Super duper VoxelManipulator speedups to nearly every API function, and plus support for unloaded areas. Still in progress. Also, fix //allocate for very large schematics.

This commit is contained in:
Anthony Zhang 2013-07-21 16:54:25 -04:00
parent ac5e801834
commit 8ebf9d3c2a
8 changed files with 289 additions and 149 deletions

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@ -208,6 +208,6 @@ Returns an error if the code fails or nil otherwise.
### error = worldedit.luatransform(pos1, pos2, code)
Executes `code` as a Lua chunk in the global namespace with the variable pos available, for each node in a region defined by positions `pos1` and `pos2`.
Executes `code` as a Lua chunk in the global namespace with the variable `pos` available, for each node in a region defined by positions `pos1` and `pos2`.
Returns an error if the code fails or nil otherwise.

View File

@ -24,6 +24,10 @@ worldedit.luatransform = function(pos1, pos2, code)
end
local operation = factory()
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y

View File

@ -2,7 +2,7 @@ local path = minetest.get_modpath(minetest.get_current_modname())
local loadmodule = function(path)
return pcall(function()
dofile(path)
return dofile(path)
end)
end

View File

@ -3,6 +3,7 @@ local minetest = minetest --local copy of global
--wip: test the entire API again to make sure it works
--wip: remove env parameter where no longer needed in chat commands module
--wip: fix the queue
--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
worldedit.sort_pos = function(pos1, pos2)
@ -32,12 +33,19 @@ worldedit.set = function(pos1, pos2, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill nodes table with node to be set
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
for i = 1, (pos2.x - pos1.x) * (pos2.y - pos1.y) * (pos2.z - pos1.z) do
for i in area:iterp(pos1, pos2) do
nodes[i] = node_id
end
@ -53,39 +61,55 @@ end
worldedit.replace = function(pos1, pos2, searchnode, replacenode)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local node = {name=replacenode}
local add_node = minetest.add_node
local nodes = minetest.find_nodes_in_area(pos1, pos2, searchnode)
for _, pos in ipairs(nodes) do
add_node(pos, node)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local searchnode_id = minetest.get_content_id(searchnode)
local replacenode_id = minetest.get_content_id(replacenode)
local count = 0
for i in area:iterp(pos1, pos2) do --replace searchnode with replacenode
if nodes[i] == searchnode_id then
nodes[i] = replacenode_id
count = count + 1
end
return #nodes
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode) --wip: use voxelmanip get_data for this
worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local node = {name=replacenode}
local get_node, add_node = minetest.get_node, minetest.add_node
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local nodes = manip:get_data()
local searchnode_id = minetest.get_content_id(searchnode)
local replacenode_id = minetest.get_content_id(replacenode)
local count = 0
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local name = get_node(pos).name
if name ~= "ignore" and name ~= searchnode then
add_node(pos, node)
for i in area:iterp(pos1, pos2) do --replace anything that is not searchnode with replacenode
if nodes[i] ~= searchnode_id then
nodes[i] = replacenode_id
count = count + 1
end
pos.z = pos.z + 1
end
pos.y = pos.y + 1
end
pos.x = pos.x + 1
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
@ -94,7 +118,7 @@ worldedit.copy = function(pos1, pos2, axis, amount, env)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
if env == nil then env = minetest.env end
--wip: copy slice by slice using schematic method in the copy axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time)
--wip: copy slice by slice using schematic method in the copy axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time), use voxelmanip to keep area loaded
if amount < 0 then
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
@ -144,7 +168,7 @@ worldedit.move = function(pos1, pos2, axis, amount, env)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
if env == nil then env = minetest.env end
--wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method)
--wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method), use voxelmanip to keep area loaded
if amount < 0 then
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
@ -205,7 +229,7 @@ worldedit.stack = function(pos1, pos2, axis, count, env)
amount = amount + length
copy(pos1, pos2, axis, amount, env)
end
return worldedit.volume(pos1, pos2)
return worldedit.volume(pos1, pos2) * count
end
--scales the region defined by positions `pos1` and `pos2` by an factor of positive integer `factor` with `pos1` as the origin, returning the number of nodes scaled, the new scaled position 1, and the new scaled position 2
@ -216,14 +240,20 @@ worldedit.scale = function(pos1, pos2, factor)
local get_node, get_meta, place_schematic = minetest.get_node, minetest.get_meta, minetest.place_schematic
local placeholder_node = {name="", param1=0, param2=0}
local nodes = {}
for i = 1, size ^ 3 do
for i = 1, factor ^ 3 do
nodes[i] = placeholder_node
end
local schematic = {size={x=size, y=size, z=size}, data=nodes}
local schematic = {size={x=factor, y=factor, z=factor}, data=nodes}
local size = factor - 1
--make area stay loaded
local manip = minetest.get_voxel_manip()
local new_pos2 = {x=pos1.x + (pos2.x - pos1.x) * factor + size, y=pos1.y + (pos2.y - pos1.y) * factor + size, z=pos1.z + (pos2.z - pos1.z) * factor + size}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, new_pos2)
local pos = {x=pos2.x, y=0, z=0}
local bigpos = {x=0, y=0, z=0}
size = factor - 1
while pos.x >= pos1.x do
pos.y = pos2.y
while pos.y >= pos1.y do
@ -236,10 +266,14 @@ worldedit.scale = function(pos1, pos2, factor)
local posx, posy, posz = pos1.x + (pos.x - pos1.x) * factor, pos1.y + (pos.y - pos1.y) * factor, pos1.z + (pos.z - pos1.z) * factor
--create large node
placeholder_node[1], placeholder_node[3] = node.name, node.param2
placeholder_node.name = node.name
placeholder_node.param1, placeholder_node.param2 = node.param1, node.param2
bigpos.x, bigpos.y, bigpos.z = posx, posy, posz
place_schematic(bigpos, schematic)
for x = 0, size do --fill in large node meta
--fill in large node meta
if next(meta.fields) ~= nil and next(meta.inventory) ~= nil then --node has meta fields
for x = 0, size do
for y = 0, size do
for z = 0, size do
bigpos.x, bigpos.y, bigpos.z = posx + x, posy + y, posz + z
@ -247,14 +281,14 @@ worldedit.scale = function(pos1, pos2, factor)
end
end
end
end
pos.z = pos.z - 1
end
pos.y = pos.y - 1
end
pos.x = pos.x - 1
end
local newpos2 = {x=pos1.x + (pos2.x - pos1.x) * factor + size, y=pos1.y + (pos2.y - pos1.y) * factor + size, z=pos1.z + (pos2.z - pos1.z) * factor + size}
return worldedit.volume(pos1, pos2), pos1, newpos2
return worldedit.volume(pos1, pos2) * (factor ^ 3), pos1, new_pos2
end
--transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new transposed position 1, and the new transposed position 2
@ -275,9 +309,16 @@ worldedit.transpose = function(pos1, pos2, axis1, axis2, env)
end
--calculate the new position 2 after transposition
local newpos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
newpos2[axis1] = pos1[axis1] + extent2
newpos2[axis2] = pos1[axis2] + extent1
local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
new_pos2[axis1] = pos1[axis1] + extent2
new_pos2[axis2] = pos1[axis2] + extent1
--make area stay loaded
local manip = minetest.get_voxel_manip()
local upperbound = {x=pos2.x, y=pos2.y, z=pos2.z}
if upperbound[axis1] < new_pos2[axis1] then upperbound[axis1] = new_pos2[axis1] end
if upperbound[axis2] < new_pos2[axis2] then upperbound[axis2] = new_pos2[axis2] end
manip:read_from_map(pos1, upperbound)
local pos = {x=pos1.x, y=0, z=0}
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
@ -306,34 +347,38 @@ worldedit.transpose = function(pos1, pos2, axis1, axis2, env)
end
pos.x = pos.x + 1
end
return worldedit.volume(pos1, pos2), pos1, newpos2
return worldedit.volume(pos1, pos2), pos1, new_pos2
end
--flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped
worldedit.flip = function(pos1, pos2, axis, env)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--wip: flip the region slice by slice along the flip axis using schematic method
local pos = {x=pos1.x, y=0, z=0}
local start = pos1[axis] + pos2[axis]
pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
if env == nil then env = minetest.env end
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
while pos.x <= pos2.x do
pos.y = pos1.y
while pos.y <= pos2.y do
pos.z = pos1.z
while pos.z <= pos2.z do
local node1 = env:get_node(pos)
local meta1 = env:get_meta(pos):to_table()
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
local value = pos[axis]
pos[axis] = start - value
local node2 = env:get_node(pos)
local meta2 = env:get_meta(pos):to_table()
env:add_node(pos, node1)
env:get_meta(pos):from_table(meta1)
local node2 = get_node(pos)
local meta2 = get_meta(pos):to_table()
add_node(pos, node1)
get_meta(pos):from_table(meta1)
pos[axis] = value
env:add_node(pos, node2)
env:get_meta(pos):from_table(meta2)
add_node(pos, node2)
get_meta(pos):from_table(meta2)
pos.z = pos.z + 1
end
pos.y = pos.y + 1
@ -372,7 +417,7 @@ worldedit.rotate = function(pos1, pos2, axis, angle, env)
end
--rotates all oriented nodes in a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis, returning the number of nodes oriented
worldedit.orient = function(pos1, pos2, angle, env)
worldedit.orient = function(pos1, pos2, angle, env) --wip: support 6D facedir rotation along arbitrary axis
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local registered_nodes = minetest.registered_nodes
@ -394,6 +439,10 @@ worldedit.orient = function(pos1, pos2, angle, env)
local wallmounted_substitution = wallmounted[angle]
local facedir_substitution = facedir[angle]
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local count = 0
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local pos = {x=pos1.x, y=0, z=0}
@ -431,6 +480,11 @@ end
--fixes the lighting in a region defined by positions `pos1` and `pos2`, returning the number of nodes updated
worldedit.fixlight = function(pos1, pos2, env)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
local dig_node = minetest.dig_node
for _, pos in ipairs(nodes) do

View File

@ -5,27 +5,39 @@ local minetest = minetest --local copy of global
worldedit.hollow_sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
manip:read_from_map(
{x=pos.x - radius, y=pos.y - radius, z=pos.z - radius},
{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
)
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local insert = table.insert
local node_id = minetest.get_content_id(nodename)
local ignore_id = minetest.get_content_id("ignore")
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
--fill emerged area with ignore
local nodes = {}
local count = 0
for x = -radius, radius do
for y = -radius, radius do
for z = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --surface of sphere
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore_id)
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, -radius, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = -radius
z = z + 1
end
end
end
@ -42,26 +54,38 @@ end
worldedit.sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
manip:read_from_map(
{x=pos.x - radius, y=pos.y - radius, z=pos.z - radius},
{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
)
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local insert = table.insert
local node_id = minetest.get_content_id(nodename)
local ignore_id = minetest.get_content_id("ignore")
local max_radius = radius * (radius + 1)
--fill emerged area with ignore
local nodes = {}
local count = 0
for x = -radius, radius do
for y = -radius, radius do
for z = -radius, radius do
if x * x + y * y + z * z <= max_radius then --inside sphere
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore_id)
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, -radius, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = -radius
z = z + 1
end
end
end
@ -75,30 +99,42 @@ worldedit.sphere = function(pos, radius, nodename)
end
--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_dome = function(pos, radius, nodename) --wip: use bresenham sphere for maximum speed
worldedit.hollow_dome = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
manip:read_from_map(
{x=pos.x - radius, y=pos.y, z=pos.z - radius},
{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
)
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local insert = table.insert
local node_id = minetest.get_content_id(nodename)
local ignore_id = minetest.get_content_id("ignore")
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
--fill emerged area with ignore
local nodes = {}
local count = 0
for x = -radius, radius do
for y = 0, radius do
for z = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --surface of dome
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore_id)
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, 0, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = 0
z = z + 1
end
end
end
@ -115,26 +151,38 @@ end
worldedit.dome = function(pos, radius, nodename) --wip: use bresenham sphere for maximum speed
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
manip:read_from_map(
{x=pos.x - radius, y=pos.y, z=pos.z - radius},
{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
)
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
local insert = table.insert
local node_id = minetest.get_content_id(nodename)
local ignore_id = minetest.get_content_id("ignore")
local max_radius = radius * (radius + 1)
--fill emerged area with ignore
local nodes = {}
local count = 0
for x = -radius, radius do
for y = 0, radius do
for z = -radius, radius do
if x * x + y * y + z * z <= max_radius then --inside dome
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore_id)
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, 0, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = 0
z = z + 1
end
end
end
@ -148,7 +196,7 @@ worldedit.dome = function(pos, radius, nodename) --wip: use bresenham sphere for
end
--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip: rewrite this using voxelmanip
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
@ -216,7 +264,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
end
--adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.cylinder = function(pos, axis, length, radius, nodename, env)
worldedit.cylinder = function(pos, axis, length, radius, nodename, env) --wip: rewrite this using voxelmanip
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
@ -281,7 +329,7 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename, env)
end
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
worldedit.pyramid = function(pos, height, nodename, env)
worldedit.pyramid = function(pos, height, nodename, env) --wip: rewrite this using voxelmanip
local pos1x, pos1y, pos1z = pos.x - height, pos.y, pos.z - height
local pos2x, pos2y, pos2z = pos.x + height, pos.y + height, pos.z + height
local pos = {x=0, y=pos1y, z=0}

View File

@ -42,12 +42,10 @@ minetest.register_globalstep(function(dtime)
end
end)
do
worldedit.enqueue = function(value)
worldedit.higher = worldedit.higher + 1
worldedit.queue[worldedit.higher] = value
end
end
function table.copy(t, seen)
seen = seen or {}
@ -123,4 +121,3 @@ worldedit.queue_aliasenv = {
add_entity = queue_addentity,
add_item = queue_additem,
}

View File

@ -34,6 +34,10 @@ end
--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
worldedit.serialize = function(pos1, pos2) --wip: check for ItemStacks and whether they can be serialized
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local count = 0
@ -141,7 +145,24 @@ worldedit.allocate = function(originpos, value)
count = count + 1
end
elseif version == 4 then --current nested table format
local nodes = minetest.deserialize(value)
--wip: this is a filthy hack that works surprisingly well
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
local startpos, startpos1, endpos = 1, 1
local nodes = {}
while true do
startpos, endpos = escaped:find("},%s*{", startpos)
if not startpos then
break
end
local current = value:sub(startpos1, startpos)
table.insert(nodes, minetest.deserialize("return " .. current))
startpos, startpos1 = endpos, endpos
end
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
count = #nodes
for index = 1, count do
local entry = nodes[index]
@ -161,7 +182,7 @@ end
--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
worldedit.deserialize = function(originpos, value)
worldedit.deserialize = function(originpos, value) --wip: use voxelmanip to make sure the blocks are loaded
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
local add_node, get_meta = minetest.add_node, minetest.get_meta

View File

@ -33,6 +33,10 @@ minetest.register_node("worldedit:placeholder", {
--hides all nodes in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes hidden
worldedit.hide = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local placeholder = {name="worldedit:placeholder", param1=0, param2=0}
@ -60,6 +64,10 @@ end
--suppresses all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively replacing them with invisible nodes, returning the number of nodes suppressed
worldedit.suppress = function(pos1, pos2, nodename)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local placeholder = {name="worldedit:placeholder", param1=0, param2=0}
local nodes = minetest.find_nodes_in_area(pos1, pos2, nodename)
@ -77,7 +85,11 @@ worldedit.suppress = function(pos1, pos2, nodename)
end
--highlights all instances of `nodename` in a region defined by positions `pos1` and `pos2` by non-destructively hiding all other nodes, returning the number of nodes found
worldedit.highlight = function(pos1, pos2, nodename) --wip: speed this up with voxmanip get_data
worldedit.highlight = function(pos1, pos2, nodename) --wip: speed this up with voxmanip get_data to speed up searching
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}
local placeholder = {name="worldedit:placeholder", param1=0, param2=0}
@ -110,6 +122,10 @@ end
--restores all nodes hidden with WorldEdit functions in a region defined by positions `pos1` and `pos2`, returning the number of nodes restored
worldedit.restore = function(pos1, pos2)
--make area stay loaded
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local node = {name="", param1=0, param2=0}
local nodes = minetest.find_nodes_in_area(pos1, pos2, "worldedit:placeholder")