irrlicht/source/Irrlicht/CB3DJSONMeshFileLoader.cpp
2023-11-26 05:14:31 -05:00

94 lines
2.3 KiB
C++

#include "CB3DJSONMeshFileLoader.h"
#include "coreutil.h"
#include "IAnimatedMesh.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");
}
IAnimatedMesh* parseModel(json model) {
return nullptr;
}
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;
}
// println("I am loading your cool file, yay");
// printf("the file is called: ");
// println(file->getFileName().c_str());
// So here we turn this mangled disaster into a C string.
// 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());
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 finalizedModel;
}
} // namespace scene
} // namespace irr