示例#1
0
Mesh* json_parse_mesh(const jsonvalue& json) {
    auto mesh = new Mesh();
    if(json.object_contains("json_mesh")) {
        json_texture_path_push(json.object_element("json_mesh").as_string());
        mesh = json_parse_mesh(load_json(json.object_element("json_mesh").as_string()));
        json_texture_path_pop();
    }
    json_set_optvalue(json, mesh->frame, "frame");
    json_set_optvalue(json, mesh->pos, "pos");
    json_set_optvalue(json, mesh->norm, "norm");
    json_set_optvalue(json, mesh->texcoord, "texcoord");
    json_set_optvalue(json, mesh->triangle, "triangle");
    json_set_optvalue(json, mesh->quad, "quad");
    json_set_optvalue(json, mesh->point, "point");
    json_set_optvalue(json, mesh->line, "line");
    json_set_optvalue(json, mesh->spline, "spline");
    if(json.object_contains("material")) mesh->mat = json_parse_material(json.object_element("material"));
    json_set_optvalue(json, mesh->subdivision_catmullclark_level, "subdivision_catmullclark_level");
    json_set_optvalue(json, mesh->subdivision_catmullclark_smooth, "subdivision_catmullclark_smooth");
    json_set_optvalue(json, mesh->subdivision_bezier_level, "subdivision_bezier_level");
    json_set_optvalue(json, mesh->subdivision_bezier_uniform, "subdivision_bezier_uniform");
    if(json.object_contains("animation")) mesh->animation = json_parse_frame_animation(json.object_element("animation"));
    if(json.object_contains("skinning")) mesh->skinning = json_parse_mesh_skinning(json.object_element("skinning"));
    if(json.object_contains("json_skinning")) mesh->skinning = json_parse_mesh_skinning(load_json(json.object_element("json_skinning").as_string()));
    if(json.object_contains("simulation")) mesh->simulation = json_parse_mesh_simulation(json.object_element("simulation"));
    if (mesh->skinning) {
        if (mesh->skinning->vert_rest_pos.empty()) mesh->skinning->vert_rest_pos = mesh->pos;
        if (mesh->skinning->vert_rest_norm.empty()) mesh->skinning->vert_rest_norm = mesh->norm;
        if (mesh->pos.empty()) mesh->pos = mesh->skinning->vert_rest_pos;
        if (mesh->norm.empty()) mesh->norm = mesh->skinning->vert_rest_norm;
    }
    return mesh;
}
示例#2
0
文件: scene.cpp 项目: okate/Raytrace
Surface* json_parse_surface(const jsonvalue& json) {
    auto surface = new Surface();
    json_set_optvalue(json, surface->frame, "frame");
    json_set_optvalue(json, surface->radius,"radius");
    json_set_optvalue(json, surface->isquad,"isquad");
    if(json.object_contains("material")) surface->mat = json_parse_material(json.object_element("material"));
    return surface;
}
示例#3
0
Surface* json_parse_surface(const jsonvalue& json) {
    auto surface = new Surface();
    json_set_optvalue(json, surface->frame, "frame");
    json_set_optvalue(json, surface->radius,"radius");
    json_set_optvalue(json, surface->isquad,"isquad");
    if(json.object_contains("material")) surface->mat = json_parse_material(json.object_element("material"));
    json_set_optvalue(json, surface->subdivision_level,"subdivision_level");
    json_set_optvalue(json, surface->subdivision_smooth,"subdivision_smooth");
    if(json.object_contains("animation")) surface->animation = json_parse_frame_animation(json.object_element("animation"));
    return surface;
}