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https://github.com/appgurueu/modlib.git
synced 2024-11-25 16:53:46 +01:00
Clean up B3D reader, add B3D writer
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parent
c0b2957c67
commit
c088057d56
247
b3d.lua
247
b3d.lua
@ -1,15 +1,17 @@
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-- Localize globals
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local assert, error, math, modlib, next, pairs, setmetatable, table = assert, error, math, modlib, next, pairs, setmetatable, table
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local assert, error, math, modlib, next, ipairs, pairs, setmetatable, string_char, table
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= assert, error, math, modlib, next, ipairs, pairs, setmetatable, string.char, table
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local read_int, read_single = modlib.binary.read_int, modlib.binary.read_single
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local write_int, write_single = modlib.binary.write_int, modlib.binary.write_single
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-- Set environment
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local _ENV = {}
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setfenv(1, _ENV)
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local metatable = {__index = _ENV}
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--! experimental
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--+ Reads a single BB3D chunk from a stream
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--+ Doing `assert(stream:read(1) == nil)` afterwards is recommended
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--+ See `b3d_specification.txt` as well as https://github.com/blitz-research/blitz3d/blob/master/blitz3d/loader_b3d.cpp
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@ -84,7 +86,9 @@ function read(stream)
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end
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local function content()
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assert(left >= 0, stream:seek())
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if left < 0 then
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error(("unexpected EOF at position %d"):format(stream:seek()))
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end
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return left ~= 0
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end
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@ -106,8 +110,8 @@ function read(stream)
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end,
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BRUS = function()
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local brushes = {}
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brushes.n_texs = int()
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assert(brushes.n_texs <= 8)
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local n_texs = int()
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assert(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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@ -116,7 +120,7 @@ function read(stream)
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brush.blend = int()
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brush.fx = int()
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brush.texture_id = {}
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for index = 1, brushes.n_texs do
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for index = 1, n_texs do
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brush.texture_id[index] = optional_id()
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end
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table.insert(brushes, brush)
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@ -214,8 +218,6 @@ function read(stream)
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end
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table.insert(bone, frame)
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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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@ -235,7 +237,7 @@ function read(stream)
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node.children = {}
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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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-- Order is not validated; double occurrences of mutually exclusive node def are
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while content() do
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local elem, type = chunk()
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if type == "MESH" then
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@ -247,7 +249,6 @@ function read(stream)
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node_type = "bone"
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node.bone = elem
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elseif type == "KEYS" then
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assert((node.keys[#node.keys] or {}).frame ~= (elem[1] or {}).frame, "duplicate frame")
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modlib.table.append(node.keys, elem)
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elseif type == "NODE" then
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table.insert(node.children, elem)
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@ -258,7 +259,11 @@ function read(stream)
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node_type = "pivot"
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end
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end
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-- TODO somehow merge keys
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-- Ensure frames are sorted ascendingly
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table.sort(node.keys, function(a, b)
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assert(a.frame ~= b.frame, "duplicate frame")
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return a.frame < b.frame
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end)
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return node
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end,
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BB3D = function()
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@ -267,7 +272,6 @@ function read(stream)
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version = {
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major = math.floor(version / 100),
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minor = version % 100,
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raw = version
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},
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textures = {},
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brushes = {}
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@ -309,7 +313,224 @@ function read(stream)
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return setmetatable(self, metatable)
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end
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-- TODO function write(self, stream)
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-- Writer
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local function write_rope(self)
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local rope = {}
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local written_len = 0
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local function write(str)
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written_len = written_len + #str
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table.insert(rope, str)
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end
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local function byte(val)
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write(string_char(val))
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end
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local function int(val)
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write_int(byte, val, 4)
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end
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local function id(val)
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int(val - 1)
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end
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local function optional_id(val)
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int(val and (val - 1) or -1)
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end
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local function string(val)
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write(val)
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write"\0"
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end
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local function float(val)
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write_single(byte, val)
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end
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local function float_array(arr, len)
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assert(#arr == len)
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for i = 1, len do
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float(arr[i])
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end
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end
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local function color(val)
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float(val.r)
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float(val.g)
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float(val.b)
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float(val.a)
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end
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local function vector3(val)
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float_array(val, 3)
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end
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local function quaternion(quat)
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float(quat[4])
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float(quat[1])
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float(quat[2])
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float(quat[3])
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end
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local function chunk(name, write_func)
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write(name)
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-- Insert placeholder for the 4-bit len
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table.insert(rope, false)
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written_len = written_len + 4
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local len_idx = #rope -- save index of placeholder
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local prev_written_len = written_len
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write_func()
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-- Write the length of this chunk
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local chunk_len = written_len - prev_written_len
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local len_binary = {}
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write_int(function(byte)
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table.insert(len_binary, string_char(byte))
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end, chunk_len, 4)
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rope[len_idx] = table.concat(len_binary)
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end
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local function NODE(node)
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chunk("NODE", function()
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string(node.name)
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vector3(node.position)
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vector3(node.scale)
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quaternion(node.rotation)
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local mesh = node.mesh
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if mesh then
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chunk("MESH", function()
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optional_id(mesh.brush_id)
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local vertices = mesh.vertices
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chunk("VRTS", function()
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int(vertices.flags)
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int(vertices.tex_coord_sets)
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int(vertices.tex_coord_set_size)
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for _, vertex in ipairs(vertices) do
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if vertex.pos then vector3(vertex.pos) end
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if vertex.normal then vector3(vertex.normal) end
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if vertex.color then color(vertex.color) end
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for tex_coord_set = 1, vertices.tex_coord_sets do
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local tex_coords = vertex.tex_coords[tex_coord_set]
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for tex_coord = 1, vertices.tex_coord_set_size do
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float(tex_coords[tex_coord])
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end
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end
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end
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end)
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for _, triangle_set in ipairs(mesh.triangle_sets) do
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chunk("TRIS", function()
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id(triangle_set.brush_id)
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for _, tri in ipairs(triangle_set.vertex_ids) do
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id(tri[1])
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id(tri[2])
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id(tri[3])
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end
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end)
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end
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end)
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end
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if node.bone then
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chunk("BONE", function()
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for vertex_id, weight in pairs(node.bone) do
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id(vertex_id)
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float(weight)
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end
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end)
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end
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if node.keys then
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local keys_by_flags = {}
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for _, key in ipairs(node.keys) do
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local flags = 0
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flags = flags
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+ (key.position and 1 or 0)
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+ (key.scale and 2 or 0)
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+ (key.rotation and 4 or 0)
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keys_by_flags[flags] = keys_by_flags[flags] or {}
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table.insert(keys_by_flags[flags], key)
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end
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for flags, keys in pairs(keys_by_flags) do
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chunk("KEYS", function()
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int(flags)
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for _, frame in ipairs(keys) do
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int(frame.frame)
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if frame.position then vector3(frame.position) end
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if frame.scale then vector3(frame.scale) end
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if frame.rotation then quaternion(frame.rotation) end
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end
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end)
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end
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end
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local anim = node.animation
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if anim then
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chunk("ANIM", function()
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int(anim.flags)
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int(anim.frames)
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float(anim.fps)
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end)
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end
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for _, child in ipairs(node.children) do
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NODE(child)
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end
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end)
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end
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chunk("BB3D", function()
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int(self.version.major * 100 + self.version.minor)
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if self.textures[1] then
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chunk("TEXS", function()
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for _, tex in ipairs(self.textures) do
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string(tex.file)
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int(tex.flags)
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int(tex.blend)
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float_array(tex.pos, 2)
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float_array(tex.scale, 2)
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float(tex.rotation)
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end
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end)
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end
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if self.brushes[1] then
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local max_n_texs = 0
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for _, brush in ipairs(self.brushes) do
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for n in pairs(brush.texture_id) do
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if n > max_n_texs then
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max_n_texs = n
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end
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end
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end
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chunk("BRUS", function()
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int(max_n_texs)
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for _, brush in ipairs(self.brushes) do
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string(brush.name)
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color(brush.color)
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float(brush.shininess)
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int(brush.blend)
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int(brush.fx)
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for index = 1, max_n_texs do
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optional_id(brush.texture_id[index])
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end
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end
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end)
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end
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if self.node then
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NODE(self.node)
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end
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end)
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return rope
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end
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function write_string(self)
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return table.concat(write_rope(self))
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end
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function write(self, stream)
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for _, str in ipairs(write_rope(self)) do
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stream:write(str)
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end
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end
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local binary_search_frame = modlib.table.binary_search_comparator(function(a, b)
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return modlib.table.default_comparator(a, b.frame)
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9
test.lua
9
test.lua
@ -480,9 +480,9 @@ local tests = {
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}
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if tests.b3d then
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local stream = assert(io.open(mod.get_resource("player_api", "models", "character.b3d"), "r"))
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local b3d = b3d.read(stream)
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local character = assert(b3d.read(stream))
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stream:close()
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--! dirty helper method to create truncate tables with 10+ number keys
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--! dirty helper method to truncate tables with 10+ number keys
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local function _b3d_truncate(table)
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local count = 1
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for key, value in pairs(table) do
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@ -503,7 +503,10 @@ if tests.b3d then
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end
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return table
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end
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file.write(mod.get_resource"character.b3d.lua", "return " .. dump(_b3d_truncate(table.copy(b3d))))
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local str = character:write_string()
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local read = b3d.read(text.inputstream(str))
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assert(modlib.table.equals_noncircular(character, read))
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file.write(mod.get_resource"character.b3d.lua", "return " .. dump(_b3d_truncate(table.copy(character))))
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end
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local vector, minetest, ml_mt = _G.vector, _G.minetest, minetest
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if tests.liquid_dir then
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