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Minetest-WorldEdit/worldedit/primitives.lua

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--- Functions for creating primitive shapes.
-- @module worldedit.primitives
local mh = worldedit.manip_helpers
--- 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 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
-- 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 new_y = new_z + (y + offset_y) * stride_y
for x = -radius, radius do
local squared = x * x + y * y + z * z
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
mh.finish(manip, data)
return count
end
--- 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
min_y, max_y = -radius, 0
end
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 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 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 <= 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
mh.finish(manip, data)
return count
end
--- 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)
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
end
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local data = mh.get_empty_data(area)
-- Add cylinder
local node_id = minetest.get_content_id(node_name)
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {
x = current_pos.x - area.MinEdge.x,
y = current_pos.y - area.MinEdge.y,
z = current_pos.z - area.MinEdge.z,
}
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local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
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for index2 = -radius, radius do
-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
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for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
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local squared = index2 * index2 + index3 * index3
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
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end
count = count + length
end
end
end
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mh.finish(manip, data)
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return count
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.
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-- @param hollow Whether the pyramid should be hollow.
-- @return The number of nodes added.
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function worldedit.pyramid(pos, axis, height, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius(pos, axis,
height >= 0 and height or -height)
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local data = mh.get_empty_data(area)
-- Handle inverted pyramids
local start_axis, end_axis, step
if height > 0 then
height = height - 1
step = 1
else
height = height + 1
step = -1
end
-- 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 - area.MinEdge.x,
y = pos.y - area.MinEdge.y,
z = pos.z - area.MinEdge.z,
}
local size = math.abs(height * step)
local count = 0
-- 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 new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = new_index2 + (index3 + offset[other2]) * stride[other2]
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if (not hollow or size - math.abs(index2) < 2 or size - math.abs(index3) < 2) then
data[i] = node_id
count = count + 1
end
end
end
size = size - 1
end
mh.finish(manip, data)
return count
end
--- 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 manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
local data = mh.get_empty_data(area)
-- Set up variables
local node_id = minetest.get_content_id(node_name)
local stride = {x=1, y=area.ystride, z=area.zstride}
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
local count = height
local column = i
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
-- Add spiral segments
local stride_axis, stride_other = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
-- 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
-- Fill segment
for index = 1, segment_length do
-- Move along the direction of the segment
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
stride_axis, stride_other = stride_other, stride_axis -- Swap axes
end
-- Add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + stride_axis * sign
local column = i
-- Add column
for y = 1, height do
data[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
mh.finish(manip, data)
return count
end