forked from mtcontrib/Minetest-WorldEdit
380 lines
12 KiB
Lua
380 lines
12 KiB
Lua
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_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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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 --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_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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--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_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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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 --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_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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--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_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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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 --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_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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--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_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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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 --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_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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--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 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
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worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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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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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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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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--add columns in a circle around axis to form cylinder
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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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--add node at each octant
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local first1, first2 = pos[other1] + offset1, pos[other1] - offset1
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local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
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currentpos[other1], currentpos[other2] = first1, second1
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place_schematic(currentpos, schematic) --octant 1
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currentpos[other1] = first2
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place_schematic(currentpos, schematic) --octant 4
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currentpos[other2] = second2
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place_schematic(currentpos, schematic) --octant 5
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currentpos[other1] = first1
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place_schematic(currentpos, schematic) --octant 8
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local first1, first2 = pos[other1] + offset2, pos[other1] - offset2
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local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
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currentpos[other1], currentpos[other2] = first1, second1
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place_schematic(currentpos, schematic) --octant 2
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currentpos[other1] = first2
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place_schematic(currentpos, schematic) --octant 3
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currentpos[other2] = second2
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place_schematic(currentpos, schematic) --octant 6
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currentpos[other1] = first1
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place_schematic(currentpos, schematic) --octant 7
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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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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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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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--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
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worldedit.cylinder = function(pos, axis, length, radius, nodename, env)
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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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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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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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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--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
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worldedit.pyramid = function(pos, height, nodename, env)
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local pos1x, pos1y, pos1z = pos.x - height, pos.y, pos.z - height
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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 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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while pos.y <= pos2y do --each vertical level of the pyramid
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pos.x = pos1x
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while pos.x <= pos2x do
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pos.z = pos1z
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while pos.z <= pos2z do
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env:add_node(pos, node)
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pos.z = pos.z + 1
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end
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pos.x = pos.x + 1
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end
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count = count + ((pos2y - pos.y) * 2 + 1) ^ 2
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pos.y = pos.y + 1
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pos1x, pos2x = pos1x + 1, pos2x - 1
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pos1z, pos2z = pos1z + 1, pos2z - 1
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end
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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: clean this up
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-- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua
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--wip: rewrite this whole thing, nobody can understand it anyways
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av, sn = math.abs, 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 l = math.max(av(z), av(x))
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return (2*l-1)^2+4*l+2*l*sn(x+z)+sn(z^2-x^2)*(l-(av(z)==l and sn(z)*x or sn(x)*z)) -- OH GOD WHAT
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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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end
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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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end
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end
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return count
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end
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