irrlicht/source/Irrlicht/CB3DJSONMeshFileLoader.cpp
2023-11-26 06:52:22 -05:00

164 lines
4.0 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.h"
#include "json/json.hpp"
#include <array>
using json = nlohmann::json;
using namespace nlohmann::literals;
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");
}
// 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 (data.contains("position") && data["position"].is_array()) {
auto positionJSON = data["position"].array();
if (!positionJSON.size() == 3) {
os::Printer::log("Error, position in NODE must be an array of 3 integers!", ELL_WARNING);
return true;
}
println("found a position data!");
int i = 0;
for (auto p = positionJSON.begin(); p != positionJSON.end(); ++p) {
auto dereffed = *p;
if (!dereffed.is_number_integer()) {
os::Printer::log("Error, position in NODE must be an array of 3 integers!", ELL_WARNING);
return true;
}
switch (i){
case 0:
position.X = dereffed;
break;
case 1:
position.Y = dereffed;
break;
case 2:
position.Z = dereffed;
break;
}
i++;
}
}
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 (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.
// auto buffer = std::make_unique<char[]>(file->getSize());
char* buffer = new char[file->getSize()];
// Now we read that dang JSON.
file->read(buffer, file->getSize());
// We have to clone this or it segfaults. I have no idea why.
char* clone = strdup(buffer);
// Dereference then borrow it.
json data = json::parse(&*clone);
// Now check some real basic elements of the JSON file.
if (!data.contains("format") || !data["format"].is_string() || data["format"] != "BB3DJSON") {
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 things with it.
IAnimatedMesh* finalizedModel = parseModel(data);
return nullptr;
}
} // namespace scene
} // namespace irr