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
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;
}
}
}
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)
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,不指数!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)和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