func parseGeometry(world *scene.Scene, jsondata map[string]interface{}, geometry_id string) (geometry *objects.Geometry) { log.Println("Parsing Json Geometry") embeds := jsondata["embeds"].(map[string]interface{}) geometrydata := jsondata["geometries"].(map[string]interface{})[geometry_id].(map[string]interface{}) geometry = new(objects.Geometry) geometry.ID = geometry_id if geometrydata["type"].(string) == "embedded" { embed := embeds[geometrydata["id"].(string)].(map[string]interface{}) // Parse metadata geometry.Metadata.Vertices = int32(embed["metadata"].(map[string]interface{})["vertices"].(float64)) geometry.Metadata.Normals = int32(embed["metadata"].(map[string]interface{})["normals"].(float64)) geometry.Metadata.Colors = int32(embed["metadata"].(map[string]interface{})["colors"].(float64)) geometry.Metadata.Faces = int32(embed["metadata"].(map[string]interface{})["faces"].(float64)) // Parse bounding box geometry.BB.Min.X = float32(embed["boundingBox"].(map[string]interface{})["min"].([]interface{})[0].(float64)) geometry.BB.Min.Y = float32(embed["boundingBox"].(map[string]interface{})["min"].([]interface{})[1].(float64)) geometry.BB.Min.Z = float32(embed["boundingBox"].(map[string]interface{})["min"].([]interface{})[2].(float64)) geometry.BB.Max.X = float32(embed["boundingBox"].(map[string]interface{})["max"].([]interface{})[0].(float64)) geometry.BB.Max.Y = float32(embed["boundingBox"].(map[string]interface{})["max"].([]interface{})[1].(float64)) geometry.BB.Max.Z = float32(embed["boundingBox"].(map[string]interface{})["max"].([]interface{})[2].(float64)) geometry.Scale = float32(embed["scale"].(float64)) vertices := embed["vertices"].([]interface{}) for i := 0; i < len(vertices); { v := vertex.NewVertex(float32(vertices[i].(float64)), float32(vertices[i+1].(float64)), float32(vertices[i+2].(float64))) i += 3 world.Vertices = append(world.Vertices, *v) geometry.Vertices = append(geometry.Vertices, &world.Vertices[len(world.Vertices)-1]) } normals := embed["normals"].([]interface{}) for i := 0; i < len(normals); { v := vertex.NewNormal(float32(normals[i].(float64)), float32(normals[i+1].(float64)), float32(normals[i+2].(float64))) i += 3 world.Normals = append(world.Normals, *v) geometry.Normals = append(geometry.Normals, &world.Normals[len(world.Normals)-1]) } faces := embed["faces"].([]interface{}) for i := 0; i < len(faces); { mask := uint32(faces[i].(float64)) i++ // is not triangle? if isBitSet(mask, 0) { log.Fatalln("Quads are not supported") } tri := triangle.Triangle{Vertices: [3]*vertex.Vertex{&world.Vertices[int32(faces[i].(float64))], &world.Vertices[int32(faces[i+1].(float64))], &world.Vertices[int32(faces[i+2].(float64))]}} i += 3 // has face material if isBitSet(mask, 1) { log.Println("Ignoring face material, material defined in the geometry json") i++ } // has face uv if isBitSet(mask, 2) { log.Fatalln("Face UVs are not supported") i++ } // has face vertex uv if isBitSet(mask, 3) { log.Fatalln("Face vertex UVs are not supported") i += 3 } // has face normals if isBitSet(mask, 4) { log.Fatalln("Face normals are not supported") i++ } // has face vertex normals if isBitSet(mask, 5) { tri.Normals = [3]*vertex.Normal{&world.Normals[int32(faces[i].(float64))], &world.Normals[int32(faces[i+1].(float64))], &world.Normals[int32(faces[i+2].(float64))]} i += 3 } // has face color if isBitSet(mask, 6) { log.Fatalln("Face colors are not supported") i++ } if isBitSet(mask, 7) { log.Fatalln("Face vertex colors are not supported") i += 3 } world.Triangles = append(world.Triangles, tri) log.Println(tri) } } else { log.Panicln("I don't know what to do with non-embedded geometry types!") } return }