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701 lines
19 KiB
C++
701 lines
19 KiB
C++
#include "CB3DJSONMeshFileLoader.h"
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#include "coreutil.h"
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#include "IAnimatedMesh.h"
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#include "SB3DStructs.h"
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#include "S3DVertex.h"
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#include "SAnimatedMesh.h"
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#include "SColor.h"
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#include "CMeshBuffer.h"
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#include "SMesh.h"
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#include "vector3d.h"
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#include "quaternion.h"
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#include "IReadFile.h"
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#include "path.h"
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#include <iostream>
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#include "os.h"
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#include <string>
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#include "json/json.hpp"
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#include <array>
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#include <tuple>
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using json = nlohmann::json;
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namespace irr
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{
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namespace scene
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{
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//! Remember to remove this function. It's very dumb.
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void println(const char* data) {
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printf(data);
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printf("\n");
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}
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void println(std::string data) {
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printf((data + "\n").c_str());
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}
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const char * const boolToString(bool b)
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{
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return b ? "true" : "false";
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}
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// Class methods.
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CB3DJSONMeshFileLoader::CB3DJSONMeshFileLoader()
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{
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}
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bool CB3DJSONMeshFileLoader::isALoadableFileExtension(
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const io::path& fileName) const
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{
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//* we could do multiple accepted extensions, like b3dj jb3d, j3d, etc. Talk with core devs about this.
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//? For now, just JSON because it has vscode linting.
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return core::hasFileExtension(fileName, "json");
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}
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/**
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* Simple error builder for Vec2, Vec3, and Quaternion.
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*/
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std::string buildVectorError(std::string key, int index, int width) {
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if (index == -1) {
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return std::string("Error, " + key + " is missing!");
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}
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std::string component;
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switch (index) {
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case 0:
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component = "X";
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break;
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case 1:
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component = "Y";
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break;
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case 2:
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component = "Z";
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break;
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case 3:
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component = "W";
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break;
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}
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return std::string("Error, " + component + " in " + key + "is not a number! " + key + " must be an array of " + std::to_string(width) + " numbers!");
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}
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/**
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* Returns (success, failure reason).
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*/
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std::tuple<bool, std::string> grabVec2f(json data, std::string key, irr::core::vector2df& refVec) {
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// todo: make a CurrentElement thing in the class header so that we can print nice debug info.
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if (data.contains(key) && data[key].is_array() && data[key].size() == 2) {
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auto jsonVec2 = data[key];
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int i = 0;
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for (auto reference = jsonVec2.begin(); reference != jsonVec2.end(); ++reference) {
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auto value = *reference;
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// Can take integer OR float.
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if (!value.is_number()) {
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return {false, buildVectorError(key, i, 2)};
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}
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switch (i){
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case 0:
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refVec.X = value;
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break;
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case 1:
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refVec.Y = value;
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break;
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}
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i++;
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}
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} else {
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return {false, buildVectorError(key, -1, 2)};
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}
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return {true, ""};
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}
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/**
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* Returns (success, failure reason).
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*/
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std::tuple<bool, std::string> grabVec3f(json data, std::string key, irr::core::vector3df& refVec) {
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// todo: make a CurrentElement thing in the class header so that we can print nice debug info.
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if (data.contains(key) && data[key].is_array() && data[key].size() == 3) {
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auto jsonVec3 = data[key];
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int i = 0;
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for (auto reference = jsonVec3.begin(); reference != jsonVec3.end(); ++reference) {
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auto value = *reference;
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// Can take integer OR float.
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if (!value.is_number()) {
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return {false, buildVectorError(key, i, 3)};
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}
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switch (i){
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case 0:
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refVec.X = value;
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break;
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case 1:
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refVec.Y = value;
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break;
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case 2:
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refVec.Z = value;
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break;
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}
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i++;
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}
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} else {
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return {false, buildVectorError(key, -1, 3)};
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}
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return {true, ""};
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}
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/**
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* Returns (success, failure reason).
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*/
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std::tuple<bool, std::string> grabQuaternionf(json data, std::string key, irr::core::quaternion& refQuat) {
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if (data.contains(key) && data[key].is_array() && data[key].size() == 4) {
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auto jsonQuat = data[key];
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int i = 0;
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for (auto reference = jsonQuat.begin(); reference != jsonQuat.end(); ++reference) {
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auto value = *reference;
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// Can take integer OR float.
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if (!value.is_number()) {
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return {false, buildVectorError(key, i, 4)};
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}
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switch (i){
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case 0:
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refQuat.X = value;
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break;
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case 1:
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refQuat.Y = value;
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break;
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case 2:
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refQuat.Z = value;
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break;
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case 3:
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refQuat.W = value;
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break;
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}
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i++;
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}
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} else {
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return {false, buildVectorError(key, -1, 4)};
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}
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return {true, ""};
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}
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// Returns (success, failure reason).
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std::tuple<bool, std::string> parseNode(json data, SMeshBuffer* meshBuffer) {
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auto position = irr::core::vector3df{0,0,0};
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auto scale = irr::core::vector3df{1,1,1};
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auto rotation = irr::core::quaternion{0,0,0,1};
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auto positionResult = grabVec3f(data, "position", position);
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if (!std::get<0>(positionResult)) {
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return {false, std::get<1>(positionResult)};
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}
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auto scaleResult = grabVec3f(data, "scale", scale);
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if (!std::get<0>(scaleResult)) {
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return {false, std::get<1>(scaleResult)};
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}
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auto rotationResult = grabQuaternionf(data, "rotation", rotation);
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if (!std::get<0>(rotationResult)) {
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return {false, std::get<1>(rotationResult)};
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}
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return {true, ""};
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}
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/**
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* Returns (success, failure reason).
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* [optional]
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*/
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std::tuple<bool, std::string> CB3DJSONMeshFileLoader::readChunkBRUS() {
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//? Can skip number of BRUS because JSON. :D
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//? note: BRUS is an array of objects.
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json brus;
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// We're checking the root of the JSON structure here. So we can just peak directly into the root.
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if (JSONDataContainer.contains("BRUS") && JSONDataContainer["BRUS"].is_array()) {
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brus = JSONDataContainer["BRUS"];
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} else {
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// We also want to warn developers if they're using {} instead of [].
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if (JSONDataContainer.contains("BRUS") && !JSONDataContainer["BRUS"].is_array()) {
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return {false, "BRUS is not an array."};
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}
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// Since it's optional, it succeeds if it's not there.
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return {true, ""};
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}
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int index = 0;
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for (auto reference = brus.begin(); reference != brus.end(); ++reference) {
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// b stands for brush.
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json b = *reference;
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if (!b.is_object()) {
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return {false, "BRUS: Element " + std::to_string(index) + " is not an object."};
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}
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// This is still quite strange. Maybe just make this a reference because it would be pointing to the same memory address.
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Materials.push_back(SB3dMaterial());
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SB3dMaterial& B3DMaterial = Materials.getLast();
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// This part should probably be it's own function.
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//todo: look into making this it's own function.
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//* Red.
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if (b.contains("red") && b["red"].is_number()) {
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B3DMaterial.red = b["red"];
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} else {
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if (!b.contains("red")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"red\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") \"red\" is not a number."};
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}
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//* Green.
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if (b.contains("green") && b["green"].is_number()) {
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B3DMaterial.green = b["green"];
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} else {
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if (!b.contains("green")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"green\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") \"green\" is not a number."};
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}
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//* Blue.
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if (b.contains("blue") && b["blue"].is_number()) {
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B3DMaterial.blue = b["blue"];
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} else {
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if (!b.contains("blue")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"blue\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") \"blue\" is not a number."};
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}
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//* Alpha.
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if (b.contains("alpha") && b["alpha"].is_number()) {
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B3DMaterial.alpha = b["alpha"];
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} else {
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if (!b.contains("alpha")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"alpha\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") \"alpha\" is not a number."};
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}
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//* Blend.
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if (b.contains("blend") && b["blend"].is_number_integer()) {
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B3DMaterial.blend = b["blend"];
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} else {
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if (!b.contains("blend")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"blend\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") \"blend\" is not an integer."};
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}
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//* FX.
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if (b.contains("fx") && b["fx"].is_number_integer()) {
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B3DMaterial.fx = b["fx"];
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} else {
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if (!b.contains("fx")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"fx\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") \"fx\" is not an integer."};
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}
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//* Textures Array.
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if (b.contains("textures") && b["textures"].is_array()) {
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json internalArray = b["textures"];
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int internalIndex = 0;
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for (auto internalReference = internalArray.begin(); internalReference != internalArray.end(); ++internalReference) {
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json texName = *internalReference;
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if (!texName.is_string()) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") texture element (" + std::to_string(internalIndex) + ") is not a string."};
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}
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std::string finalizedName = texName;
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println("this is what we got: " + finalizedName);
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internalIndex++;
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}
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} else {
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if (!b.contains("textures")) {
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return {false, "BRUS: Element (" + std::to_string(index) + ") is missing \"textures\"."};
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}
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return {false, "BRUS: Element (" + std::to_string(index) + ") is not an array."};
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}
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index++;
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}
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return {true, ""};
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}
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/**
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* Returns (success, failure reason).
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* [optional]
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*/
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std::tuple<bool, std::string> CB3DJSONMeshFileLoader::readChunkTEXS() {
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//? note: TEXS is an array of objects.
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// We're checking the root of the JSON structure here. So we can just peak directly into the root.
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json texs;
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if (JSONDataContainer.contains("TEXS") && JSONDataContainer["TEXS"].is_array()) {
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// We're referencing static memory.
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texs = JSONDataContainer["TEXS"];
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} else {
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// We also want to warn developers if they're using {} instead of [].
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if (JSONDataContainer.contains("TEXS") && !JSONDataContainer["TEXS"].is_array()) {
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return {false, "TEXS is not an array."};
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}
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// Since it's optional, it succeeds if it's not there.
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return {true, ""};
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}
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int index = 0;
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for (auto reference = texs.begin(); reference != texs.end(); ++reference) {
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// t stands for texture.
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json t = *reference;
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if (!t.is_object()) {
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return {false, "TEXS: Element " + std::to_string(index) + " is not an object."};
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}
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// This is a very strange way to do this but I won't complain.
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// Create the texture object inside of the Mesh.
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Textures.push_back(SB3dTexture());
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SB3dTexture& B3DTexture = Textures.getLast();
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// This part should probably be it's own function.
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//todo: look into making this it's own function.
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// This part is a bit complex, for ease of use for the plugin dev/modders advantage.
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//* Name.
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if (t.contains("name") && t["name"].is_string()) {
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// Strings are implicitly converted.
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std::string textureName = t["name"];
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B3DTexture.TextureName = textureName.c_str();
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// Convert Windows '\' to Posix '/'.
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B3DTexture.TextureName.replace('\\','/');
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} else {
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if (t.contains("name") && !t["name"].is_string()) {
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return {false, "\"name\" in TEXS block index (" + std::to_string(index) +") is not a string."};
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}
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return {false, "Missing \"name\" in TEXS block index (" + std::to_string(index) +")."};
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}
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//* Flags.
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if (t.contains("flags") && t["flags"].is_number_integer()) {
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B3DTexture.Flags = t["flags"];
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} else {
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if (t.contains("flags") && !t["flags"].is_number_integer()) {
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return {false, "\"flags\" in TEXS block index(" + std::to_string(index)+") is not an integer."};
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}
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return {false, "Missing \"flags\" in TEXS block index(" + std::to_string(index)+")."};
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}
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//* Blend.
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if (t.contains("blend") && t["blend"].is_number_integer()) {
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B3DTexture.Blend = t["blend"];
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} else {
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if (t.contains("blend") && !t["blend"].is_number_integer()) {
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return {false, "\"blend\" in TEXS block index(" + std::to_string(index)+") is not an integer."};
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}
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return {false, "Missing \"blend\" in TEXS block index(" + std::to_string(index)+")."};
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}
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//* Position.
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if (t.contains("pos") && t["pos"].is_array()) {
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irr::core::vector2df pos {0,0};
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auto posSuccess = grabVec2f(t, "pos", pos);
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// Something went horribly wrong.
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if (!std::get<0>(posSuccess)) {
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return {false, "TEXS: " + std::get<1>(posSuccess)};
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}
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// Success.
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B3DTexture.Xpos = pos.X;
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B3DTexture.Ypos = pos.Y;
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} else {
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if (t.contains("pos") && !t["pos"].is_array()) {
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return {false, "\"pos\" in TEXS block index(" + std::to_string(index)+") is not an array."};
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}
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if (!t.contains("pos") ) {
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return {false, "\"pos\" in TEXS block index(" + std::to_string(index)+") is missing."};
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}
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return {false, "Malformed \"pos\" in TEXS block index (" + std::to_string(index) + "). Must be an array with 2 numbers."};
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}
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//* Scale.
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if (t.contains("scale") && t["scale"].is_array()) {
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irr::core::vector2df scale {0,0};
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auto scaleSuccess = grabVec2f(t, "scale", scale);
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// Something went horribly wrong.
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if (!std::get<0>(scaleSuccess)) {
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return {false, "TEXS: " + std::get<1>(scaleSuccess)};
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}
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// Success.
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B3DTexture.Xscale = scale.X;
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B3DTexture.Yscale = scale.Y;
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// println(std::to_string(B3DTexture.Xscale) + " " + std::to_string(B3DTexture.Yscale));
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} else {
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if (t.contains("scale") && !t["scale"].is_array()) {
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return {false, "\"scale\" in TEXS block index(" + std::to_string(index)+") is not an array."};
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}
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if (!t.contains("scale") ) {
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return {false, "\"scale\" in TEXS block index(" + std::to_string(index)+") is missing."};
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}
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return {false, "Malformed \"scale\" in TEXS block index (" + std::to_string(index) + "). Must be an array with 2 numbers."};
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}
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//* Angle.
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if (t.contains("angle") && t["angle"].is_number()) {
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B3DTexture.Angle = t["angle"];
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} else {
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if (t.contains("angle")) {
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return {false, "\"angle\" in TEXS block index (" + std::to_string(index) + ") is not a number."};
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}
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return {false, "\"angle\" in TEXS block index (" + std::to_string(index) + ") is missing."};
|
|
}
|
|
|
|
|
|
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"};
|
|
}
|
|
|
|
// Grab TEXS (textures).
|
|
std::tuple<bool, std::string> texturesSuccess = this->readChunkTEXS();
|
|
|
|
if (!std::get<0>(texturesSuccess)) {
|
|
return {false, std::get<1>(texturesSuccess)};
|
|
}
|
|
|
|
// Grab BRUS (brushes). Defines where materials go.
|
|
std::tuple<bool, std::string> brushesSuccess = this->readChunkBRUS();
|
|
|
|
if (!std::get<0>(brushesSuccess)) {
|
|
return {false, std::get<1>(brushesSuccess)};
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 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';
|
|
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);
|
|
|
|
*/ |