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>
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 if errored.
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)) {
return true;
}
if (grabVec3f(data, "scale", scale)) {
return true;
}
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if (grabQuaternionf(data, "rotation", rotation)) {
return true;
}
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return false;
}
// Returns success.
bool load(json data) {
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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;
return true;
}
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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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}
/**
* Returns success.
*/
bool 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) {
std::cout << "message: " << e.what() << '\n'
<< "exception id: " << e.id << '\n'
<< "byte position of error: " << e.byte << std::endl;
os::Printer::log("JSON: Failed to parse!", ELL_WARNING);
return false;
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}
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// I'm not sure if buffer and output gets dropped here.
return true;
}
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.
if (!this->parseJSONFile(file)) {
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return(this->cleanUp("B3D JSON severe error! File size is 0!"));
}
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//? Now JSONDataContainer exists on this object.
//? So we can commence loading it.
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// Now check some real basic elements of the JSON file.
if (!data.contains("format") || !data["format"].is_string() || data["format"] != "BB3D") {
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os::Printer::log("No format in B3D JSON! Expected: BB3DJSON", ELL_WARNING);
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return nullptr;
}
if (!data.contains("version") || !data["version"].is_number_integer() || data["version"] != 1) {
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os::Printer::log("Wrong version in B3D JSON! Expected: 1", ELL_WARNING);
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return nullptr;
}
// Now we can start doing a full parse of the data in the model JSON.
const bool placeholder = parseModel(data);
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println("We got to the end.");
return nullptr;
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}
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} // namespace scene
} // namespace irr