forked from rojo-rbx/rojo
* Mostly mechanical port bits * Almost there * It builds again! * Turn on all the code again * Tests compiling but not passing * Stub work for value resolution * Implement resolution minus enums and derived properties * Implement property descriptor resolution * Update referent snapshots * Update unions test project Using a place file instead of a model yields better error messages in Roblox Studio. * Add easy shortcut to testing with local rbx-dom * Update rbx-dom * Add enum resolution * Update init.meta.json to use UnresolvedValue * Expand value resolution support, add test * Filter SharedString values from web API * Add 'property' builder method to InstanceSnapshot * Change InstanceSnapshot/InstanceBuilder boundary * Fix remove_file crash * rustfmt * Update to latest rbx_dom_lua * Update dependencies, including rbx_dom_weak * Update to latest rbx-dom * Update dependencies * Update rbx-dom, fixing more bugs * Remove experimental warning on binary place builds * Remove unused imports
356 lines
6.7 KiB
Lua
356 lines
6.7 KiB
Lua
local base64 = require(script.Parent.base64)
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local function identity(...)
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return ...
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end
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local function unpackDecoder(f)
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return function(value)
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return f(unpack(value))
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end
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end
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local function serializeFloat(value)
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-- TODO: Figure out a better way to serialize infinity and NaN, neither of
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-- which fit into JSON.
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if value == math.huge or value == -math.huge then
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return 999999999 * math.sign(value)
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end
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return value
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end
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local ALL_AXES = {"X", "Y", "Z"}
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local ALL_FACES = {"Right", "Top", "Back", "Left", "Bottom", "Front"}
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local encoders
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encoders = {
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Bool = identity,
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Content = identity,
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Float32 = serializeFloat,
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Float64 = serializeFloat,
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Int32 = identity,
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Int64 = identity,
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String = identity,
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BinaryString = base64.encode,
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SharedString = base64.encode,
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Axes = function(value)
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local output = {}
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for _, axis in ipairs(ALL_AXES) do
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if value[axis] then
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table.insert(output, axis)
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end
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end
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return output
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end,
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Faces = function(value)
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local output = {}
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for _, face in ipairs(ALL_FACES) do
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if value[face] then
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table.insert(output, face)
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end
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end
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return output
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end,
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Enum = function(value)
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if typeof(value) == "number" then
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return value
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else
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return value.Value
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end
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end,
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BrickColor = function(value)
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return value.Number
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end,
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CFrame = function(value)
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local x, y, z,
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r00, r01, r02,
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r10, r11, r12,
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r20, r21, r22 = value:GetComponents()
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return {
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Position = {x, y, z},
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Orientation = {
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{r00, r10, r20},
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{r01, r11, r21},
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{r02, r12, r22},
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},
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}
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end,
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Color3 = function(value)
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return {value.r, value.g, value.b}
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end,
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NumberRange = function(value)
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return {value.Min, value.Max}
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end,
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NumberSequence = function(value)
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local keypoints = {}
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for index, keypoint in ipairs(value.Keypoints) do
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keypoints[index] = {
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Time = keypoint.Time,
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Value = keypoint.Value,
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Envelope = keypoint.Envelope,
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}
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end
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return {
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Keypoints = keypoints,
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}
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end,
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ColorSequence = function(value)
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local keypoints = {}
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for index, keypoint in ipairs(value.Keypoints) do
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keypoints[index] = {
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Time = keypoint.Time,
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Color = encoders.Color3(keypoint.Value),
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}
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end
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return {
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Keypoints = keypoints,
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}
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end,
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Rect = function(value)
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return {
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encoders.Vector2(value.Min),
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encoders.Vector2(value.Max),
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}
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end,
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UDim = function(value)
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return {value.Scale, value.Offset}
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end,
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UDim2 = function(value)
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return {
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encoders.UDim(value.X),
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encoders.UDim(value.Y),
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}
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end,
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Vector2 = function(value)
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return {
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serializeFloat(value.X),
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serializeFloat(value.Y),
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}
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end,
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Vector2int16 = function(value)
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return {value.X, value.Y}
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end,
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Vector3 = function(value)
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return {
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serializeFloat(value.X),
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serializeFloat(value.Y),
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serializeFloat(value.Z),
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}
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end,
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Vector3int16 = function(value)
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return {value.X, value.Y, value.Z}
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end,
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PhysicalProperties = function(value)
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if value == nil then
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return nil
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else
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return {
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Density = value.Density,
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Friction = value.Friction,
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Elasticity = value.Elasticity,
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FrictionWeight = value.FrictionWeight,
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ElasticityWeight = value.ElasticityWeight,
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}
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end
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end,
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Ray = function(value)
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return {
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Origin = encoders.Vector3(value.Origin),
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Direction = encoders.Vector3(value.Direction),
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}
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end,
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Ref = function(value)
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return nil
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end,
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Region3int16 = function(value)
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return {
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encoders.Vector3int16(value.Min),
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encoders.Vector3int16(value.Max),
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}
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end,
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Color3uint8 = function(value)
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return {
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math.round(value.R * 255),
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math.round(value.G * 255),
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math.round(value.B * 255),
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}
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end,
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}
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local decoders
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decoders = {
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Bool = identity,
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Content = identity,
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Enum = identity,
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Float32 = identity,
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Float64 = identity,
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Int32 = identity,
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Int64 = identity,
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String = identity,
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BinaryString = base64.decode,
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SharedString = base64.decode,
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BrickColor = BrickColor.new,
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Color3 = unpackDecoder(Color3.new),
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Color3uint8 = unpackDecoder(Color3.fromRGB),
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NumberRange = unpackDecoder(NumberRange.new),
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UDim = unpackDecoder(UDim.new),
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Vector2 = unpackDecoder(Vector2.new),
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Vector2int16 = unpackDecoder(Vector2int16.new),
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Vector3 = unpackDecoder(Vector3.new),
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Vector3int16 = unpackDecoder(Vector3int16.new),
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UDim2 = function(value)
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return UDim2.new(
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value[1][1],
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value[1][2],
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value[2][1],
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value[2][2]
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)
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end,
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Axes = function(value)
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local axes = {}
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for index, axisName in ipairs(value) do
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axes[index] = Enum.Axis[axisName]
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end
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return Axes.new(unpack(axes))
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end,
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Faces = function(value)
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local normalIds = {}
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for index, faceName in ipairs(value) do
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normalIds[index] = Enum.NormalId[faceName]
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end
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return Faces.new(unpack(normalIds))
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end,
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CFrame = function(value)
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return CFrame.fromMatrix(
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decoders.Vector3(value.Position),
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decoders.Vector3(value.Orientation[1]),
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decoders.Vector3(value.Orientation[2]),
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decoders.Vector3(value.Orientation[3])
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)
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end,
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Rect = function(value)
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return Rect.new(
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decoders.Vector2(value[1]),
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decoders.Vector2(value[2])
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)
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end,
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Ray = function(value)
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return Ray.new(
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decoders.Vector3(value.Origin),
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decoders.Vector3(value.Direction)
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)
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end,
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NumberSequence = function(value)
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local keypoints = {}
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for index, keypoint in ipairs(value.Keypoints) do
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keypoints[index] = NumberSequenceKeypoint.new(
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keypoint.Time,
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keypoint.Value,
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keypoint.Envelope
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)
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end
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return NumberSequence.new(keypoints)
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end,
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ColorSequence = function(value)
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local keypoints = {}
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for index, keypoint in ipairs(value.Keypoints) do
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keypoints[index] = ColorSequenceKeypoint.new(
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keypoint.Time,
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Color3.new(unpack(keypoint.Color))
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)
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end
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return ColorSequence.new(keypoints)
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end,
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PhysicalProperties = function(properties)
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if properties == nil then
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return nil
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else
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return PhysicalProperties.new(
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properties.Density,
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properties.Friction,
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properties.Elasticity,
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properties.FrictionWeight,
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properties.ElasticityWeight
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)
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end
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end,
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Ref = function()
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return nil
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end,
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Region3int16 = function(value)
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return Region3int16.new(
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decoders.Vector3int16(value[1]),
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decoders.Vector3int16(value[2])
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)
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end,
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}
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local EncodedValue = {}
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function EncodedValue.decode(encodedValue)
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local decoder = decoders[encodedValue.Type]
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if decoder ~= nil then
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return true, decoder(encodedValue.Value)
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end
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return false, "Couldn't decode value " .. tostring(encodedValue.Type)
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end
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function EncodedValue.encode(rbxValue, propertyType)
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assert(propertyType ~= nil, "Property type descriptor is required")
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local encoder = encoders[propertyType]
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if encoder == nil then
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return false, ("Missing encoder for property type %q"):format(propertyType)
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end
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return true, {
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Type = propertyType,
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Value = encoder(rbxValue),
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}
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end
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return EncodedValue
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