                    try
                    {
                        mesh.Material = materials[parameters[1]];
                    }
                    catch (KeyNotFoundException)
                    {
                        Console.WriteLine("WARNING: Texture parse failure: " + parameters[1]);
                    }

                    break;
                case "p": // Point
                    break;
                case "v": // Vertex
                    float x = parsefloat(parameters[1]);
                    float y = parsefloat(parameters[2]);
                    float z = parsefloat(parameters[3]);
                    vertices.Add(new Vector3(x, y, z));
                    break;
                case "vt": // TexCoord
                    float u = parsefloat(parameters[1]);
                    float v = parsefloat(parameters[2]);
                    texCoords.Add(new Vector2(u, v));
                    break;
                case "vn": // Normal
                    float nx = parsefloat(parameters[1]);
                    float ny = parsefloat(parameters[2]);
                    float nz = parsefloat(parameters[3]);
                    normals.Add(new Vector3(nx, ny, nz));
                    break;
                case "f":
                    switch (parameters.Length)
                    {
                        case 4:
                            ObjMesh.ObjTriangle objTriangle = new ObjMesh.ObjTriangle();
                            objTriangle.Index0 = ParseFaceParameter(parameters[1]);
                            objTriangle.Index1 = ParseFaceParameter(parameters[2]);
                            objTriangle.Index2 = ParseFaceParameter(parameters[3]);
                            objTriangles.Add(objTriangle);
                            break;
                        case 5:
                            ObjMesh.ObjQuad objQuad = new ObjMesh.ObjQuad();
                            objQuad.Index0 = ParseFaceParameter(parameters[1]);
                            objQuad.Index1 = ParseFaceParameter(parameters[2]);
                            objQuad.Index2 = ParseFaceParameter(parameters[3]);
                            objQuad.Index3 = ParseFaceParameter(parameters[4]);
                            objQuads.Add(objQuad);
                            break;
                    }
                    break;
            }
        }
        //}catch(Exception er) {
        //  Console.WriteLine(er);
        //  Console.WriteLine("Successfully recovered. Bounds/Collision checking may fail though");
        //}
        mesh.Vertices = objVertices.ToArray();
        mesh.Triangles = objTriangles.ToArray();
        mesh.Quads = objQuads.ToArray();
        textReader.BaseStream.Close();
    }

    public static void Clear()
    {
        objVerticesIndexDictionary = null;
        vertices = null;
        normals = null;
        texCoords = null;
        objVertices = null;
        objTriangles = null;
        objQuads = null;
    }

    static char[] faceParamaterSplitter = new char[] { '/' };

    static int ParseFaceParameter(string faceParameter)
    {
        Vector3 vertex = new Vector3();
        Vector2 texCoord = new Vector2();
        Vector3 normal = new Vector3();

        string[] parameters = faceParameter.Split(faceParamaterSplitter);

        int vertexIndex = Convert.ToInt32(parameters[0]);

        if (vertexIndex < 0) vertexIndex = vertices.Count + vertexIndex;
        else vertexIndex = vertexIndex - 1;

        //Hmm. This seems to be broken.
        try
        {
            vertex = vertices[vertexIndex];
        }
        catch (Exception)
        {
            throw new Exception("Vertex recognition failure at " + vertexIndex.ToString());
        }

        if (parameters.Length > 1)
        {
            int texCoordIndex = Convert.ToInt32(parameters[1]);

            if (texCoordIndex < 0) texCoordIndex = texCoords.Count + texCoordIndex;
            else texCoordIndex = texCoordIndex - 1;

            try
            {
                texCoord = texCoords[texCoordIndex];
            }
            catch (Exception)
            {
                Console.WriteLine("ERR: Vertex " + vertexIndex + " not found. ");
                throw new DllNotFoundException(vertexIndex.ToString());
            }
        }

        if (parameters.Length > 2)
        {
            int normalIndex = Convert.ToInt32(parameters[2]);

            if (normalIndex < 0) normalIndex = normals.Count + normalIndex;
            else normalIndex = normalIndex - 1;

            normal = normals[normalIndex];
        }

        return FindOrAddObjVertex(ref vertex, ref texCoord, ref normal);
    }

    static int FindOrAddObjVertex(ref Vector3 vertex, ref Vector2 texCoord, ref Vector3 normal)
    {
        ObjMesh.ObjVertex newObjVertex = new ObjMesh.ObjVertex();
        newObjVertex.Vertex = vertex;
        newObjVertex.TexCoord = texCoord;
        newObjVertex.Normal = normal;

        int index;

        if (objVerticesIndexDictionary.TryGetValue(newObjVertex, out index))
        {
            return index;
        }
        else
        {
            objVertices.Add(newObjVertex);
            objVerticesIndexDictionary[newObjVertex] = objVertices.Count - 1;
            return objVertices.Count - 1;
        }
    }
}

5 个答案:

答案 0 :(得分:5)

根据您的描述和您发布的代码,我打赌您的问题不在于阅读,解析或您向收藏中添加内容的方式。最可能的问题是您的ObjMesh.Objvertex结构未覆盖GetHashCode。 (我假设您使用的代码类似于http://www.opentk.com/files/ObjMesh.cs

如果您没有覆盖GetHashCode,那么您的objVerticesIndexDictionary将非常像线性列表。这将解释您遇到的性能问题。

我建议您考虑为GetHashCode课程提供一个好的ObjMesh.Objvertex方法。

有关值类型的默认GetHashCode实现的信息以及不适合在哈希表或字典中使用的原因,请参阅Why is ValueType.GetHashCode() implemented like it is?

答案 1 :(得分:2)

编辑3:问题不在于解析。

这是你如何阅读文件。如果你正确阅读它会更快;但是,看起来你的阅读速度异常缓慢。我最初的怀疑是,这是因为分配过多,但似乎你的代码也可能存在其他问题,因为这并不能解释整个减速问题。

然而,这是我制作的一段完全避免所有对象分配的代码:

static void Main(string[] args)
{
    long counter = 0;
    var sw = Stopwatch.StartNew();
    var sb = new StringBuilder();
    var text = File.ReadAllText("spacestation.obj");
    for (int i = 0; i < text.Length; i++)
    {
        int start = i;
        while (i < text.Length &&
            (char.IsDigit(text[i]) || text[i] == '-' || text[i] == '.'))
        { i++; }
        if (i > start)
        {
            sb.Append(text, start, i - start); //Copy data to the buffer

            float value = Parse(sb); //Parse the data

            sb.Remove(0, sb.Length); //Clear the buffer
            counter++;
        }
    }
    sw.Stop();
    Console.WriteLine("{0:N0}", sw.Elapsed.TotalSeconds); //Only a few ms
}

使用此解析器:

const int MIN_POW_10 = -16, int MAX_POW_10 = 16,
    NUM_POWS_10 = MAX_POW_10 - MIN_POW_10 + 1;
static readonly float[] pow10 = GenerateLookupTable();
static float[] GenerateLookupTable()
{
    var result = new float[(-MIN_POW_10 + MAX_POW_10) * 10];
    for (int i = 0; i < result.Length; i++)
        result[i] = (float)((i / NUM_POWS_10) *
                Math.Pow(10, i % NUM_POWS_10 + MIN_POW_10));
    return result;
}
static float Parse(StringBuilder str)
{
    float result = 0;
    bool negate = false;
    int len = str.Length;
    int decimalIndex = str.Length;
    for (int i = len - 1; i >= 0; i--)
        if (str[i] == '.')
        { decimalIndex = i; break; }
    int offset = -MIN_POW_10 + decimalIndex;
    for (int i = 0; i < decimalIndex; i++)
        if (i != decimalIndex && str[i] != '-')
            result += pow10[(str[i] - '0') * NUM_POWS_10 + offset - i - 1];
        else if (str[i] == '-')
            negate = true;
    for (int i = decimalIndex + 1; i < len; i++)
        if (i != decimalIndex)
            result += pow10[(str[i] - '0') * NUM_POWS_10 + offset - i];
    if (negate)
        result = -result;
    return result;
}

它会在一小段时间内发生

当然,这个解析器测试很差,并且具有这些当前限制(以及更多):

  • 请勿尝试解析比数组中提供的更多数字(十进制和整数)。

  • 无任何错误处理。

  • 仅解析小数指数!即它可以解析1234.56但不能解析1.23456E3

  • 不关心全球化/本地化。你的文件只有一种格式,所以没有必要关心那种东西,因为你可能还是用英文来存储它。

看起来你不一定需要这么多矫枉过正,但看看你的代码并试图找出瓶颈。它似乎既不是阅读也不是解析。

答案 2 :(得分:2)

您是否测量过速度问题确实是由Convert.ToSingle引起的?

在您包含的代码中,我看到您创建了这样的列表和词典:

normals = new List<Vector3>();
texCoords = new List<Vector2>();
objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>();

然后当您阅读该文件时,您一次添加一个项目。 其中一种可能的优化方法是在文件开头保存法线,texCoords,索引和所有内容的总数,然后按这些数字初始化这些集合。这将预先分配集合使用的缓冲区,因此向它们添加项目将非常快。

所以集合创建应如下所示:

// These values should be stored at the beginning of the file
int totalNormals = Convert.ToInt32(textReader.ReadLine());
int totalTexCoords = Convert.ToInt32(textReader.ReadLine());
int totalIndexes = Convert.ToInt32(textReader.ReadLine());

normals = new List<Vector3>(totalNormals);
texCoords = new List<Vector2>(totalTexCoords);
objVerticesIndexDictionary = new Dictionary<ObjMesh.ObjVertex, int>(totalIndexes);

请参阅List<T> Constructor (Int32)Dictionary<TKey, TValue> Constructor (Int32)

答案 3 :(得分:0)

这个related question适用于C ++,但绝对值得一读。

为了尽可能快地阅读,您可能希望将文件映射到内存中,然后使用一些自定义浮点解析器进行解析,尤其是如果您知道数字总是特定格式(即您首先是生成输入文件的格式)。

答案 4 :(得分:0)

我测试了.Net字符串解析一次,解析文本的最快函数是旧的VB Val()函数。您可以从Microsoft.VisualBasic.Conversion Val(字符串)

中提取相关部分
Converting String to numbers

Comparison of relative test times (ms / 100000 conversions)
Double  Single  Integer    Int(w/ decimal point)
14      13      6          16                 Val(Str)
14      14      6          16                 Cxx(Val(Str)) e.g., CSng(Val(str))
22      21      17          e!                Convert.To(str)
23      21      16          e!                XX.Parse(str) e.g. Single.Parse()
30      31      31         32                 Cxx(str)

Val: fastest, part of VisualBasic dll, skips non-numeric,
ConvertTo and Parse: slower, part of core, exception on bad format (including decimal point)
Cxx: slowest (for strings), part of core, consistent times across formats