Merge branch 'main' into dev
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@@ -16,7 +16,7 @@ using namespace scripting;
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static int l_save_fragment(lua::State* L) {
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auto fragment = lua::touserdata<lua::LuaVoxelFragment>(L, 1);
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auto file = lua::require_string(L, 2);
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auto map = fragment->getFragment()->serialize();
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auto map = fragment->getFragment(0)->serialize();
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auto bytes = json::to_binary(map, true);
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io::write_bytes(file, bytes.data(), bytes.size());
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return 0;
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@@ -30,8 +30,15 @@ static int l_create_fragment(lua::State* L) {
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auto fragment =
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VoxelFragment::create(*level, pointA, pointB, crop, saveEntities);
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fragment->prepare(*content);
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std::array<std::shared_ptr<VoxelFragment>, 4> fragmentVariants {
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std::move(fragment)
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};
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for (size_t i = 1; i < 4; i++) {
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fragmentVariants[i] = fragmentVariants[i - 1]->rotated(*content);
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}
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return lua::newuserdata<lua::LuaVoxelFragment>(
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L, std::shared_ptr<VoxelFragment>(std::move(fragment))
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L, std::move(fragmentVariants)
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);
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}
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@@ -53,7 +60,15 @@ static int l_load_fragment(lua::State* L) {
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auto fragment = std::make_shared<VoxelFragment>();
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fragment->deserialize(map);
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fragment->prepare(*content);
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return lua::newuserdata<lua::LuaVoxelFragment>(L, std::move(fragment));
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std::array<std::shared_ptr<VoxelFragment>, 4> fragmentVariants {
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std::move(fragment)
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};
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for (size_t i = 1; i < 4; i++) {
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fragmentVariants[i] = fragmentVariants[i - 1]->rotated(*content);
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}
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return lua::newuserdata<lua::LuaVoxelFragment>(
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L, std::move(fragmentVariants)
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);
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}
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/// @brief Get a list of all world generators
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