update voxel fragments lua api & replace structure.save command with fragment.save & add 'export' entry point
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@@ -11,24 +11,30 @@
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using namespace scripting;
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static int l_save_structure(lua::State* L) {
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auto pointA = lua::tovec<3>(L, 1);
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auto pointB = lua::tovec<3>(L, 2);
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auto filename = lua::require_string(L, 3);
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if (!files::is_valid_name(filename)) {
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throw std::runtime_error("invalid file name");
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}
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bool saveEntities = lua::toboolean(L, 4);
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auto structure = VoxelFragment::create(level, pointA, pointB, saveEntities);
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auto map = structure->serialize();
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auto bytes = json::to_binary(map);
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files::write_bytes(fs::u8path(filename), bytes.data(), bytes.size());
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static int l_save_fragment(lua::State* L) {
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auto paths = engine->getPaths();
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auto fragment = lua::touserdata<lua::LuaVoxelFragment>(L, 1);
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auto file = paths->resolve(lua::require_string(L, 2), true);
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auto map = fragment->getFragment()->serialize();
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auto bytes = json::to_binary(map, true);
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files::write_bytes(file, bytes.data(), bytes.size());
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return 0;
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}
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static int l_load_structure(lua::State* L) {
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static int l_create_fragment(lua::State* L) {
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auto pointA = lua::tovec<3>(L, 1);
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auto pointB = lua::tovec<3>(L, 2);
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bool crop = lua::toboolean(L, 3);
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bool saveEntities = lua::toboolean(L, 4);
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auto fragment =
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VoxelFragment::create(level, pointA, pointB, crop, saveEntities);
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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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);
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}
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static int l_load_fragment(lua::State* L) {
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auto paths = engine->getPaths();
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auto [prefix, filename] = EnginePaths::parsePath(lua::require_string(L, 1));
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@@ -38,9 +44,9 @@ static int l_load_structure(lua::State* L) {
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}
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auto map = files::read_binary_json(path);
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auto structure = std::make_shared<VoxelFragment>();
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structure->deserialize(map);
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return lua::newuserdata<lua::LuaVoxelStructure>(L, std::move(structure));
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auto fragment = std::make_shared<VoxelFragment>();
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fragment->deserialize(map);
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return lua::newuserdata<lua::LuaVoxelFragment>(L, std::move(fragment));
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}
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/// @brief Get a list of all world generators
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@@ -72,8 +78,9 @@ static int l_get_default_generator(lua::State* L) {
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}
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const luaL_Reg generationlib[] = {
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{"save_structure", lua::wrap<l_save_structure>},
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{"load_structure", lua::wrap<l_load_structure>},
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{"create_fragment", lua::wrap<l_create_fragment>},
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{"save_fragment", lua::wrap<l_save_fragment>},
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{"load_fragment", lua::wrap<l_load_fragment>},
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{"get_generators", lua::wrap<l_get_generators>},
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{"get_default_generator", lua::wrap<l_get_default_generator>},
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{NULL, NULL}};
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