forked from mtcontrib/Minetest-WorldEdit
More speedups for //hollowsphere, //sphere, //hollowdome, //dome, //cylinder, better module loader, fix message in //volume.
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@ -1,9 +1,15 @@
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local path = minetest.get_modpath(minetest.get_current_modname())
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local loadmodule = function(path)
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return pcall(function()
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local results = {pcall(function()
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return dofile(path)
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end)
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end)}
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if results[1] then --successfully loaded module
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table.remove(results, 1) --remove status indicator
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return unpack(results) --return all results
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else --load error
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print(results[2])
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end
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end
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loadmodule(path .. "/manipulations.lua")
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@ -20,24 +20,20 @@ worldedit.hollow_sphere = function(pos, radius, 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 min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local ystride, zstride = area.ystride, area.zstride
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local x, y, z = -radius, -radius, -radius
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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 zstride, ystride = area.zstride, area.ystride
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local count = 0
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for i in area:iterp(pos1, pos2) do
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride
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for y = -radius, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -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 --position is on surface of sphere
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local i = newy + (x + offsetx) + 1
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nodes[i] = node_id
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count = count + 1
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end
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--move to the next position
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x = x + 1
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if x > radius then
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x = -radius
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y = y + 1
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if y > radius then
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y = -radius
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z = z + 1
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end
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end
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end
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@ -69,23 +65,19 @@ worldedit.sphere = function(pos, radius, 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 max_radius = radius * (radius + 1)
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local ystride, zstride = area.ystride, area.zstride
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local x, y, z = -radius, -radius, -radius
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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 zstride, ystride = area.zstride, area.ystride
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local count = 0
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for i in area:iterp(pos1, pos2) do
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride
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for y = -radius, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + (x + offsetx) + 1
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nodes[i] = node_id
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count = count + 1
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end
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--move to the next position
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x = x + 1
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if x > radius then
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x = -radius
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y = y + 1
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if y > radius then
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y = -radius
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z = z + 1
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end
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end
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end
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@ -117,24 +109,20 @@ worldedit.hollow_dome = function(pos, radius, 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 min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local ystride, zstride = area.ystride, area.zstride
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local x, y, z = -radius, 0, -radius
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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 zstride, ystride = area.zstride, area.ystride
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local count = 0
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for i in area:iterp(pos1, pos2) do
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride
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for y = 0, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -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 --position is on surface of sphere
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local i = newy + (x + offsetx) + 1
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nodes[i] = node_id
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count = count + 1
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end
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--move to the next position
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x = x + 1
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if x > radius then
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x = -radius
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y = y + 1
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if y > radius then
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y = 0
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z = z + 1
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end
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end
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end
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@ -166,23 +154,19 @@ worldedit.dome = function(pos, radius, nodename) --wip: use bresenham sphere for
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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 max_radius = radius * (radius + 1)
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local ystride, zstride = area.ystride, area.zstride
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local x, y, z = -radius, 0, -radius
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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 zstride, ystride = area.zstride, area.ystride
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local count = 0
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for i in area:iterp(pos1, pos2) do
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride
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for y = 0, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + (x + offsetx) + 1
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nodes[i] = node_id
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count = count + 1
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end
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--move to the next position
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x = x + 1
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if x > radius then
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x = -radius
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y = y + 1
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if y > radius then
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y = 0
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z = z + 1
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end
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end
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end
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@ -281,50 +265,54 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename, env) --wip: r
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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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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {
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[axis]=currentpos[axis],
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[other1]=currentpos[other1] - radius,
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[other2]=currentpos[other2] - radius
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}
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local pos2 = {
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[axis]=currentpos[axis] + length - 1,
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[other1]=currentpos[other1] + radius,
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[other2]=currentpos[other2] + radius
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}
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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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for i = 1, length do
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nodes[i] = node
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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 schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
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local place_schematic = minetest.place_schematic
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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 max_radius = radius * (radius + 1)
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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 min_slice, max_slice = offset[axis], offset[axis] + length - 1
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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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for axis1 = -radius, radius do
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local newaxis1 = (axis1 + offset[other1]) * stride[other1]
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for axis2 = -radius, radius do
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local newaxis2 = newaxis1 + (axis2 + offset[other2]) * stride[other2]
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if axis1 * axis1 + axis2 * axis2 <= max_radius then
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for slice = min_slice, max_slice do
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local i = newaxis2 + slice * stride[axis] + 1
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nodes[i] = node_id
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end
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count = count + length
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end
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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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--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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--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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@ -334,7 +322,31 @@ worldedit.pyramid = function(pos, height, nodename, env) --wip: rewrite this usi
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local pos2x, pos2y, pos2z = pos.x + height, pos.y + height, pos.z + height
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local pos = {x=0, y=pos1y, z=0}
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--wip: make this faster using base sized schematics that are then resized while moving upwards, or if that's not possible, add new rows/columns while looping
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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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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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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for i in area:iterp(pos1, pos2) do
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nodes[i] = node_id
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end
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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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local count = 0
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local node = {name=nodename}
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if env == nil then env = minetest.env end
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@ -210,7 +210,11 @@ minetest.register_chatcommand("/volume", {
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end
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local volume = worldedit.volume(pos1, pos2)
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worldedit.player_notify(name, "current region has a volume of " .. volume .. " nodes (" .. pos2.x - pos1.x .. "*" .. pos2.y - pos1.y .. "*" .. pos2.z - pos1.z .. ")")
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local abs = math.abs
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worldedit.player_notify(name, "current region has a volume of " .. volume .. " nodes ("
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.. abs(pos2.x - pos1.x) .. "*"
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.. abs(pos2.y - pos1.y) .. "*"
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.. abs(pos2.z - pos1.z) .. ")")
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end,
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})
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