Even bigger speed gains by using LuaVoxelManipulator in a few choice places! Faster //set, //cylinder, etc., but plenty of room for improvements still.

This commit is contained in:
Anthony Zhang 2013-07-12 14:22:30 -04:00
parent b6bc841c39
commit ac5e801834
8 changed files with 161 additions and 97 deletions

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@ -276,8 +276,8 @@ Executes <code> as a Lua chunk in the global namespace.
Executes <code> as a Lua chunk in the global namespace with the variable pos available, for each node in the current WorldEdit region.
//luatransform minetest.env:add_node(pos, {name="default:stone"})
//luatransform if minetest.env:get_node(pos).name == "air" then minetest.env:add_node(pos, {name="default:water_source"})
//luatransform minetest.add_node(pos, {name="default:stone"})
//luatransform if minetest.get_node(pos).name == "air" then minetest.env:add_node(pos, {name="default:water_source"})
### //mtschemcreate <file>

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@ -1,4 +1,5 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--executes `code` as a Lua chunk in the global namespace, returning an error if the code fails or nil otherwise
worldedit.lua = function(code)

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@ -1,4 +1,5 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
worldedit.allocate_old = worldedit.allocate
worldedit.deserialize_old = worldedit.deserialize

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@ -1,4 +1,5 @@
worldedit = worldedit or {}
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
@ -29,16 +30,22 @@ end
worldedit.set = function(pos1, pos2, nodename)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local size = {x=pos2.x - pos1.x, y=pos2.y - pos1.y, z=pos2.z - pos1.z}
local nodes = {}
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
--fill nodes table with node to be set
local node = {name=nodename, param1=0, param2=0}
for i = 1, (size.x * size.y * size.z) do
nodes[i] = node
local nodes = {}
local node_id = minetest.get_content_id(nodename)
for i = 1, (pos2.x - pos1.x) * (pos2.y - pos1.y) * (pos2.z - pos1.z) do
nodes[i] = node_id
end
minetest.place_schematic(pos1, {size=size, data=nodes})
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return worldedit.volume(pos1, pos2)
end
@ -56,7 +63,7 @@ worldedit.replace = function(pos1, pos2, searchnode, replacenode)
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)
worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode) --wip: use voxelmanip get_data for this
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local pos = {x=pos1.x, y=0, z=0}

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@ -1,100 +1,149 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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 insert = table.insert
local node = {name=nodename, param1=0, param2=0}
local ignore = {name="ignore", param1=0, param2=0}
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)
local nodes = {}
local count = 0
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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
insert(nodes, node)
if squared >= min_radius and squared <= max_radius then --surface of sphere
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore)
insert(nodes, ignore_id)
end
end
end
end
minetest.place_schematic({x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes})
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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 insert = table.insert
local node = {name=nodename, param1=0, param2=0}
local ignore = {name="ignore", param1=0, param2=0}
local node_id = minetest.get_content_id(nodename)
local ignore_id = minetest.get_content_id("ignore")
local max_radius = radius * (radius + 1)
local nodes = {}
local count = 0
local max_radius = radius * (radius + 1)
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
insert(nodes, node)
if x * x + y * y + z * z <= max_radius then --inside sphere
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore)
insert(nodes, ignore_id)
end
end
end
end
minetest.place_schematic({x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes})
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
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
--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 insert = table.insert
local node = {name=nodename, param1=0, param2=0}
local ignore = {name="ignore", param1=0, param2=0}
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)
local nodes = {}
local count = 0
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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
insert(nodes, node)
if squared >= min_radius and squared <= max_radius then --surface of dome
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore)
insert(nodes, ignore_id)
end
end
end
end
minetest.place_schematic({x=pos.x - radius, y=pos.y, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes})
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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 insert = table.insert
local node = {name=nodename, param1=0, param2=0}
local ignore = {name="ignore", param1=0, param2=0}
local node_id = minetest.get_content_id(nodename)
local ignore_id = minetest.get_content_id("ignore")
local max_radius = radius * (radius + 1)
local nodes = {}
local count = 0
local max_radius = radius * (radius + 1)
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
insert(nodes, node)
if x * x + y * y + z * z <= max_radius then --inside dome
insert(nodes, node_id)
count = count + 1
else
insert(nodes, ignore)
insert(nodes, ignore_id)
end
end
end
end
minetest.place_schematic({x=pos.x - radius, y=pos.y, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes})
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
@ -109,6 +158,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
@ -151,7 +201,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
currentpos[other1] = first1
place_schematic(currentpos, schematic) --octant 7
count = count + (length * 8) --wip: broken because sometimes currentpos is repeated
count = count + 8 --wip: broken because sometimes currentpos is repeated
--move to next location
delta = delta + (offset1 * 2) + 1
@ -161,6 +211,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
end
offset1 = offset1 + 1
end
count = count * length --apply the length to the number of nodes
return count
end
@ -175,52 +226,57 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename, env)
other1, other2 = "x", "y"
end
--wip: make this faster using the schematic method by adding columns in a circle pattern like in hollow_cylinder, or by adding whole 2D slices using custom sized schematics
if env == nil then env = minetest.env end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
local node = {name=nodename}
local count = 0
local step = 1
if length < 0 then
length = -length
step = -1
currentpos[axis] = currentpos[axis] - length
end
--create schematic for single node column along the axis
local node = {name=nodename, param1=0, param2=0}
local nodes = {}
for i = 1, length do
local offset1, offset2 = 0, radius
local delta = -radius
while offset1 <= offset2 do
--connect each pair of octants
currentpos[other1] = pos[other1] - offset1
local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
for i = 0, offset1 * 2 do
currentpos[other2] = second1
env:add_node(currentpos, node) --octant 1 to 4
currentpos[other2] = second2
env:add_node(currentpos, node) --octant 5 to 8
currentpos[other1] = currentpos[other1] + 1
end
currentpos[other1] = pos[other1] - offset2
local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
for i = 0, offset2 * 2 do
currentpos[other2] = second1
env:add_node(currentpos, node) --octant 2 to 3
currentpos[other2] = second2
env:add_node(currentpos, node) --octant 6 to 7
currentpos[other1] = currentpos[other1] + 1
end
count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken
--move to next location
delta = delta + (offset1 * 2) + 1
offset1 = offset1 + 1
if delta >= 0 then
offset2 = offset2 - 1
delta = delta - (offset2 * 2)
end
end
currentpos[axis] = currentpos[axis] + step
nodes[i] = node
end
local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
local place_schematic = minetest.place_schematic
local count = 0
local offset1, offset2 = 0, radius
local delta = -radius
while offset1 <= offset2 do
--connect each pair of octants taking advantage of symmetry along two axes
currentpos[other1] = pos[other1] - offset1
local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
for i = 0, offset1 * 2 do
currentpos[other2] = second1
place_schematic(currentpos, schematic) --octant 1 to 4
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 5 to 8
currentpos[other1] = currentpos[other1] + 1
end
currentpos[other1] = pos[other1] - offset2
local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
for i = 0, offset2 * 2 do
currentpos[other2] = second1
place_schematic(currentpos, schematic) --octant 2 to 3
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 6 to 7
currentpos[other1] = currentpos[other1] + 1
end
count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken since node positions may coincide
--move to next location
delta = delta + (offset1 * 2) + 1
offset1 = offset1 + 1
if delta >= 0 then
offset2 = offset2 - 1
delta = delta - (offset2 * 2)
end
end
count = count * length --apply the length to the number of nodes
return count
end
@ -274,7 +330,7 @@ worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: cl
end
return ret
end
if env == nil then env = minetest.env end
if env == nil then env = minetest.env end
-- connect the joined parts
local spiral = spiralt(width)
height = tonumber(height)

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@ -1,4 +1,5 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
worldedit.queue = {}
worldedit.lower = 1

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@ -1,4 +1,5 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--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)
@ -37,16 +38,16 @@ worldedit.serialize = function(pos1, pos2) --wip: check for ItemStacks and wheth
local pos = {x=pos1.x, y=0, z=0}
local count = 0
local result = {}
local env = minetest.env
local get_node, get_meta = minetest.get_node, minetest.get_meta
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 node = env:get_node(pos)
local node = get_node(pos)
if node.name ~= "air" and node.name ~= "ignore" then
count = count + 1
local meta = env:get_meta(pos):to_table()
local meta = get_meta(pos):to_table()
--convert metadata itemstacks to itemstrings
for name, inventory in pairs(meta.inventory) do
@ -160,10 +161,10 @@ 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, env)
worldedit.deserialize = function(originpos, value)
local originx, originy, originz = originpos.x, originpos.y, originpos.z
local count = 0
if env == nil then env = minetest.env end
local add_node, get_meta = minetest.add_node, minetest.get_meta
local version = worldedit.valueversion(value)
if version == 1 or version == 2 then --original flat table format
--obtain the node table
@ -190,27 +191,23 @@ worldedit.deserialize = function(originpos, value, env)
local entry = nodes[index]
local pos = entry[1]
pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
env:add_node(pos, entry[2])
add_node(pos, entry[2])
end
else --previous meta flat table format
for index = 1, #nodes do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
env:add_node(entry, entry) --entry acts both as position and as node
env:get_meta(entry):from_table(entry.meta)
add_node(entry, entry) --entry acts both as position and as node
get_meta(entry):from_table(entry.meta)
end
end
elseif version == 3 then --previous list format
local pos = {x=0, y=0, z=0}
local node = {name="", param1=0, param2=0}
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
pos.x = originx + tonumber(x)
pos.y = originy + tonumber(y)
pos.z = originz + tonumber(z)
node.name = name
node.param1 = param1
node.param2 = param2
env:add_node(pos, node)
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
node.name, node.param1, node.param2 = name, param1, param2
add_node(pos, node)
count = count + 1
end
elseif version == 4 then --current nested table format
@ -237,13 +234,13 @@ worldedit.deserialize = function(originpos, value, env)
for index = 1, count do
local entry = nodes[index]
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
env:add_node(entry, entry) --entry acts both as position and as node
add_node(entry, entry) --entry acts both as position and as node
end
--load the metadata
for index = 1, count do
local entry = nodes[index]
env:get_meta(entry):from_table(entry.meta)
get_meta(entry):from_table(entry.meta)
end
end
return count

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@ -1,4 +1,5 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--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)
@ -76,7 +77,7 @@ 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)
worldedit.highlight = function(pos1, pos2, nodename) --wip: speed this up with voxmanip get_data
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}