forked from mtcontrib/Minetest-WorldEdit
Rewrite spirals from scratch and fix upside-down pyramids. Use voxelmanip for markers to ensure area is emerged.
This commit is contained in:
@ -326,7 +326,7 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename)
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local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
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if index2 * index2 + index3 * index3 <= max_radius then
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for index1 = min_slice, max_slice do --add column along axis
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local i = newindex3 + index1 * stride[axis] + 1
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local i = newindex3 + index1 * stride[axis]
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nodes[i] = node_id
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end
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count = count + length
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@ -358,18 +358,14 @@ worldedit.pyramid = function(pos, axis, height, nodename)
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--handle inverted pyramids
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local startaxis, endaxis, step
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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if height > 0 then
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height = height - 1
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startaxis, endaxis = 0, height
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step = 1
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pos1[axis] = pos[axis] --upper half of box
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else
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height = -height - 1
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startaxis, endaxis = height, 0
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height = height + 1
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step = -1
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pos2[axis] = pos[axis] + 1 --lower half of box
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currentpos[axis] = pos[axis] - height --bottom of box
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pos2[axis] = pos[axis] --lower half of box
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end
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--set up voxel manipulator
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@ -387,19 +383,20 @@ worldedit.pyramid = function(pos, axis, height, nodename)
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local stride = {x=1, y=area.ystride, z=area.zstride}
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local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
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local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
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local size = height * step
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local count = 0
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for index1 = startaxis, endaxis, step do --go through each level of the pyramid
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for index1 = 0, height, step do --go through each level of the pyramid
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local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
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for index2 = -height, height do
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for index2 = -size, size do
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local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
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for index3 = -height, height do
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for index3 = -size, size do
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local i = newindex2 + (index3 + offset[other2]) * stride[other2]
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nodes[i] = node_id
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end
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end
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count = count + (height * 2 + 1) ^ 2
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height = height - 1
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count = count + (size * 2 + 1) ^ 2
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size = size - 1
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end
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--update map nodes
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@ -410,70 +407,72 @@ worldedit.pyramid = function(pos, axis, height, nodename)
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return count
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end
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--adds a spiral centered at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
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worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: rewrite this whole thing, nobody can understand it anyways
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-- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua
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local abs = math.abs
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local sign = function(s) return s ~= 0 and s / av(s) or 0 end
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local function sindex(z, x) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards
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if z == -x and z >= x then return (2*z+1)^2 end
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local longest = math.max(abs(z), abs(x))
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return (2*longest-1)^2 + 4*longest + 2*longest*sign(x+z) + sign(z^2-x^2)*(longest-(abs(z)==longest and sign(z)*x or sign(x)*z)) -- OH GOD WHAT
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--adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
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worldedit.spiral = function(pos, length, height, spacer, nodename)
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local extent = math.ceil(length / 2)
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local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
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local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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local function spiralt(side)
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local ret, id, start, stop = {}, 0, math.floor((-side+1)/2), math.floor((side-1)/2)
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for i = 1, side do
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for j = 1, side do
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local id = side^2 - sindex(stop - i + 1,start + j - 1)
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ret[id] = {x=i,z=j}
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--
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local node_id = minetest.get_content_id(nodename)
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local stride = {x=1, y=area.ystride, z=area.zstride}
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
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--add first column
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local column = i
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for y = 1, height do
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nodes[column] = node_id
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column = column + stride.y
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end
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--add spiral segments
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local axis, other = "x", "z"
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local sign = 1
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local count = height
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for segment = 1, length / spacer - 1 do --go through each segment except the last
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for index = 1, segment * spacer do --fill segment
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i = i + stride[axis] * sign
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local column = i
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for y = 1, height do --add column
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nodes[column] = node_id
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column = column + stride.y
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end
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count = count + height
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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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-- connect the joined parts
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local spiral = spiralt(width)
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height = tonumber(height)
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if height < 1 then height = 1 end
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spacer = tonumber(spacer)-1
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if spacer < 1 then spacer = 1 end
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local count = 0
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local node = {name=nodename}
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local np,lp
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for y=0,height do
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lp = nil
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for _,v in ipairs(spiral) do
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np = {x=pos.x+v.x*spacer, y=pos.y+y, z=pos.z+v.z*spacer}
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if lp~=nil then
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if lp.x~=np.x then
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if lp.x<np.x then
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for i=lp.x+1,np.x do
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env:add_node({x=i, y=np.y, z=np.z}, node)
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count = count + 1
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end
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else
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for i=np.x,lp.x-1 do
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env:add_node({x=i, y=np.y, z=np.z}, node)
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count = count + 1
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end
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end
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end
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if lp.z~=np.z then
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if lp.z<np.z then
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for i=lp.z+1,np.z do
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env:add_node({x=np.x, y=np.y, z=i}, node)
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count = count + 1
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end
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else
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for i=np.z,lp.z-1 do
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env:add_node({x=np.x, y=np.y, z=i}, node)
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count = count + 1
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end
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end
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end
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end
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lp = np
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axis, other = other, axis --swap axes
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if segment % 2 == 1 then --change sign every other turn
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sign = -sign
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end
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end
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--add shorter final segment
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for index = 1, (math.floor(length / spacer) - 2) * spacer do
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i = i + stride[axis] * sign
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local column = i
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for y = 1, height do --add column
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nodes[column] = node_id
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column = column + stride.y
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end
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count = count + height
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end
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print(minetest.serialize(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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end
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