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Minetest-WorldEdit/worldedit/common.lua

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--- Common functions [INTERNAL]. All of these functions are internal!
-- @module worldedit.common
--- Copies and modifies positions `pos1` and `pos2` so that each component of
-- `pos1` is less than or equal to the corresponding component of `pos2`.
-- Returns the new positions.
function worldedit.sort_pos(pos1, pos2)
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pos1 = vector.new(pos1.x, pos1.y, pos1.z)
pos2 = vector.new(pos2.x, pos2.y, pos2.z)
if pos1.x > pos2.x then
pos2.x, pos1.x = pos1.x, pos2.x
end
if pos1.y > pos2.y then
pos2.y, pos1.y = pos1.y, pos2.y
end
if pos1.z > pos2.z then
pos2.z, pos1.z = pos1.z, pos2.z
end
return pos1, pos2
end
--- Determines the volume of the region defined by positions `pos1` and `pos2`.
-- @return The volume.
function worldedit.volume(pos1, pos2)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
return (pos2.x - pos1.x + 1) *
(pos2.y - pos1.y + 1) *
(pos2.z - pos1.z + 1)
end
--- Gets other axes given an axis.
-- @raise Axis must be x, y, or z!
function worldedit.get_axis_others(axis)
if axis == "x" then
return "y", "z"
elseif axis == "y" then
return "x", "z"
elseif axis == "z" then
return "x", "y"
else
error("Axis must be x, y, or z!")
end
end
function worldedit.keep_loaded(pos1, pos2)
-- Create a vmanip and read the area from map, this
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-- causes all MapBlocks to be loaded into memory synchronously.
-- This doesn't actually *keep* them loaded, unlike the name implies.
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if minetest.load_area then
-- same effect but without unnecessary data copying
minetest.load_area(pos1, pos2)
else
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
end
end
local mh = {}
worldedit.manip_helpers = mh
--- Generates an empty VoxelManip data table for an area.
-- @return The empty data table.
function mh.get_empty_data(area)
-- Fill emerged area with ignore so that blocks in the area that are
-- only partially modified aren't overwriten.
local data = {}
local c_ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(area.MinEdge, area.MaxEdge) do
data[i] = c_ignore
end
return data
end
function mh.init(pos1, pos2)
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})
return manip, area
end
function mh.init_radius(pos, radius)
local pos1 = vector.subtract(pos, radius)
local pos2 = vector.add(pos, radius)
return mh.init(pos1, pos2)
end
function mh.init_axis_radius(base_pos, axis, radius)
return mh.init_axis_radius_length(base_pos, axis, radius, radius)
end
function mh.init_axis_radius_length(base_pos, axis, radius, length)
local other1, other2 = worldedit.get_axis_others(axis)
local pos1 = {
[axis] = base_pos[axis],
[other1] = base_pos[other1] - radius,
[other2] = base_pos[other2] - radius
}
local pos2 = {
[axis] = base_pos[axis] + length,
[other1] = base_pos[other1] + radius,
[other2] = base_pos[other2] + radius
}
return mh.init(pos1, pos2)
end
function mh.finish(manip, data)
-- Update map
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if data ~= nil then
manip:set_data(data)
end
manip:write_to_map()
manip:update_map()
end
-- returns an iterator that returns voxelarea indices for a hollow cuboid
function mh.iter_hollowcuboid(area, minx, miny, minz, maxx, maxy, maxz)
local i = area:index(minx, miny, minz) - 1
local xrange = maxx - minx + 1
local nextaction = i + 1 + xrange
local do_hole = false
local y = 0
local ydiff = maxy - miny
local ystride = area.ystride
local ymultistride = ydiff * ystride
local z = 0
local zdiff = maxz - minz
local zstride = area.zstride
local zcorner = true
return function()
-- continue i until it needs to jump ystride
i = i + 1
if i ~= nextaction then
return i
end
-- add the x offset if y (and z) are not 0 or maxy (or maxz)
if do_hole then
do_hole = false
i = i + xrange - 2
nextaction = i + 1
return i
end
-- continue y until maxy is exceeded
y = y+1
if y ~= ydiff + 1 then
i = i + ystride - xrange
if zcorner
or y == ydiff then
nextaction = i + xrange
else
nextaction = i + 1
do_hole = true
end
return i
end
-- continue z until maxz is exceeded
z = z+1
if z == zdiff + 1 then
-- hollowcuboid finished, return nil
return
end
-- set i to index(minx, miny, minz + z) - 1
i = i + zstride - (ymultistride + xrange)
zcorner = z == zdiff
-- y is 0, so traverse the xs
y = 0
nextaction = i + xrange
return i
end
end
function mh.iterp_hollowcuboid(area, minp, maxp)
return mh.iter_hollowcuboid(area, minp.x, minp.y, minp.z,
maxp.x, maxp.y, maxp.z)
end