fork 自 mtcontrib/Minetest-WorldEdit
Even bigger speed gains by using LuaVoxelManipulator in a few choice places! Faster //set, //cylinder, etc., but plenty of room for improvements still.
此提交包含在:
@ -1,100 +1,149 @@
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worldedit = worldedit or {}
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local minetest = minetest --local copy of global
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--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_sphere = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(
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{x=pos.x - radius, y=pos.y - radius, z=pos.z - radius},
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{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
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)
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local insert = table.insert
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local node = {name=nodename, param1=0, param2=0}
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local ignore = {name="ignore", param1=0, param2=0}
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local node_id = minetest.get_content_id(nodename)
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local ignore_id = minetest.get_content_id("ignore")
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local nodes = {}
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local count = 0
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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for x = -radius, radius do
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for y = -radius, radius do
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for z = -radius, radius do
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local squared = x * x + y * y + z * z
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if squared >= min_radius and squared <= max_radius then
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insert(nodes, node)
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if squared >= min_radius and squared <= max_radius then --surface of sphere
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insert(nodes, node_id)
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count = count + 1
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else
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insert(nodes, ignore)
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insert(nodes, ignore_id)
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end
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end
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end
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end
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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})
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.sphere = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(
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{x=pos.x - radius, y=pos.y - radius, z=pos.z - radius},
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{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
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)
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local insert = table.insert
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local node = {name=nodename, param1=0, param2=0}
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local ignore = {name="ignore", param1=0, param2=0}
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local node_id = minetest.get_content_id(nodename)
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local ignore_id = minetest.get_content_id("ignore")
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local max_radius = radius * (radius + 1)
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local nodes = {}
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local count = 0
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local max_radius = radius * (radius + 1)
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for x = -radius, radius do
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for y = -radius, radius do
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for z = -radius, radius do
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if x * x + y * y + z * z <= max_radius then
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insert(nodes, node)
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if x * x + y * y + z * z <= max_radius then --inside sphere
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insert(nodes, node_id)
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count = count + 1
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else
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insert(nodes, ignore)
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insert(nodes, ignore_id)
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end
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end
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end
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end
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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})
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_dome = function(pos, radius, nodename) --wip: use bresenham sphere for maximum speed
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(
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{x=pos.x - radius, y=pos.y, z=pos.z - radius},
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{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
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)
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local insert = table.insert
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local node = {name=nodename, param1=0, param2=0}
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local ignore = {name="ignore", param1=0, param2=0}
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local node_id = minetest.get_content_id(nodename)
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local ignore_id = minetest.get_content_id("ignore")
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local nodes = {}
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local count = 0
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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for x = -radius, radius do
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for y = 0, radius do
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for z = -radius, radius do
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local squared = x * x + y * y + z * z
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if squared >= min_radius and squared <= max_radius then
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insert(nodes, node)
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if squared >= min_radius and squared <= max_radius then --surface of dome
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insert(nodes, node_id)
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count = count + 1
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else
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insert(nodes, ignore)
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insert(nodes, ignore_id)
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end
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end
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end
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end
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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})
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.dome = function(pos, radius, nodename) --wip: use bresenham sphere for maximum speed
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(
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{x=pos.x - radius, y=pos.y, z=pos.z - radius},
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{x=pos.x + radius, y=pos.y + radius, z=pos.z + radius},
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)
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local insert = table.insert
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local node = {name=nodename, param1=0, param2=0}
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local ignore = {name="ignore", param1=0, param2=0}
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local node_id = minetest.get_content_id(nodename)
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local ignore_id = minetest.get_content_id("ignore")
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local max_radius = radius * (radius + 1)
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local nodes = {}
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local count = 0
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local max_radius = radius * (radius + 1)
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for x = -radius, radius do
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for y = 0, radius do
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for z = -radius, radius do
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if x * x + y * y + z * z <= max_radius then
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insert(nodes, node)
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if x * x + y * y + z * z <= max_radius then --inside dome
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insert(nodes, node_id)
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count = count + 1
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else
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insert(nodes, ignore)
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insert(nodes, ignore_id)
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end
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end
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end
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end
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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})
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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@ -109,6 +158,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
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other1, other2 = "x", "y"
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end
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--handle negative lengths
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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if length < 0 then
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length = -length
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@ -151,7 +201,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
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currentpos[other1] = first1
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place_schematic(currentpos, schematic) --octant 7
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count = count + (length * 8) --wip: broken because sometimes currentpos is repeated
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count = count + 8 --wip: broken because sometimes currentpos is repeated
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--move to next location
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delta = delta + (offset1 * 2) + 1
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@ -161,6 +211,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
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end
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offset1 = offset1 + 1
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end
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count = count * length --apply the length to the number of nodes
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return count
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end
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@ -175,52 +226,57 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename, env)
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other1, other2 = "x", "y"
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end
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--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
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if env == nil then env = minetest.env end
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--handle negative lengths
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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local node = {name=nodename}
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local count = 0
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local step = 1
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if length < 0 then
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length = -length
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step = -1
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currentpos[axis] = currentpos[axis] - length
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end
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--create schematic for single node column along the axis
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local node = {name=nodename, param1=0, param2=0}
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local nodes = {}
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for i = 1, length do
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local offset1, offset2 = 0, radius
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local delta = -radius
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while offset1 <= offset2 do
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--connect each pair of octants
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currentpos[other1] = pos[other1] - offset1
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local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
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for i = 0, offset1 * 2 do
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currentpos[other2] = second1
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env:add_node(currentpos, node) --octant 1 to 4
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currentpos[other2] = second2
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env:add_node(currentpos, node) --octant 5 to 8
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currentpos[other1] = currentpos[other1] + 1
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end
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currentpos[other1] = pos[other1] - offset2
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local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
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for i = 0, offset2 * 2 do
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currentpos[other2] = second1
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env:add_node(currentpos, node) --octant 2 to 3
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currentpos[other2] = second2
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env:add_node(currentpos, node) --octant 6 to 7
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currentpos[other1] = currentpos[other1] + 1
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end
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count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken
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--move to next location
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delta = delta + (offset1 * 2) + 1
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offset1 = offset1 + 1
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if delta >= 0 then
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offset2 = offset2 - 1
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delta = delta - (offset2 * 2)
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end
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end
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currentpos[axis] = currentpos[axis] + step
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nodes[i] = node
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end
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local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
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local place_schematic = minetest.place_schematic
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local count = 0
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local offset1, offset2 = 0, radius
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local delta = -radius
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while offset1 <= offset2 do
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--connect each pair of octants taking advantage of symmetry along two axes
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currentpos[other1] = pos[other1] - offset1
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local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
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for i = 0, offset1 * 2 do
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currentpos[other2] = second1
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place_schematic(currentpos, schematic) --octant 1 to 4
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currentpos[other2] = second2
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place_schematic(currentpos, schematic) --octant 5 to 8
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currentpos[other1] = currentpos[other1] + 1
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end
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currentpos[other1] = pos[other1] - offset2
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local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
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for i = 0, offset2 * 2 do
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currentpos[other2] = second1
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place_schematic(currentpos, schematic) --octant 2 to 3
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currentpos[other2] = second2
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place_schematic(currentpos, schematic) --octant 6 to 7
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currentpos[other1] = currentpos[other1] + 1
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end
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count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken since node positions may coincide
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--move to next location
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delta = delta + (offset1 * 2) + 1
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offset1 = offset1 + 1
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if delta >= 0 then
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offset2 = offset2 - 1
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delta = delta - (offset2 * 2)
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end
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end
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count = count * length --apply the length to the number of nodes
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return count
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end
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@ -274,7 +330,7 @@ worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: cl
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end
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return ret
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end
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if env == nil then env = minetest.env end
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if env == nil then env = minetest.env end
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-- connect the joined parts
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local spiral = spiralt(width)
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height = tonumber(height)
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