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Now we're gonna bring back those tricks better
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53
.vscode/settings.json
vendored
53
.vscode/settings.json
vendored
@ -4,6 +4,57 @@
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"fstream": "cpp",
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"new": "cpp",
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"unordered_map": "cpp",
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"unordered_set": "cpp"
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"unordered_set": "cpp",
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"any": "cpp",
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"array": "cpp",
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"atomic": "cpp",
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"*.tcc": "cpp",
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"cctype": "cpp",
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"chrono": "cpp",
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"clocale": "cpp",
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"cmath": "cpp",
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"codecvt": "cpp",
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"cstdarg": "cpp",
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"cstddef": "cpp",
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"cstdint": "cpp",
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"cstdio": "cpp",
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"cstdlib": "cpp",
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"cstring": "cpp",
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"ctime": "cpp",
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"cwchar": "cpp",
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"cwctype": "cpp",
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"deque": "cpp",
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"forward_list": "cpp",
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"list": "cpp",
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"vector": "cpp",
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"exception": "cpp",
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"algorithm": "cpp",
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"filesystem": "cpp",
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"functional": "cpp",
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"iterator": "cpp",
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"map": "cpp",
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"memory": "cpp",
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"memory_resource": "cpp",
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"numeric": "cpp",
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"optional": "cpp",
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"ratio": "cpp",
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"string": "cpp",
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"string_view": "cpp",
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"system_error": "cpp",
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"tuple": "cpp",
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"type_traits": "cpp",
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"utility": "cpp",
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"initializer_list": "cpp",
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"iomanip": "cpp",
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"iosfwd": "cpp",
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"istream": "cpp",
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"limits": "cpp",
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"ostream": "cpp",
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"sstream": "cpp",
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"stdexcept": "cpp",
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"streambuf": "cpp",
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"cinttypes": "cpp",
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"typeinfo": "cpp",
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"valarray": "cpp"
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}
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}
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@ -191,18 +191,10 @@ void CB3DJSONMeshFileLoader::cleanUp(std::string failure) {
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AnimatedMesh = 0;
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}
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bool CB3DJSONMeshFileLoader::parseJSONFile() {
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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?
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if (file->getSize() <= 0) {
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this->cleanUp("B3D JSON severe error! File size is 0!");
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return AnimatedMesh;
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}
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/**
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* Returns success.
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*/
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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());
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@ -217,16 +209,30 @@ IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
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output[file->getSize()] = '\0';
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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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JSONDataContainer = json::parse(output);
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} catch (const json::parse_error& e) {
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std::cout << "message: " << e.what() << '\n'
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<< "exception id: " << e.id << '\n'
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<< "byte position of error: " << e.byte << std::endl;
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os::Printer::log("JSON: Failed to parse!", ELL_WARNING);
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return nullptr;
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return false;
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}
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return true;
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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?
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if (file->getSize() <= 0) {
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this->cleanUp("B3D JSON severe error! File size is 0!");
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return AnimatedMesh;
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}
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if (!this->parseJSONFile(file)) {
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}
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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"] != "BB3D") {
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@ -17,10 +17,18 @@ class CB3DJSONMeshFileLoader : public IMeshLoader
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private:
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// Fields.
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CSkinnedMesh* AnimatedMesh;
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/*
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Quick note about JSON.
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This is static memory, it's a static memory address so I do not think
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that this needs to be freed.
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So once this model goes out of scope, I'm pretty sure that this will
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be pointing to the next model. Or maybe the last model loaded.
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*/
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json JSONDataContainer;
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// Methods.
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void cleanUp(std::string);
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bool parseJSONFile();
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bool parseJSONFile(io::IReadFile* file);
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public:
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