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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 cube
-- @param pos Position of ground level center of cube
-- @param width Cube width. (x)
-- @param height Cube height. (y)
-- @param length Cube length. (z)
-- @param node_name Name of node to make cube of.
-- @param hollow Whether the cube should be hollow.
-- @return The number of nodes added.
function worldedit.cube(pos, width, height, length, node_name, hollow)
-- Set up voxel manipulator
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local basepos = vector.subtract(pos,
{x = math.floor(width / 2), y = 0, z = math.floor(length / 2)})
local endpos = vector.add(basepos, {x=width, y=height, z=length})
local manip, area = mh.init(basepos, endpos)
local data = mh.get_empty_data(area)
-- Add cube
local node_id = minetest.get_content_id(node_name)
local count = 0
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local iterfunc
if hollow then
iterfunc = mh.iterp_hollowcuboid(area, basepos, endpos)
else
iterfunc = area:iterp(basepos, endpos)
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end
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for vi in iterfunc do
data[vi] = node_id
count = count+1
end
mh.finish(manip, data)
return count
end
--- 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.
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-- @param radius1 Cylinder base radius.
-- @param radius2 Cylinder top 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.
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function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
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-- Backwards compatibility
if type(radius2) == "string" then
hollow = node_name
node_name = radius2
radius2 = radius1 -- straight cylinder
end
-- Handle negative lengths
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local current_pos = vector.new(pos)
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
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radius1, radius2 = radius2, radius1
end
-- Set up voxel manipulator
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local manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length)
local data = mh.get_empty_data(area)
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-- Add desired shape (anything inbetween cylinder & cone)
local node_id = minetest.get_content_id(node_name)
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local stride = vector.new(1, area.ystride, 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,
}
local count = 0
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for i = 0, length - 1 do
-- Calulate radius for this "height" in the cylinder
local radius = radius1 + (radius2 - radius1) * (i + 1) / length
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radius = math.floor(radius + 0.5) -- round
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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
for index3 = -radius, radius do
local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared <= max_radius and (not hollow or squared >= min_radius) then
-- Position is in cylinder, add node here
local vi = new_index3 + (offset[axis] + i) * stride[axis]
data[vi] = node_id
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count = count + 1
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end
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
-- FIXME: passing negative <radius> causes mis-sorted pos to be passed
-- into mh.init() which is technically not allowed but works
local manip, area = mh.init_axis_radius(pos, axis, height)
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local data = mh.get_empty_data(area)
-- Handle inverted pyramids
local 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)
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local stride = vector.new(1, area.ystride, 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
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data[i] = node_id
count = count + 1
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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)
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local stride = vector.new(1, area.ystride, 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