Cleanup and fixup

Non-stylistic changes:
  * Add LuaDoc/LDoc support.
  * Fix `clear_objects` area size calculation.
  * Fix `clear_objects` removing player objects.
  * Fix shadowing of marker entity name with player name.
  * Make visualization functions use `swap_node`.
  * Make hidden nodes unwalkable.
  * Prevent `hide` from hiding air.
  * Make deprecated functions log to deprecated stream when called.
  * Fixed `replaceinverse` not using normalized node names.
  * Added .gitignore.
  * Bump version to 1.1.

Stylistic changes:
  * Change `x = function` to `function x`.
  * Change comment format.
  * Make  missing VoxelManip error less obnoxious.
  * Move `sort_pos` into `common.lua`, which is a required module.
  * Remove local copies of `minetest`.
  * Remove `worldedit = worldedit or {}` from modules.
  * Replace replaceinverse with an inverse argument to `replace`.
  * Added `error()`s on on invalid axes.
  * Change `wip` to `TODO`.
  * Rename `clearobjects` to `clear_objects`.
  * Remove `hollow_{sphere,dome,cylinder}` and replace them with a hollow parameter to each function.
  * Add helpers to reduce code duplication.
  * Renamed `Chat Commands.md` to `ChatCommands.md`.
This commit is contained in:
ShadowNinja
2014-10-29 22:47:08 -04:00
parent 1f277147ca
commit bb8456b711
16 changed files with 788 additions and 983 deletions

View File

@ -1,470 +1,273 @@
worldedit = worldedit or {}
local minetest = minetest --local copy of global
--- Functions for creating primitive shapes.
-- @module worldedit.primitives
--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()
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 mh = worldedit.manip_helpers
--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)
--- Adds a sphere of `node_name` centered at `pos`.
-- @param pos Position to center sphere at.
-- @param radius Sphere radius.
-- @param node_name Name of node to make shere of.
-- @param hollow Whether the sphere should be hollow.
-- @return The number of nodes added.
function worldedit.sphere(pos, radius, node_name, hollow)
local manip, area = mh.init_radius(pos, radius)
local data = mh.get_empty_data(area)
-- Fill selected area with node
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
-- Offset contributed by z plus 1 to make it 1-indexed
local new_z = (z + offset_z) * stride_z + 1
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is on surface of sphere
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
mh.finish(manip, data)
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()
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})
--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)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--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)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
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})
--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
local miny, maxy = 0, radius
--- Adds a dome.
-- @param pos Position to center dome at.
-- @param radius Dome radius. Negative for concave domes.
-- @param node_name Name of node to make dome of.
-- @param hollow Whether the dome should be hollow.
-- @return The number of nodes added.
-- TODO: Add axis option.
function worldedit.dome(pos, radius, node_name, hollow)
local min_y, max_y = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
min_y, max_y = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local manip, area = mh.init_axis_radius(pos, "y", radius)
local data = mh.get_empty_data(area)
-- Add dome
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local stride_z, stride_y = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = min_y, max_y do
local new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in dome
local i = new_y + (x + offset_x)
data[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
mh.finish(manip, data)
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)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
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})
--- Adds a cylinder.
-- @param pos Position to center base of cylinder at.
-- @param axis Axis ("x", "y", or "z")
-- @param length Cylinder length.
-- @param radius Cylinder radius.
-- @param node_name Name of node to make cylinder of.
-- @param hollow Whether the cylinder should be hollow.
-- @return The number of nodes added.
function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
--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
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
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)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
current_pos[axis] = current_pos[axis] - length
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local data = mh.get_empty_data(area)
--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)
-- Add cylinder
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local offset = {
x = current_pos.x - area.MinEdge.x,
y = current_pos.y - area.MinEdge.y,
z = current_pos.z - area.MinEdge.z,
}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder
-- Add column along axis
for index1 = min_slice, max_slice do
local vi = new_index3 + index1 * stride[axis]
data[vi] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
mh.finish(manip, data)
return count
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)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
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
currentpos[axis] = currentpos[axis] - length
end
--- Adds a pyramid.
-- @param pos Position to center base of pyramid at.
-- @param axis Axis ("x", "y", or "z")
-- @param height Pyramid height.
-- @param node_name Name of node to make pyramid of.
-- @return The number of nodes added.
function worldedit.pyramid(pos, axis, height, node_name)
local other1, other2 = worldedit.get_axis_others(axis)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius(pos, axis,
height >= 0 and height or -height)
local data = mh.get_empty_data()
--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)
local max_radius = radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
worldedit.pyramid = function(pos, axis, height, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}
local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}
--handle inverted pyramids
local startaxis, endaxis, step
-- Handle inverted pyramids
local start_axis, end_axis, step
if height > 0 then
height = height - 1
step = 1
pos1[axis] = pos[axis] --upper half of box
else
height = height + 1
step = -1
pos2[axis] = pos[axis] --lower half of box
end
--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})
--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)
-- Add pyramid
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
local offset = {
x = pos.x - area.MinEdge.x,
y = pos.y - area.MinEdge.y,
z = pos.z - area.MinEdge.z,
}
local size = height * step
local count = 0
for index1 = 0, height, step do --go through each level of the pyramid
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
-- For each level of the pyramid
for index1 = 0, height, step do
-- Offset contributed by axis plus 1 to make it 1-indexed
local new_index1 = (index1 + offset[axis]) * stride[axis] + 1
for index2 = -size, size do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
nodes[i] = node_id
local i = new_index2 + (index3 + offset[other2]) * stride[other2]
data[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
mh.finish(manip, data)
return count
end
--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
worldedit.spiral = function(pos, length, height, spacer, nodename)
--- Adds a spiral.
-- @param pos Position to center spiral at.
-- @param length Spral length.
-- @param height Spiral height.
-- @param spacer Space between walls.
-- @param node_name Name of node to make spiral of.
-- @return Number of nodes added.
-- TODO: Add axis option.
function worldedit.spiral(pos, length, height, spacer, node_name)
local extent = math.ceil(length / 2)
local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
--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 manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
local data = mh.get_empty_data(area)
--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
--set up variables
local node_id = minetest.get_content_id(nodename)
-- Set up variables
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1
--add first column
-- Add first column
local count = height
local column = i
for y = 1, height do
nodes[column] = node_id
data[column] = node_id
column = column + stride.y
end
--add spiral segments
local strideaxis, strideother = stride.x, stride.z
-- Add spiral segments
local stride_axis, stride_other = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
for segment = 1, math.floor(length / spacer) * 2 do --go through each segment except the last
if segment % 2 == 1 then --change sign and length every other turn starting with the first
-- Go through each segment except the last
for segment = 1, math.floor(length / spacer) * 2 do
-- Change sign and length every other turn starting with the first
if segment % 2 == 1 then
sign = -sign
segment_length = segment_length + spacer
end
for index = 1, segment_length do --fill segment
i = i + strideaxis * sign --move along the direction of the segment
-- Fill segment
for index = 1, segment_length do
-- Move along the direction of the segment
i = i + stride_axis * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
strideaxis, strideother = strideother, strideaxis --swap axes
stride_axis, stride_other = stride_other, stride_axis -- Swap axes
end
--add shorter final segment
-- Add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + strideaxis * sign
i = i + stride_axis * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
mh.finish(manip, data)
return count
end
end