| -- need to update the Lua path to point to the local flatbuffers implementation |
| package.path = string.format("../lua/?.lua;%s",package.path) |
| package.path = string.format("./lua/?.lua;%s",package.path) |
| |
| -- require the library |
| local flatbuffers = require("flatbuffers") |
| |
| local binaryArray = flatbuffers.binaryArray-- for hex dump utility |
| |
| -- require the files generated from the schema |
| local weapon = require("MyGame.Sample.Weapon") |
| local monster = require("MyGame.Sample.Monster") |
| local vec3 = require("MyGame.Sample.Vec3") |
| local color = require("MyGame.Sample.Color") |
| local equipment = require("MyGame.Sample.Equipment") |
| |
| -- get access to the builder, providing an array of size 1024 |
| local builder = flatbuffers.Builder(1024) |
| |
| local weaponOne = builder:CreateString("Sword") |
| local weaponTwo = builder:CreateString("Axe") |
| |
| -- Create the first 'Weapon' |
| weapon.Start(builder) |
| weapon.AddName(builder, weaponOne) |
| weapon.AddDamage(builder, 3) |
| local sword = weapon.End(builder) |
| |
| -- Create the second 'Weapon' |
| weapon.Start(builder) |
| weapon.AddName(builder, weaponTwo) |
| weapon.AddDamage(builder, 5) |
| local axe = weapon.End(builder) |
| |
| -- Serialize a name for our mosnter, called 'orc' |
| local name = builder:CreateString("Orc") |
| |
| -- Create a `vector` representing the inventory of the Orc. Each number |
| -- could correspond to an item that can be claimed after he is slain. |
| -- Note: Since we prepend the bytes, this loop iterates in reverse. |
| monster.StartInventoryVector(builder, 10) |
| for i=10,1,-1 do |
| builder:PrependByte(i) |
| end |
| local inv = builder:EndVector(10) |
| |
| -- Create a FlatBuffer vector and prepend the weapons. |
| -- Note: Since we prepend the data, prepend them in reverse order. |
| monster.StartWeaponsVector(builder, 2) |
| builder:PrependUOffsetTRelative(axe) |
| builder:PrependUOffsetTRelative(sword) |
| local weapons = builder:EndVector(2) |
| |
| -- Create our monster by using Start() andEnd() |
| monster.Start(builder) |
| monster.AddPos(builder, vec3.CreateVec3(builder, 1.0, 2.0, 3.0)) |
| monster.AddHp(builder, 300) |
| monster.AddName(builder, name) |
| monster.AddInventory(builder, inv) |
| monster.AddColor(builder, color.Red) |
| monster.AddWeapons(builder, weapons) |
| monster.AddEquippedType(builder, equipment.Weapon) |
| monster.AddEquipped(builder, axe) |
| local orc = monster.End(builder) |
| |
| -- Call 'Finish()' to instruct the builder that this monster is complete. |
| builder:Finish(orc) |
| |
| -- Get the flatbuffer as a string containing the binary data |
| local bufAsString = builder:Output() |
| |
| -- Convert the string representation into binary array Lua structure |
| local buf = flatbuffers.binaryArray.New(bufAsString) |
| |
| -- Get an accessor to the root object insert the buffer |
| local mon = monster.GetRootAsMonster(buf, 0) |
| |
| assert(mon:Mana() == 150) |
| assert(mon:Hp() == 300) |
| assert(mon:Name() == "Orc") |
| assert(mon:Color() == color.Red) |
| assert(mon:Pos():X() == 1.0) |
| assert(mon:Pos():Y() == 2.0) |
| assert(mon:Pos():Z() == 3.0) |
| |
| for i=1,mon:InventoryLength() do |
| assert(mon:Inventory(i) == i) |
| end |
| |
| local expected = { |
| {w = 'Sword', d = 3}, |
| {w = 'Axe', d = 5} |
| } |
| |
| for i=1,mon:WeaponsLength() do |
| assert(mon:Weapons(i):Name() == expected[i].w) |
| assert(mon:Weapons(i):Damage() == expected[i].d) |
| end |
| |
| assert(mon:EquippedType() == equipment.Weapon) |
| |
| local unionWeapon = weapon.New() |
| unionWeapon:Init(mon:Equipped().bytes,mon:Equipped().pos) |
| assert(unionWeapon:Name() == "Axe") |
| assert(unionWeapon:Damage() == 5) |
| |
| print("The Lua FlatBuffer example was successfully created and verified!") |