irrlicht/source/Irrlicht/CB3DJSONMeshFileLoader.cpp

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#include "CB3DJSONMeshFileLoader.h"
#include "coreutil.h"
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#include "IAnimatedMesh.h"
#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.h"
#include "json/json.hpp"
#include <array>
using json = nlohmann::json;
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using namespace nlohmann::literals;
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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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IAnimatedMesh* parseModel(json model) {
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return nullptr;
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}
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IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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// Less than zero? What is this file a black hole?
if (file->getSize() <= 0) {
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os::Printer::log("B3D JSON severe error! File size is 0!", ELL_WARNING);
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return nullptr;
}
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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());
char* buffer = new char[file->getSize()];
// Now we read that dang JSON.
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file->read(buffer, file->getSize());
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char* clone = strdup(buffer);
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// Dereference then borrow it.
json data = json::parse(&*clone);
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// Now check some real basic elements of the JSON file.
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if (!data.contains("format") || !data["format"].is_string() || data["format"] != "BB3DJSON") {
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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;
}
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// Now we can start doing things with it.
IAnimatedMesh* finalizedModel = parseModel(data);
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return finalizedModel;
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}
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} // namespace scene
} // namespace irr