mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-11 21:00:35 +01:00
412 lines
11 KiB
C++
412 lines
11 KiB
C++
#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 <iostream>
|
|
#include "os.h"
|
|
#include <string>
|
|
#include "json/json.hpp"
|
|
#include <array>
|
|
#include <tuple>
|
|
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");
|
|
}
|
|
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<bool, std::string> 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<bool, std::string> 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<bool, std::string> 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<bool, std::string> 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<bool, std::string> 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"];
|
|
} {
|
|
// 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 thing = t["name"];
|
|
|
|
println(thing.c_str());
|
|
}
|
|
|
|
// 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. 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<bool, std::string> 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<bool, std::string> texturesSuccess = this->readChunkTEXS();
|
|
|
|
|
|
|
|
// 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<bool, std::string> 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<char[]>(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';
|
|
os::Printer::log("JSON: Failed to parse!", ELL_WARNING);
|
|
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<bool, std::string> 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<bool, std::string> 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);
|
|
|
|
*/ |