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-rw-r--r--src/3d/scene_loader.cc196
1 files changed, 114 insertions, 82 deletions
diff --git a/src/3d/scene_loader.cc b/src/3d/scene_loader.cc
index 69079ef..669fac8 100644
--- a/src/3d/scene_loader.cc
+++ b/src/3d/scene_loader.cc
@@ -1,108 +1,140 @@
#include "3d/scene_loader.h"
-#include "util/asset_manager.h"
#include "generated/assets.h"
+#include "util/asset_manager.h"
#include "util/mini_math.h"
-#include <cstring>
#include <cstdio>
+#include <cstring>
#include <vector>
bool SceneLoader::LoadScene(Scene& scene, const uint8_t* data, size_t size) {
- if (!data || size < 16) { // Header size check
- printf("SceneLoader: Data too small\n");
- return false;
- }
+ if (!data || size < 16) { // Header size check
+ printf("SceneLoader: Data too small\n");
+ return false;
+ }
- // Check Magic
- if (std::memcmp(data, "SCN1", 4) != 0) {
- printf("SceneLoader: Invalid magic (expected SCN1)\n");
- return false;
- }
-
- size_t offset = 4;
+ // Check Magic
+ if (std::memcmp(data, "SCN1", 4) != 0) {
+ printf("SceneLoader: Invalid magic (expected SCN1)\n");
+ return false;
+ }
- uint32_t num_objects = *reinterpret_cast<const uint32_t*>(data + offset); offset += 4;
- uint32_t num_cameras = *reinterpret_cast<const uint32_t*>(data + offset); offset += 4;
- uint32_t num_lights = *reinterpret_cast<const uint32_t*>(data + offset); offset += 4;
+ size_t offset = 4;
- // printf("SceneLoader: Loading %d objects, %d cameras, %d lights\n", num_objects, num_cameras, num_lights);
+ uint32_t num_objects = *reinterpret_cast<const uint32_t*>(data + offset);
+ offset += 4;
+ uint32_t num_cameras = *reinterpret_cast<const uint32_t*>(data + offset);
+ offset += 4;
+ uint32_t num_lights = *reinterpret_cast<const uint32_t*>(data + offset);
+ offset += 4;
- for (uint32_t i = 0; i < num_objects; ++i) {
- if (offset + 64 > size) return false; // Name check
-
- char name[65] = {0};
- std::memcpy(name, data + offset, 64); offset += 64;
+ // printf("SceneLoader: Loading %d objects, %d cameras, %d lights\n",
+ // num_objects, num_cameras, num_lights);
- if (offset + 4 > size) return false;
- uint32_t type_val = *reinterpret_cast<const uint32_t*>(data + offset); offset += 4;
- ObjectType type = (ObjectType)type_val;
+ for (uint32_t i = 0; i < num_objects; ++i) {
+ if (offset + 64 > size)
+ return false; // Name check
- if (offset + 12 + 16 + 12 + 16 > size) return false; // Transforms + Color
+ char name[65] = {0};
+ std::memcpy(name, data + offset, 64);
+ offset += 64;
- float px = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float py = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float pz = *reinterpret_cast<const float*>(data + offset); offset += 4;
- vec3 pos(px, py, pz);
+ if (offset + 4 > size)
+ return false;
+ uint32_t type_val = *reinterpret_cast<const uint32_t*>(data + offset);
+ offset += 4;
+ ObjectType type = (ObjectType)type_val;
- float rx = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float ry = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float rz = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float rw = *reinterpret_cast<const float*>(data + offset); offset += 4;
- quat rot(rx, ry, rz, rw);
+ if (offset + 12 + 16 + 12 + 16 > size)
+ return false; // Transforms + Color
- float sx = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float sy = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float sz = *reinterpret_cast<const float*>(data + offset); offset += 4;
- vec3 scale(sx, sy, sz);
+ float px = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float py = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float pz = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ vec3 pos(px, py, pz);
- float cr = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float cg = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float cb = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float ca = *reinterpret_cast<const float*>(data + offset); offset += 4;
- vec4 color(cr, cg, cb, ca);
+ float rx = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float ry = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float rz = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float rw = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ quat rot(rx, ry, rz, rw);
- // Mesh Asset Name Length
- if (offset + 4 > size) return false;
- uint32_t name_len = *reinterpret_cast<const uint32_t*>(data + offset); offset += 4;
+ float sx = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float sy = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float sz = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ vec3 scale(sx, sy, sz);
- AssetId mesh_id = (AssetId)0; // Default or INVALID (if 0 is invalid)
+ float cr = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float cg = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float cb = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float ca = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ vec4 color(cr, cg, cb, ca);
- if (name_len > 0) {
- if (offset + name_len > size) return false;
- char mesh_name[128] = {0};
- if (name_len < 128) {
- std::memcpy(mesh_name, data + offset, name_len);
- }
- offset += name_len;
-
- // Resolve Asset ID
- mesh_id = GetAssetIdByName(mesh_name);
- if (mesh_id == AssetId::ASSET_LAST_ID) {
- printf("SceneLoader: Warning: Mesh asset '%s' not found for object '%s'\n", mesh_name, name);
- }
- }
+ // Mesh Asset Name Length
+ if (offset + 4 > size)
+ return false;
+ uint32_t name_len = *reinterpret_cast<const uint32_t*>(data + offset);
+ offset += 4;
- // Physics properties
- if (offset + 4 + 4 + 4 > size) return false;
- float mass = *reinterpret_cast<const float*>(data + offset); offset += 4;
- float restitution = *reinterpret_cast<const float*>(data + offset); offset += 4;
- uint32_t is_static_u32 = *reinterpret_cast<const uint32_t*>(data + offset); offset += 4;
- bool is_static = (is_static_u32 != 0);
+ AssetId mesh_id = (AssetId)0; // Default or INVALID (if 0 is invalid)
- // Create Object3D
- Object3D obj(type);
- obj.position = pos;
- obj.rotation = rot;
- obj.scale = scale;
- obj.color = color;
- obj.mesh_asset_id = mesh_id;
- obj.mass = mass;
- obj.restitution = restitution;
- obj.is_static = is_static;
- // user_data is nullptr by default
+ if (name_len > 0) {
+ if (offset + name_len > size)
+ return false;
+ char mesh_name[128] = {0};
+ if (name_len < 128) {
+ std::memcpy(mesh_name, data + offset, name_len);
+ }
+ offset += name_len;
- // Add to scene
- scene.add_object(obj);
+ // Resolve Asset ID
+ mesh_id = GetAssetIdByName(mesh_name);
+ if (mesh_id == AssetId::ASSET_LAST_ID) {
+ printf(
+ "SceneLoader: Warning: Mesh asset '%s' not found for object '%s'\n",
+ mesh_name, name);
+ }
}
- return true;
+ // Physics properties
+ if (offset + 4 + 4 + 4 > size)
+ return false;
+ float mass = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ float restitution = *reinterpret_cast<const float*>(data + offset);
+ offset += 4;
+ uint32_t is_static_u32 = *reinterpret_cast<const uint32_t*>(data + offset);
+ offset += 4;
+ bool is_static = (is_static_u32 != 0);
+
+ // Create Object3D
+ Object3D obj(type);
+ obj.position = pos;
+ obj.rotation = rot;
+ obj.scale = scale;
+ obj.color = color;
+ obj.mesh_asset_id = mesh_id;
+ obj.mass = mass;
+ obj.restitution = restitution;
+ obj.is_static = is_static;
+ // user_data is nullptr by default
+
+ // Add to scene
+ scene.add_object(obj);
+ }
+
+ return true;
} \ No newline at end of file