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Now we can use C++ tricks to make this easier

This commit is contained in:
jordan4ibanez
2023-11-28 05:02:31 -05:00
parent 80e5da381d
commit 132f1ae5d6
2 changed files with 20 additions and 6 deletions

View File

@@ -191,13 +191,16 @@ void CB3DJSONMeshFileLoader::cleanUp(std::string failure) {
AnimatedMesh = 0;
}
IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
bool CB3DJSONMeshFileLoader::parseJSONFile() {
}
IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
// Less than zero? What is this file a black hole?
if (file->getSize() <= 0) {
this->cleanUp("B3D JSON severe error! File size is 0!");
return nullptr;
return AnimatedMesh;
}
// So here we turn this mangled disaster into a C string.
@@ -214,7 +217,6 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
output[file->getSize()] = '\0';
// We have to catch a JSON parse error or else the game will segfault.
json data;
try {
data = json::parse(output);
} catch (const json::parse_error& e) {
@@ -236,10 +238,10 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
}
// Now we can start doing a full parse of the data in the model JSON.
IAnimatedMesh* finalizedModel = parseModel(data);
const bool placeholder = parseModel(data);
return finalizedModel;
println("We got to the end.");
return nullptr;
}
} // namespace scene