irrlicht/source/Irrlicht/CB3DJSONMeshFileLoader.cpp
2023-11-28 04:46:25 -05:00

239 lines
5.9 KiB
C++

#include "CB3DJSONMeshFileLoader.h"
#include "coreutil.h"
#include "IAnimatedMesh.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>
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 Vec3.
*/
const char* buildVec3fError(std::string key) {
return std::string("Error, ").append(key).append(" in NODE must be an array of 3 numbers!").c_str();
}
/**
* Returns true if failure occurs.
*/
bool grabVec3f(json data, std::string key, irr::core::vector3df& refVec) {
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()) {
os::Printer::log(buildVec3fError(key), ELL_WARNING);
return true;
}
switch (i){
case 0:
refVec.X = value;
break;
case 1:
refVec.Y = value;
break;
case 2:
refVec.Z = value;
break;
}
i++;
}
} else {
os::Printer::log(buildVec3fError(key), ELL_WARNING);
return true;
}
return false;
}
/**
* Simple error builder for Quaternion.
*/
const char* buildQuatError(std::string key) {
return std::string("Error, ").append(key).append(" in NODE must be an array of 4 numbers!").c_str();
}
/**
* Returns true if failure occurs.
*/
bool 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()) {
os::Printer::log(buildQuatError(key), ELL_WARNING);
return true;
}
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 {
os::Printer::log(buildQuatError(key), ELL_WARNING);
return true;
}
return false;
}
// Returns if errored.
bool 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};
if (grabVec3f(data, "position", position)) {
return true;
}
if (grabVec3f(data, "scale", scale)) {
return true;
}
if (grabQuaternionf(data, "rotation", rotation)) {
return true;
}
return false;
}
IAnimatedMesh* parseModel(json data) {
//! 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);
return animatedMesh;
}
IAnimatedMesh* CB3DJSONMeshFileLoader::createMesh(io::IReadFile* file) {
// Less than zero? What is this file a black hole?
if (file->getSize() <= 0) {
os::Printer::log("B3D JSON severe error! File size is 0!", ELL_WARNING);
return nullptr;
}
// 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.
// char* buffer = new char[file->getSize()];
auto buffer = std::make_unique<char[]>(file->getSize());
// Now we read that dang JSON.
file->read(buffer.get(), file->getSize());
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.
json data;
try {
data = json::parse(output);
} catch (const json::parse_error& e) {
std::cout << "message: " << e.what() << '\n'
<< "exception id: " << e.id << '\n'
<< "byte position of error: " << e.byte << std::endl;
os::Printer::log("JSON: Failed to parse!", ELL_WARNING);
return nullptr;
}
// Now check some real basic elements of the JSON file.
if (!data.contains("format") || !data["format"].is_string() || data["format"] != "BB3D") {
os::Printer::log("No format in B3D JSON! Expected: BB3DJSON", ELL_WARNING);
return nullptr;
}
if (!data.contains("version") || !data["version"].is_number_integer() || data["version"] != 1) {
os::Printer::log("Wrong version in B3D JSON! Expected: 1", ELL_WARNING);
return nullptr;
}
// Now we can start doing a full parse of the data in the model JSON.
IAnimatedMesh* finalizedModel = parseModel(data);
return finalizedModel;
}
} // namespace scene
} // namespace irr