irrlicht/source/Irrlicht/CB3DJSONMeshFileLoader.cpp

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#include "CB3DJSONMeshFileLoader.h"
#include "coreutil.h"
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#include "IAnimatedMesh.h"
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#include "S3DVertex.h"
#include "SAnimatedMesh.h"
#include "SColor.h"
#include "CMeshBuffer.h"
#include "SMesh.h"
#include "vector3d.h"
#include "quaternion.h"
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#include "IReadFile.h"
#include "path.h"
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#include <iostream>
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#include "os.h"
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#include <string>
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#include "json/json.hpp"
#include <array>
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#include <tuple>
using json = nlohmann::json;
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namespace irr
{
namespace scene
{
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//! Remember to remove this function. It's very dumb.
void println(const char* data) {
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printf(data);
printf("\n");
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}
const char * const boolToString(bool b)
{
return b ? "true" : "false";
}
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// Class methods.
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CB3DJSONMeshFileLoader::CB3DJSONMeshFileLoader()
{
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}
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bool CB3DJSONMeshFileLoader::isALoadableFileExtension(
const io::path& fileName) const
{
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//* we could do multiple accepted extensions, like b3dj jb3d, j3d, etc. Talk with core devs about this.
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//? For now, just JSON because it has vscode linting.
return core::hasFileExtension(fileName, "json");
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}
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/**
* Simple error builder for Vec3.
*/
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const char* buildVec3fError(std::string key) {
return std::string("Error, ").append(key).append(" in NODE must be an array of 3 numbers!").c_str();
}
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/**
* Returns true if failure occurs.
*/
bool grabVec3f(json data, std::string key, irr::core::vector3df& refVec) {
if (data.contains(key) && data[key].is_array() && data[key].size() == 3) {
auto jsonVec3 = data[key];
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int i = 0;
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for (auto reference = jsonVec3.begin(); reference != jsonVec3.end(); ++reference) {
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auto value = *reference;
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// Can take integer OR float.
if (!value.is_number()) {
os::Printer::log(buildVec3fError(key), ELL_WARNING);
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return true;
}
switch (i){
case 0:
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refVec.X = value;
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break;
case 1:
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refVec.Y = value;
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break;
case 2:
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refVec.Z = value;
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break;
}
i++;
}
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} else {
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os::Printer::log(buildVec3fError(key), ELL_WARNING);
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return true;
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}
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return false;
}
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/**
* Simple error builder for Quaternion.
*/
const char* buildQuatError(std::string key) {
return std::string("Error, ").append(key).append(" in NODE must be an array of 4 numbers!").c_str();
}
/**
* Returns true if failure occurs.
*/
bool grabQuaternionf(json data, std::string key, irr::core::quaternion& refQuat) {
if (data.contains(key) && data[key].is_array() && data[key].size() == 4) {
auto jsonQuat = data[key];
int i = 0;
for (auto reference = jsonQuat.begin(); reference != jsonQuat.end(); ++reference) {
auto value = *reference;
// Can take integer OR float.
if (!value.is_number()) {
os::Printer::log(buildQuatError(key), ELL_WARNING);
return true;
}
switch (i){
case 0:
refQuat.X = value;
break;
case 1:
refQuat.Y = value;
break;
case 2:
refQuat.Z = value;
break;
case 3:
refQuat.W = value;
break;
}
i++;
}
} else {
os::Printer::log(buildQuatError(key), ELL_WARNING);
return true;
}
return false;
}
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// Returns success.
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bool parseNode(json data, SMeshBuffer* meshBuffer) {
auto position = irr::core::vector3df{0,0,0};
auto scale = irr::core::vector3df{1,1,1};
auto rotation = irr::core::quaternion{0,0,0,1};
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if (grabVec3f(data, "position", position)) {
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return false;
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}
if (grabVec3f(data, "scale", scale)) {
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return false;
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}
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if (grabQuaternionf(data, "rotation", rotation)) {
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return false;
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}
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return true;
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}
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/**
* Returns (success, failure reason).
*/
std::tuple<bool, std::string> CB3DJSONMeshFileLoader::load() {
// Now check some real basic elements of the JSON file.
if (!JSONDataContainer.contains("format") || !JSONDataContainer["format"].is_string() || JSONDataContainer["format"] != "BB3D") {
return {false, "No format in B3D JSON! Expected: BB3D"};
}
if (!JSONDataContainer.contains("version") || !JSONDataContainer["version"].is_number_integer() || JSONDataContainer["version"] != 1) {
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return {false, "Wrong version in B3D JSON! Expected: 1"};
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}
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//! Remember: This is basically a linked tree.
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// SMesh* baseMesh(new SMesh {});
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// SMeshBuffer* meshBuffer(new SMeshBuffer {});
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// And now we begin the recursion!
// std::cout << data["NODE"] << "\n";
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// if (data.contains("NODE") && data["NODE"].is_object()) {
// println("Yep, that's a node!");
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// // If it fails, give up basically.
// if (parseNode(data["NODE"], meshBuffer)) {
// return nullptr;
// }
// }
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// SAnimatedMesh* animatedMesh(new SAnimatedMesh {});
// animatedMesh->addMesh(baseMesh);
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// return animatedMesh;
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return {true, nullptr};
}
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/**
* Automatically cleans and returns the nullptr so it can be inlined or chained.
*/
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CSkinnedMesh* CB3DJSONMeshFileLoader::cleanUp(std::string failure) {
os::Printer::log(failure.c_str(), ELL_WARNING);
AnimatedMesh->drop();
AnimatedMesh = 0;
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return AnimatedMesh;
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}
/**
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* Returns (success, failure reason).
*/
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std::tuple<bool, std::string> CB3DJSONMeshFileLoader::parseJSONFile(io::IReadFile* file) {
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// So here we turn this mangled disaster into a C string.
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// Please consider this the equivalent of duct taping a chainsaw onto a car to cut your lawn.
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auto buffer = std::make_unique<char[]>(file->getSize());
// Now we read that dang JSON.
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file->read(buffer.get(), file->getSize());
// This is the same pointer as buffer, but it's easier to read as "output".
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char* output = buffer.get();
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// Irrlicht doesn't null terminate the raw output. So we must doe it ourself.
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output[file->getSize()] = '\0';
// We have to catch a JSON parse error or else the game will segfault.
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try {
JSONDataContainer = json::parse(output);
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} catch (const json::parse_error& e) {
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std::string failureReason = "message: " + std::string(e.what()) + '\n' +
"exception id: " + std::to_string(e.id) + '\n' +
"byte position of error: " + std::to_string(e.byte) + '\n';
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os::Printer::log("JSON: Failed to parse!", ELL_WARNING);
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return {false, failureReason};
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}
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// I'm not sure if buffer and output gets dropped here.
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return {true, nullptr};
}
IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
// Less than zero? What is this file a black hole?
if (file->getSize() <= 0) {
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return(this->cleanUp("B3D JSON severe error! File size is 0!"));
}
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// Try to read this file.
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const std::tuple<bool, std::string> parseResult = this->parseJSONFile(file);
// If it failed to parse, we give up.
if (!std::get<0>(parseResult)) {
// Print the reason, and return a nullptr.
return(this->cleanUp(std::get<1>(parseResult)));
}
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//? Now JSONDataContainer exists on this object.
//? So we can commence loading it.
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// Now we can start doing a full parse of the data in the model JSON and build it as an irrlicht model.
const std::tuple<bool, std::string> loadResult = load();
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// If it failed to load, we give up.
if (!std::get<0>(loadResult)) {
// Print the reason, and return a nullptr.
return(this->cleanUp(std::get<1>(loadResult)));
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} else {
//todo: We finalize the model here.
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}
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println("We got to the end.");
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//todo: We return the object's AnimatedMesh.
return nullptr;
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}
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} // namespace scene
} // namespace irr