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Diffstat (limited to 'src/3d/scene_loader.cc')
-rw-r--r--src/3d/scene_loader.cc77
1 files changed, 35 insertions, 42 deletions
diff --git a/src/3d/scene_loader.cc b/src/3d/scene_loader.cc
index eb20954..d5c1879 100644
--- a/src/3d/scene_loader.cc
+++ b/src/3d/scene_loader.cc
@@ -11,6 +11,18 @@
namespace SceneLoader {
+// Safe unaligned read helpers
+static inline uint32_t read_u32(const uint8_t* p) {
+ uint32_t v;
+ std::memcpy(&v, p, sizeof(v));
+ return v;
+}
+static inline float read_f32(const uint8_t* p) {
+ float v;
+ std::memcpy(&v, p, sizeof(v));
+ return v;
+}
+
bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
if (!data || size < 16) { // Header size check
printf("SceneLoader: Data too small\n");
@@ -25,11 +37,11 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
size_t offset = 4;
- uint32_t num_objects = *(const uint32_t*)(data + offset);
+ uint32_t num_objects = read_u32(data + offset);
offset += 4;
- uint32_t num_cameras = *(const uint32_t*)(data + offset);
+ uint32_t num_cameras = read_u32(data + offset);
offset += 4;
- uint32_t num_lights = *(const uint32_t*)(data + offset);
+ uint32_t num_lights = read_u32(data + offset);
offset += 4;
// printf("SceneLoader: Loading %d objects, %d cameras, %d lights\n",
@@ -45,49 +57,33 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
if (offset + 4 > size)
return false;
- uint32_t type_val = *(const uint32_t*)(data + offset);
+ uint32_t type_val = read_u32(data + offset);
offset += 4;
ObjectType type = (ObjectType)type_val;
if (offset + 12 + 16 + 12 + 16 > size)
return false; // Transforms + Color
- float px = *(const float*)(data + offset);
- offset += 4;
- float py = *(const float*)(data + offset);
- offset += 4;
- float pz = *(const float*)(data + offset);
- offset += 4;
+ float px = read_f32(data + offset); offset += 4;
+ float py = read_f32(data + offset); offset += 4;
+ float pz = read_f32(data + offset); offset += 4;
vec3 pos(px, py, pz);
- float rx = *(const float*)(data + offset);
- offset += 4;
- float ry = *(const float*)(data + offset);
- offset += 4;
- float rz = *(const float*)(data + offset);
- offset += 4;
- float rw = *(const float*)(data + offset);
- offset += 4;
+ float rx = read_f32(data + offset); offset += 4;
+ float ry = read_f32(data + offset); offset += 4;
+ float rz = read_f32(data + offset); offset += 4;
+ float rw = read_f32(data + offset); offset += 4;
quat rot(rx, ry, rz, rw);
- float sx = *(const float*)(data + offset);
- offset += 4;
- float sy = *(const float*)(data + offset);
- offset += 4;
- float sz = *(const float*)(data + offset);
- offset += 4;
+ float sx = read_f32(data + offset); offset += 4;
+ float sy = read_f32(data + offset); offset += 4;
+ float sz = read_f32(data + offset); offset += 4;
vec3 scale(sx, sy, sz);
- // Color components (cr, cg, cb, ca)
- float cr = *(const float*)(data + offset);
- offset += 4;
- float cg = *(const float*)(data + offset);
- offset += 4;
- float cb = *(const float*)(data + offset);
- offset += 4;
- // Read ca, advance offset AFTER reading ca, then construct color
- float ca = *(const float*)(data + offset);
- offset += 4; // Offset is now after ca
+ float cr = read_f32(data + offset); offset += 4;
+ float cg = read_f32(data + offset); offset += 4;
+ float cb = read_f32(data + offset); offset += 4;
+ float ca = read_f32(data + offset); offset += 4;
vec4 color(cr, cg, cb, ca);
// Plane Distance (if type == PLANE)
@@ -96,7 +92,7 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
// Check bounds before reading plane_distance
if (offset + 4 > size)
return false;
- plane_distance = *(const float*)(data + offset);
+ plane_distance = read_f32(data + offset);
offset += 4; // Advance offset after reading plane_distance
}
@@ -105,7 +101,7 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
// either after ca (if not PLANE) or after plane_distance (if PLANE).
if (offset + 4 > size)
return false;
- uint32_t name_len = *(const uint32_t*)(data + offset);
+ uint32_t name_len = read_u32(data + offset);
offset += 4;
AssetId mesh_id = (AssetId)0; // Default or INVALID (if 0 is invalid)
@@ -131,12 +127,9 @@ bool LoadScene(Scene& scene, const uint8_t* data, size_t size) {
// Physics properties
if (offset + 4 + 4 + 4 > size)
return false;
- float mass = *(const float*)(data + offset);
- offset += 4;
- float restitution = *(const float*)(data + offset);
- offset += 4;
- uint32_t is_static_u32 = *(const uint32_t*)(data + offset);
- offset += 4;
+ float mass = read_f32(data + offset); offset += 4;
+ float restitution = read_f32(data + offset); offset += 4;
+ uint32_t is_static_u32 = read_u32(data + offset); offset += 4;
bool is_static = (is_static_u32 != 0);
// Create Object3D