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MeshLoader.lua
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MeshLoader.lua
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local MeshLoader = {}
MeshLoader.__index = MeshLoader
local HttpService = game:GetService("HttpService")
local Zlib128 = require(script.Parent.Zlib128)
function MeshLoader.new(MeshPart: MeshPart, MeshSaveFile)
if MeshSaveFile then
--task.desynchronize()
local newMeshLoader = setmetatable({}, MeshLoader)
newMeshLoader.MeshPart = MeshPart
newMeshLoader.MeshSaveFile = MeshSaveFile
--task.synchronize()
if newMeshLoader.MeshPart.MeshSize ~= Vector3.zero then
newMeshLoader.VA_Offset = (newMeshLoader.MeshPart.Size / newMeshLoader.MeshPart.MeshSize)
else
newMeshLoader.VA_Offset = newMeshLoader.MeshPart.Size
end
newMeshLoader:CreateEditableMesh()
return newMeshLoader
end
end
function MeshLoader.LoadMeshSaveFile(MeshPart: MeshPart)
local MeshSaveFile = MeshPart:FindFirstChild("MeshSaveFile")
if MeshSaveFile then
local EncodedSaveData = MeshSaveFile:GetAttributes()
if EncodedSaveData.Version == "v0.2.5" or "v0.2.6" then
if EncodedSaveData.Vertices and EncodedSaveData.Triangles then
local SaveData = {
Vertices = HttpService:JSONDecode(Zlib128.decompress(EncodedSaveData.Vertices)),
Triangles = HttpService:JSONDecode(Zlib128.decompress(EncodedSaveData.Triangles))
}
for _, Vertex in SaveData.Vertices do
Vertex.VertexUV = Vector2.new(Vertex.VertexUV[1], Vertex.VertexUV[2])
Vertex.VA_Position = Vector3.new(Vertex.VA_Position[1], Vertex.VA_Position[2], Vertex.VA_Position[3])
for index, vertexNormal: {} in Vertex.VertexNormals do
Vertex.VertexNormals[index] = Vector3.new(vertexNormal[1], vertexNormal[2], vertexNormal[3])
end
end
return SaveData
end
else
if EncodedSaveData.Vertices and EncodedSaveData.Triangles then
local SaveData = {
Vertices = HttpService:JSONDecode(Zlib128.decompress(EncodedSaveData.Vertices)),
Triangles = HttpService:JSONDecode(Zlib128.decompress(EncodedSaveData.Triangles))
}
for _, Vertex in SaveData.Vertices do
Vertex.EMVertexIDs = {Vertex.ID}
Vertex.VertexUV = Vector2.new(Vertex.VertexUV[1], Vertex.VertexUV[2])
Vertex.VA_Position = Vector3.new(Vertex.VA_Position[1], Vertex.VA_Position[2], Vertex.VA_Position[3])
Vertex.VertexNormals = {Vector3.new(Vertex.VA_Normal[1], Vertex.VA_Normal[2], Vertex.VA_Normal[3])}
end
for _, Triangle in SaveData.Triangles do
Triangle.EMVertexIDs = Triangle.VertexIDs
end
return SaveData
end
end
end
end
function MeshLoader:CreateEditableMesh()
self.EM = Instance.new("EditableMesh")
local newEMVertexIDsArray = {}
assert(pcall(function()
self.EM:GetVertices()
end), "Please enable EditableImage and EditableMesh in the beta features.")
for i, Vertex in self.MeshSaveFile.Vertices do
local VertexNormals = Vertex.VertexNormals
local VertexUV = Vertex.VertexUV
local VertexPosition = Vertex.VA_Position / self.VA_Offset
local newEMVertexIDs = {}
for _ = 1, #Vertex.EMVertexIDs do
table.insert(newEMVertexIDs, self.EM:AddVertex(VertexPosition))
end
for index, newEMVertexID in newEMVertexIDs do
self.EM:SetVertexNormal(newEMVertexID, VertexNormals[index])
self.EM:SetUV(newEMVertexID, VertexUV)
end
for index, EMVertexID in ipairs(Vertex.EMVertexIDs) do
newEMVertexIDsArray[EMVertexID] = newEMVertexIDs[index]
end
if i % 100 == 0 then --waits 0.01 seconds every 100 attachments spawned
task.wait(0.01)
end
end
for i, Triangle in self.MeshSaveFile.Triangles do
local newTriangleEMVertexIDs = {}
for _, TriangleEMVertexID in ipairs(Triangle.EMVertexIDs) do
table.insert(newTriangleEMVertexIDs, newEMVertexIDsArray[TriangleEMVertexID])
end
self.EM:AddTriangle(table.unpack(newTriangleEMVertexIDs))
if i % 100 == 0 then
task.wait(0.01)
end
end
self.EM.Name = "EditableMesh"
self.EM.Parent = self.MeshPart
end
return MeshLoader