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https://github.com/appgurueu/modlib.git
synced 2024-08-19 04:44:11 +02:00
Revert "Fix B3D reader: Don't rely on table constructor execution order"
This reverts commit fe26d4c793fd4956b2e1dda881c26736c0062b1b.
This commit is contained in:
parent
fe26d4c793
commit
95598799ee
116
b3d.lua
116
b3d.lua
@ -82,12 +82,12 @@ function read(stream)
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end
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local function color()
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local color = {}
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color.r = float()
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color.g = float()
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color.b = float()
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color.a = float()
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return color
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return {
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r = float(),
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g = float(),
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b = float(),
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a = float()
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}
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end
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local function vector3()
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@ -95,8 +95,7 @@ function read(stream)
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end
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local function quaternion()
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local w, x, y, z = float(), float(), float(), float()
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return {x, y, z, w}
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return {[4] = float(), [1] = float(), [2] = float(), [3] = float()}
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end
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local function content()
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@ -109,14 +108,14 @@ function read(stream)
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TEXS = function()
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local textures = {}
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while content() do
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local texture = {}
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texture.file = string()
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texture.flags = int()
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texture.blend = int()
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texture.pos = float_array(2)
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texture.scale = float_array(2)
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texture.rotation = float()
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table.insert(textures, texture)
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table.insert(textures, {
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file = string(),
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flags = int(),
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blend = int(),
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pos = float_array(2),
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scale = float_array(2),
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rotation = float()
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})
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end
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return textures
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end,
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@ -125,13 +124,14 @@ function read(stream)
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brushes.n_texs = int()
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assert(brushes.n_texs <= 8)
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while content() do
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local brush = {}
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brush.name = string()
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brush.color = color()
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brush.shininess = float()
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brush.blend = float()
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brush.fx = float()
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brush.texture_id = {}
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local brush = {
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name = string(),
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color = color(),
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shininess = float(),
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blend = float(),
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fx = float(),
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texture_id = {}
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}
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for index = 1, brushes.n_texs do
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brush.texture_id[index] = optional_id()
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end
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@ -140,19 +140,21 @@ function read(stream)
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return brushes
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end,
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VRTS = function()
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local vertices = {}
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vertices.flags = int()
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vertices.tex_coord_sets = int()
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vertices.tex_coord_set_size = int()
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local vertices = {
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flags = int(),
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tex_coord_sets = int(),
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tex_coord_set_size = int()
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}
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assert(vertices.tex_coord_sets <= 8 and vertices.tex_coord_set_size <= 4)
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local has_normal = (vertices.flags % 2 == 1) or nil
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local has_color = (math.floor(vertices.flags / 2) % 2 == 1) or nil
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while content() do
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local vertex = {}
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vertex.pos = vector3()
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vertex.normal = has_normal and vector3()
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vertex.color = has_color and color()
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vertex.tex_coords = {}
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local vertex = {
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pos = vector3(),
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normal = has_normal and vector3(),
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color = has_color and color(),
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tex_coords = {}
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}
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for tex_coord_set = 1, vertices.tex_coord_sets do
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local tex_coords = {}
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for tex_coord = 1, vertices.tex_coord_set_size do
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@ -170,16 +172,15 @@ function read(stream)
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vertex_ids = {}
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}
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while content() do
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-- possibly obsolete if Lua guarantees a certain order of execution for list table constructors
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local id_1, id_2, id_3 = id(), id(), id()
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table.insert(tris.vertex_ids, {id_1, id_2, id_3})
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table.insert(tris.vertex_ids, {id(), id(), id()})
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end
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return tris
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end,
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MESH = function()
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local mesh = {}
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mesh.brush_id = optional_id()
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mesh.vertices = chunk{VRTS = true}
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local mesh = {
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brush_id = optional_id(),
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vertices = chunk{VRTS = true}
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}
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mesh.triangle_sets = {}
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repeat
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local tris = chunk{TRIS = true}
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@ -217,33 +218,34 @@ function read(stream)
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flags = flags
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}
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while content() do
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local frame = {}
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frame.frame = int()
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frame.position = position and vector3() or nil
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frame.scale = scale and vector3() or nil
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frame.rotation = rotation and quaternion() or nil
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table.insert(bone, frame)
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table.insert(bone, {
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frame = int(),
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position = position and vector3() or nil,
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scale = scale and vector3() or nil,
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rotation = rotation and quaternion() or nil
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})
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end
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-- Ensure frames are sorted ascending
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table.sort(bone, function(a, b) return a.frame < b.frame end)
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return bone
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end,
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ANIM = function()
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local anim = {}
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-- flags are unused
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anim.flags = int()
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anim.frames = int()
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anim.fps = float()
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return anim
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return {
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-- flags are unused
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flags = int(),
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frames = int(),
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fps = float()
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}
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end,
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NODE = function()
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local node = {}
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node.name = string()
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node.position = vector3()
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node.scale = vector3()
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node.keys = {}
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node.rotation = quaternion()
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node.children = {}
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local node = {
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name = string(),
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position = vector3(),
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scale = vector3(),
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keys = {},
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rotation = quaternion(),
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children = {}
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}
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local node_type
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-- See https://github.com/blitz-research/blitz3d/blob/master/blitz3d/loader_b3d.cpp#L263
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-- Order is not validated; double occurences of mutually exclusive node def are
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