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Now we're going to very carefully implement b3d
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@ -156,31 +156,39 @@ bool parseNode(json data, SMeshBuffer* meshBuffer) {
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return false;
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}
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IAnimatedMesh* parseModel(json data) {
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// Returns success.
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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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// SMesh* baseMesh(new SMesh {});
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SMeshBuffer* meshBuffer(new SMeshBuffer {});
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// SMeshBuffer* meshBuffer(new SMeshBuffer {});
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// And now we begin the recursion!
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std::cout << data["NODE"] << "\n";
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// std::cout << data["NODE"] << "\n";
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if (data.contains("NODE") && data["NODE"].is_object()) {
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println("Yep, that's a node!");
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// if (data.contains("NODE") && data["NODE"].is_object()) {
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// println("Yep, that's a node!");
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// If it fails, give up basically.
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if (parseNode(data["NODE"], meshBuffer)) {
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return nullptr;
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}
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}
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// // If it fails, give up basically.
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// if (parseNode(data["NODE"], meshBuffer)) {
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// return nullptr;
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// }
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// }
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SAnimatedMesh* animatedMesh(new SAnimatedMesh {});
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animatedMesh->addMesh(baseMesh);
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// SAnimatedMesh* animatedMesh(new SAnimatedMesh {});
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// animatedMesh->addMesh(baseMesh);
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return animatedMesh;
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// return animatedMesh;
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return true;
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}
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void CB3DJSONMeshFileLoader::cleanUp(std::string failure) {
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os::Printer::log(failure.c_str(), ELL_WARNING);
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AnimatedMesh->drop();
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AnimatedMesh = 0;
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}
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IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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@ -188,18 +196,18 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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// Less than zero? What is this file a black hole?
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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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this->cleanUp("B3D JSON severe error! File size is 0!");
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return nullptr;
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}
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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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// char* buffer = new char[file->getSize()];
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auto buffer = std::make_unique<char[]>(file->getSize());
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// Now we read that dang JSON.
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file->read(buffer.get(), file->getSize());
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// 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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@ -207,7 +215,6 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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// We have to catch a JSON parse error or else the game will segfault.
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json data;
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try {
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data = json::parse(output);
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} catch (const json::parse_error& e) {
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@ -16,6 +16,7 @@ class CB3DJSONMeshFileLoader : public IMeshLoader
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{
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private:
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CSkinnedMesh* AnimatedMesh;
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void cleanUp(std::string);
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public:
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