mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2025-06-30 23:20:40 +02:00
Super duper VoxelManipulator speedups to nearly every API function, and plus support for unloaded areas. Still in progress. Also, fix //allocate for very large schematics.
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@ -34,6 +34,10 @@ end
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--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
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worldedit.serialize = function(pos1, pos2) --wip: check for ItemStacks and whether they can be serialized
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--make area stay loaded
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local pos = {x=pos1.x, y=0, z=0}
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local count = 0
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@ -141,7 +145,24 @@ worldedit.allocate = function(originpos, value)
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count = count + 1
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end
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elseif version == 4 then --current nested table format
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local nodes = minetest.deserialize(value)
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--wip: this is a filthy hack that works surprisingly well
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value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
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local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
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local startpos, startpos1, endpos = 1, 1
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local nodes = {}
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while true do
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startpos, endpos = escaped:find("},%s*{", startpos)
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if not startpos then
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break
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end
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local current = value:sub(startpos1, startpos)
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table.insert(nodes, minetest.deserialize("return " .. current))
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startpos, startpos1 = endpos, endpos
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end
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table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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count = #nodes
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for index = 1, count do
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local entry = nodes[index]
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@ -161,7 +182,7 @@ end
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--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
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--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
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worldedit.deserialize = function(originpos, value)
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worldedit.deserialize = function(originpos, value) --wip: use voxelmanip to make sure the blocks are loaded
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local add_node, get_meta = minetest.add_node, minetest.get_meta
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