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Deprecate old implementation & note
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3cfb2a7323
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@ -60,6 +60,9 @@ const char* buildVec3fError(std::string key) {
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* Returns true if failure occurs.
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* Returns true if failure occurs.
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*/
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*/
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bool grabVec3f(json data, std::string key, irr::core::vector3df& refVec) {
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bool grabVec3f(json data, std::string key, irr::core::vector3df& refVec) {
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// todo: make a CurrentElement thing in the class header so that we can print nice debug info.
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if (data.contains(key) && data[key].is_array() && data[key].size() == 3) {
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if (data.contains(key) && data[key].is_array() && data[key].size() == 3) {
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auto jsonVec3 = data[key];
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auto jsonVec3 = data[key];
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int i = 0;
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int i = 0;
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@ -170,27 +173,7 @@ std::tuple<bool, std::string> CB3DJSONMeshFileLoader::load() {
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return {false, "Wrong version in B3D JSON! Expected: 1"};
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return {false, "Wrong version in B3D JSON! Expected: 1"};
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}
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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!
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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 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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// return animatedMesh;
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// return animatedMesh;
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return {true, nullptr};
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return {true, nullptr};
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@ -275,4 +258,32 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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}
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}
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} // namespace scene
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} // namespace scene
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} // namespace irr
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} // namespace irr
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/*
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? This is old reference material. Remember to remove this before PR is made.
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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!
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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 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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*/
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