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https://github.com/MihailRis/voxelcore.git
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fix components order & add skeleton:get_matrix overload & add skeleton:reset_pose
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parent
8a9b4a9e9c
commit
8242d299ed
3 changed files with 29 additions and 8 deletions
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@ -48,8 +48,9 @@ end
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local Skeleton = {__index={
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get_model=function(self, i) return __skeleton.get_model(self.eid, i) end,
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set_model=function(self, i, s) return __skeleton.set_model(self.eid, i, s) end,
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get_matrix=function(self, i) return __skeleton.get_matrix(self.eid, i) end,
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get_matrix=function(self, i, ...) return __skeleton.get_matrix(self.eid, i, ...) end,
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set_matrix=function(self, i, m) return __skeleton.set_matrix(self.eid, i, m) end,
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reset_pose=function(self) return __skeleton.reset_pose(self.eid) end,
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get_texture=function(self, s) return __skeleton.get_texture(self.eid, s) end,
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set_texture=function(self, s, s2) return __skeleton.set_texture(self.eid, s, s2) end,
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index=function(self, s) return __skeleton.index(self.eid, s) end,
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@ -84,7 +85,7 @@ local Entity = {__index={
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def_name=function(self) return entities.def_name(entities.get_def(self.eid)) end,
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get_player=function(self) return entities.get_player(self.eid) end,
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set_enabled=function(self, name, flag)
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local comp = self.components[name]
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local comp = self.components[name]
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if comp then
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if flag then
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if comp.__disabled and comp.on_enable then
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@ -110,6 +111,7 @@ return {
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entity.rigidbody = new_Rigidbody(eid)
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entity.skeleton = new_Skeleton(eid)
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entity.components = {}
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entity.ordered_components = {}
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entities[eid] = entity;
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return entity
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end,
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@ -120,6 +122,7 @@ return {
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local entity = entities[eid]
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if entity then
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entity.components = nil
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entity.ordered_components = nil
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entities[eid] = nil;
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end
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end,
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@ -128,10 +131,10 @@ return {
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if uid % parts ~= part then
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goto continue
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end
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for _, component in pairs(entity.components) do
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for _, component in ipairs(entity.ordered_components) do
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local callback = component.on_update
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if not component.__disabled and callback then
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local result, err = pcall(callback, tps)
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local _, err = pcall(callback, tps)
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if err then
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debug.error(err)
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end
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@ -142,7 +145,7 @@ return {
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end,
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physics_update = function(delta)
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for uid, entity in pairs(entities) do
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for _, component in pairs(entity.components) do
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for _, component in ipairs(entity.ordered_components) do
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local callback = component.on_physics_update
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if not component.__disabled and callback then
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local result, err = pcall(callback, delta)
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@ -155,10 +158,10 @@ return {
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end,
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render = function(delta)
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for _,entity in pairs(entities) do
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for _, component in pairs(entity.components) do
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for _, component in ipairs(entity.ordered_components) do
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local callback = component.on_render
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if not component.__disabled and callback then
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local result, err = pcall(callback, delta)
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local _, err = pcall(callback, delta)
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if err then
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debug.error(err)
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end
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@ -66,7 +66,11 @@ static int l_set_model(lua::State* L) {
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static int l_get_matrix(lua::State* L) {
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if (auto skeleton = get_skeleton(L)) {
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auto index = index_range_check(*skeleton, lua::tointeger(L, 2));
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return lua::pushmat4(L, skeleton->pose.matrices[index]);
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if (lua::istable(L, 3)) {
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lua::setmat4(L, 3, skeleton->pose.matrices[index]);
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} else {
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return lua::pushmat4(L, skeleton->pose.matrices[index]);
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}
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}
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return 0;
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}
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@ -79,6 +83,14 @@ static int l_set_matrix(lua::State* L) {
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return 0;
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}
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static int l_reset_pose(lua::State* L) {
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if (auto skeleton = get_skeleton(L)) {
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auto& pose = skeleton->pose;
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std::fill(pose.matrices.begin(), pose.matrices.end(), glm::mat4(1.0f));
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}
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return 0;
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}
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static int l_get_texture(lua::State* L) {
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if (auto skeleton = get_skeleton(L)) {
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const auto& found = skeleton->textures.find(lua::require_string(L, 2));
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@ -169,6 +181,7 @@ const luaL_Reg skeletonlib[] = {
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{"set_model", lua::wrap<l_set_model>},
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{"get_matrix", lua::wrap<l_get_matrix>},
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{"set_matrix", lua::wrap<l_set_matrix>},
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{"reset_pose", lua::wrap<l_reset_pose>},
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{"get_texture", lua::wrap<l_get_texture>},
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{"set_texture", lua::wrap<l_set_texture>},
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{"index", lua::wrap<l_index>},
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@ -37,6 +37,11 @@ static inline const std::string STDCOMP = "stdcomp";
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lua::setfield(L, name);
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lua::pop(L);
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}
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if (lua::getfield(L, "ordered_components")) {
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lua::pushenv(L, id);
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lua::rawseti(L, lua::objlen(L, -2) + 1);
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lua::pop(L);
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}
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lua::pop(L);
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return std::shared_ptr<int>(new int(id), [=](int* id) { //-V508
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