#include "CB3DJSONMeshFileLoader.h" #include "coreutil.h" #include "IAnimatedMesh.h" #include "SB3DStructs.h" #include "S3DVertex.h" #include "SAnimatedMesh.h" #include "SColor.h" #include "CMeshBuffer.h" #include "SMesh.h" #include "vector3d.h" #include "quaternion.h" #include "IReadFile.h" #include "path.h" #include #include "os.h" #include #include "json/json.hpp" #include #include using json = nlohmann::json; namespace irr { namespace scene { //! Remember to remove this function. It's very dumb. void println(const char* data) { printf(data); printf("\n"); } void println(std::string data) { printf((data + "\n").c_str()); } const char * const boolToString(bool b) { return b ? "true" : "false"; } // Class methods. CB3DJSONMeshFileLoader::CB3DJSONMeshFileLoader() { } bool CB3DJSONMeshFileLoader::isALoadableFileExtension( const io::path& fileName) const { //* we could do multiple accepted extensions, like b3dj jb3d, j3d, etc. Talk with core devs about this. //? For now, just JSON because it has vscode linting. return core::hasFileExtension(fileName, "json"); } /** * Simple error builder for Vec2, Vec3, and Quaternion. */ std::string buildVectorError(std::string key, int index, int width) { if (index == -1) { return std::string("Error, " + key + " is missing!"); } std::string component; switch (index) { case 0: component = "X"; break; case 1: component = "Y"; break; case 2: component = "Z"; break; case 3: component = "W"; break; } return std::string("Error, " + component + " in " + key + "is not a number! " + key + " must be an array of " + std::to_string(width) + " numbers!"); } /** * Returns (success, failure reason). */ std::tuple grabVec2f(json data, std::string key, irr::core::vector2df& refVec) { // todo: make a CurrentElement thing in the class header so that we can print nice debug info. if (data.contains(key) && data[key].is_array() && data[key].size() == 2) { auto jsonVec2 = data[key]; int i = 0; for (auto reference = jsonVec2.begin(); reference != jsonVec2.end(); ++reference) { auto value = *reference; // Can take integer OR float. if (!value.is_number()) { return {false, buildVectorError(key, i, 2)}; } switch (i){ case 0: refVec.X = value; break; case 1: refVec.Y = value; break; } i++; } } else { return {false, buildVectorError(key, -1, 2)}; } return {true, ""}; } /** * Returns (success, failure reason). */ std::tuple grabVec3f(json data, std::string key, irr::core::vector3df& refVec) { // todo: make a CurrentElement thing in the class header so that we can print nice debug info. if (data.contains(key) && data[key].is_array() && data[key].size() == 3) { auto jsonVec3 = data[key]; int i = 0; for (auto reference = jsonVec3.begin(); reference != jsonVec3.end(); ++reference) { auto value = *reference; // Can take integer OR float. if (!value.is_number()) { return {false, buildVectorError(key, i, 3)}; } switch (i){ case 0: refVec.X = value; break; case 1: refVec.Y = value; break; case 2: refVec.Z = value; break; } i++; } } else { return {false, buildVectorError(key, -1, 3)}; } return {true, ""}; } /** * Returns (success, failure reason). */ std::tuple grabQuaternionf(json data, std::string key, irr::core::quaternion& refQuat) { if (data.contains(key) && data[key].is_array() && data[key].size() == 4) { auto jsonQuat = data[key]; int i = 0; for (auto reference = jsonQuat.begin(); reference != jsonQuat.end(); ++reference) { auto value = *reference; // Can take integer OR float. if (!value.is_number()) { return {false, buildVectorError(key, i, 4)}; } switch (i){ case 0: refQuat.X = value; break; case 1: refQuat.Y = value; break; case 2: refQuat.Z = value; break; case 3: refQuat.W = value; break; } i++; } } else { return {false, buildVectorError(key, -1, 4)}; } return {true, ""}; } // Returns (success, failure reason). std::tuple parseNode(json data, SMeshBuffer* meshBuffer) { auto position = irr::core::vector3df{0,0,0}; auto scale = irr::core::vector3df{1,1,1}; auto rotation = irr::core::quaternion{0,0,0,1}; auto positionResult = grabVec3f(data, "position", position); if (!std::get<0>(positionResult)) { return {false, std::get<1>(positionResult)}; } auto scaleResult = grabVec3f(data, "scale", scale); if (!std::get<0>(scaleResult)) { return {false, std::get<1>(scaleResult)}; } auto rotationResult = grabQuaternionf(data, "rotation", rotation); if (!std::get<0>(rotationResult)) { return {false, std::get<1>(rotationResult)}; } return {true, ""}; } /** * Returns (success, failure reason). * This is an optional component of B3D. */ std::tuple CB3DJSONMeshFileLoader::readChunkTEXS() { //? note: TEXS is an array of objects. // We're checking the root of the JSON structure here. So we can just peak directly into the root. json texs; if (JSONDataContainer.contains("TEXS") && JSONDataContainer["TEXS"].is_array()) { // We're referencing static memory. texs = JSONDataContainer["TEXS"]; } else { // Since it's optional, it succeeds if it's not there. return {true, ""}; } int index = 0; for (auto reference = texs.begin(); reference != texs.end(); ++reference) { // t stands for texture. json t = *reference; if (!t.is_object()) { return {false, "TEXS: Element " + std::to_string(index) + " is not an object."}; } // This is a very strange way to do this but I won't complain. // Create the texture object inside of the Mesh. Textures.push_back(SB3dTexture()); SB3dTexture& B3DTexture = Textures.getLast(); // This part should probably be it's own function. //todo: look into making this it's own function. if (t.contains("name") && t["name"].is_string()) { // Strings are implicitly converted. std::string textureName = t["name"]; B3DTexture.TextureName = textureName.c_str(); // Convert Windows '\' to Posix '/'. B3DTexture.TextureName.replace('\\','/'); println(B3DTexture.TextureName.c_str()); } else { if (t.contains("name") && !t["name"].is_string()) { return {false, "\"name\" in TEXS block index (" + std::to_string(index) +") is not a string."}; } return {false, "Missing \"name\" in TEXS block index (" + std::to_string(index) +")."}; } // This part is a bit complex, for ease of use for the plugin dev/modders advantage. // if (t.contains("pos") && t["pos"].is_array()) { // irr::core::vector2df pos {0,0}; // auto posSuccess = grabVec2f(t, "pos", pos); // if (!std::get<0>(posSuccess)) { // return {false, "TEXS: " + std::get<1>(posSuccess)}; // } // } else { // return {false, "Malformed \"pos\" in TEXS block index (" + std::to_string(index) + "). Must be an array with 2 numbers."}; // } index++; } // } else { // // it is malformed. // //todo: return // return {false, "Malformed TEXS block. \"textures\" is not an array."} ; // } // Everything succeeds, yay! return {true, ""}; } /** * Returns (success, failure reason). */ std::tuple CB3DJSONMeshFileLoader::load() { // Now check some real basic elements of the JSON file. if (!JSONDataContainer.contains("format") || !JSONDataContainer["format"].is_string() || JSONDataContainer["format"] != "BB3D") { return {false, "No format in B3D JSON! Expected: BB3D"}; } if (!JSONDataContainer.contains("version") || !JSONDataContainer["version"].is_number_integer() || JSONDataContainer["version"] != 1) { return {false, "Wrong version in B3D JSON! Expected: 1"}; } // Success, failure reason std::tuple texturesSuccess = this->readChunkTEXS(); if (!std::get<0>(texturesSuccess)) { return {false, std::get<1>(texturesSuccess)}; } // return animatedMesh; return {true, ""}; } /** * Automatically cleans and returns the nullptr so it can be inlined or chained. */ CSkinnedMesh* CB3DJSONMeshFileLoader::cleanUp(std::string failure) { os::Printer::log(failure.c_str(), ELL_WARNING); if (AnimatedMesh != nullptr) { AnimatedMesh->drop(); AnimatedMesh = 0; } return AnimatedMesh; } /** * Returns (success, failure reason). */ std::tuple CB3DJSONMeshFileLoader::parseJSONFile(io::IReadFile* file) { // So here we turn this mangled disaster into a C string. // Please consider this the equivalent of duct taping a chainsaw onto a car to cut your lawn. auto buffer = std::make_unique(file->getSize()); // Now we read that dang JSON. file->read(buffer.get(), file->getSize()); // This is the same pointer as buffer, but it's easier to read as "output". char* output = buffer.get(); // Irrlicht doesn't null terminate the raw output. So we must doe it ourself. output[file->getSize()] = '\0'; // We have to catch a JSON parse error or else the game will segfault. try { //! This is pointing to static memory. It will only be valid during the loading of this model. JSONDataContainer = json::parse(output); } catch (const json::parse_error& e) { std::string failureReason = "message: " + std::string(e.what()) + '\n' + "exception id: " + std::to_string(e.id) + '\n' + "byte position of error: " + std::to_string(e.byte) + '\n'; return {false, failureReason}; } // I'm not sure if buffer and output gets dropped here. return {true, ""}; } IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) { // Less than zero? What is this file a black hole? if (file->getSize() <= 0) { return(this->cleanUp("B3D JSON severe error! File size is 0!")); } // Try to read this file. const std::tuple parseResult = this->parseJSONFile(file); // If it failed to parse, we give up. if (!std::get<0>(parseResult)) { // Print the reason, and return a nullptr. return(this->cleanUp(std::get<1>(parseResult))); } //? Now JSONDataContainer exists on this object. //? So we can commence loading it. // Now we can start doing a full parse of the data in the model JSON and build it as an irrlicht model. const std::tuple loadResult = load(); // If it failed to load, we give up. if (!std::get<0>(loadResult)) { // Print the reason, and return a nullptr. return(this->cleanUp(std::get<1>(loadResult))); } else { //todo: We finalize the model here. } println("We got to the end."); //todo: We return the object's AnimatedMesh. return nullptr; } } // namespace scene } // namespace irr /* ! deprecated ? This is old reference material. Remember to remove this before PR is made. //! Remember: This is basically a linked tree. // SMesh* baseMesh(new SMesh {}); // SMeshBuffer* meshBuffer(new SMeshBuffer {}); // And now we begin the recursion! // std::cout << data["NODE"] << "\n"; // if (data.contains("NODE") && data["NODE"].is_object()) { // println("Yep, that's a node!"); // // If it fails, give up basically. // if (parseNode(data["NODE"], meshBuffer)) { // return nullptr; // } // } // SAnimatedMesh* animatedMesh(new SAnimatedMesh {}); // animatedMesh->addMesh(baseMesh); */