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I'm actually having fun with C++
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@ -42,8 +42,9 @@ bool CB3DJSONMeshFileLoader::isALoadableFileExtension(
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return core::hasFileExtension(fileName, "json");
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}
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void parseModel(json model) {
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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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@ -54,17 +55,13 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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return nullptr;
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}
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println("I am loading your cool file, yay");
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// println("I am loading your cool file, yay");
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printf("the file is called: ");
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println(file->getFileName().c_str());
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// printf("the file is called: ");
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// println(file->getFileName().c_str());
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// So here we turn this mangled disaster into a C string.
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// These two hold error message pointers, basically.
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// std::string err {};
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// std::string warn {};
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// auto buffer = std::make_unique<char[]>(file->getSize());
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char* buffer = new char[file->getSize()];
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@ -76,19 +73,21 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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// Dereference then borrow it.
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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!", ELL_WARNING);
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os::Printer::log("No format in B3D JSON! Expected: BB3DJSON", ELL_WARNING);
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return nullptr;
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}
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if (!data.contains("version") || !data["version"].is_number_integer() || data["version"] != 1) {
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os::Printer::log("Wrong version in B3D JSON!", ELL_WARNING);
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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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}
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parseModel(data);
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// Now we can start doing things with it.
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IAnimatedMesh* finalizedModel = parseModel(data);
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return nullptr;
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return finalizedModel;
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}
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} // namespace scene
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