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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-06-30 23:20:40 +02:00

Rewrite spirals from scratch and fix upside-down pyramids. Use voxelmanip for markers to ensure area is emerged.

This commit is contained in:
Anthony Zhang
2013-07-31 22:15:08 -04:00
parent 3c51ec8c4a
commit b0bf52e9b6
8 changed files with 182 additions and 105 deletions

View File

@ -326,7 +326,7 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename)
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
if index2 * index2 + index3 * index3 <= max_radius then
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis] + 1
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
@ -358,18 +358,14 @@ worldedit.pyramid = function(pos, axis, height, nodename)
--handle inverted pyramids
local startaxis, endaxis, step
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if height > 0 then
height = height - 1
startaxis, endaxis = 0, height
step = 1
pos1[axis] = pos[axis] --upper half of box
else
height = -height - 1
startaxis, endaxis = height, 0
height = height + 1
step = -1
pos2[axis] = pos[axis] + 1 --lower half of box
currentpos[axis] = pos[axis] - height --bottom of box
pos2[axis] = pos[axis] --lower half of box
end
--set up voxel manipulator
@ -387,19 +383,20 @@ worldedit.pyramid = function(pos, axis, height, nodename)
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
local size = height * step
local count = 0
for index1 = startaxis, endaxis, step do --go through each level of the pyramid
for index1 = 0, height, step do --go through each level of the pyramid
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = -height, height do
for index2 = -size, size do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
for index3 = -height, height do
for index3 = -size, size do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
nodes[i] = node_id
end
end
count = count + (height * 2 + 1) ^ 2
height = height - 1
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
--update map nodes
@ -410,70 +407,72 @@ worldedit.pyramid = function(pos, axis, height, nodename)
return count
end
--adds a spiral centered at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: rewrite this whole thing, nobody can understand it anyways
-- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua
local abs = math.abs
local sign = function(s) return s ~= 0 and s / av(s) or 0 end
local function sindex(z, x) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards
if z == -x and z >= x then return (2*z+1)^2 end
local longest = math.max(abs(z), abs(x))
return (2*longest-1)^2 + 4*longest + 2*longest*sign(x+z) + sign(z^2-x^2)*(longest-(abs(z)==longest and sign(z)*x or sign(x)*z)) -- OH GOD WHAT
--adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function(pos, length, height, spacer, nodename)
local extent = math.ceil(length / 2)
local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
--set up voxel manipulator
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})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
local function spiralt(side)
local ret, id, start, stop = {}, 0, math.floor((-side+1)/2), math.floor((side-1)/2)
for i = 1, side do
for j = 1, side do
local id = side^2 - sindex(stop - i + 1,start + j - 1)
ret[id] = {x=i,z=j}
--
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
--add first column
local column = i
for y = 1, height do
nodes[column] = node_id
column = column + stride.y
end
--add spiral segments
local axis, other = "x", "z"
local sign = 1
local count = height
for segment = 1, length / spacer - 1 do --go through each segment except the last
for index = 1, segment * spacer do --fill segment
i = i + stride[axis] * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
count = count + height
end
return ret
end
if env == nil then env = minetest.env end
-- connect the joined parts
local spiral = spiralt(width)
height = tonumber(height)
if height < 1 then height = 1 end
spacer = tonumber(spacer)-1
if spacer < 1 then spacer = 1 end
local count = 0
local node = {name=nodename}
local np,lp
for y=0,height do
lp = nil
for _,v in ipairs(spiral) do
np = {x=pos.x+v.x*spacer, y=pos.y+y, z=pos.z+v.z*spacer}
if lp~=nil then
if lp.x~=np.x then
if lp.x<np.x then
for i=lp.x+1,np.x do
env:add_node({x=i, y=np.y, z=np.z}, node)
count = count + 1
end
else
for i=np.x,lp.x-1 do
env:add_node({x=i, y=np.y, z=np.z}, node)
count = count + 1
end
end
end
if lp.z~=np.z then
if lp.z<np.z then
for i=lp.z+1,np.z do
env:add_node({x=np.x, y=np.y, z=i}, node)
count = count + 1
end
else
for i=np.z,lp.z-1 do
env:add_node({x=np.x, y=np.y, z=i}, node)
count = count + 1
end
end
end
end
lp = np
axis, other = other, axis --swap axes
if segment % 2 == 1 then --change sign every other turn
sign = -sign
end
end
--add shorter final segment
for index = 1, (math.floor(length / spacer) - 2) * spacer do
i = i + stride[axis] * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
count = count + height
end
print(minetest.serialize(nodes))
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
end