mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2025-06-30 23:20:40 +02:00
Cleanup and fixup
Non-stylistic changes: * Add LuaDoc/LDoc support. * Fix `clear_objects` area size calculation. * Fix `clear_objects` removing player objects. * Fix shadowing of marker entity name with player name. * Make visualization functions use `swap_node`. * Make hidden nodes unwalkable. * Prevent `hide` from hiding air. * Make deprecated functions log to deprecated stream when called. * Fixed `replaceinverse` not using normalized node names. * Added .gitignore. * Bump version to 1.1. Stylistic changes: * Change `x = function` to `function x`. * Change comment format. * Make missing VoxelManip error less obnoxious. * Move `sort_pos` into `common.lua`, which is a required module. * Remove local copies of `minetest`. * Remove `worldedit = worldedit or {}` from modules. * Replace replaceinverse with an inverse argument to `replace`. * Added `error()`s on on invalid axes. * Change `wip` to `TODO`. * Rename `clearobjects` to `clear_objects`. * Remove `hollow_{sphere,dome,cylinder}` and replace them with a hollow parameter to each function. * Add helpers to reduce code duplication. * Renamed `Chat Commands.md` to `ChatCommands.md`.
This commit is contained in:
@ -1,470 +1,273 @@
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worldedit = worldedit or {}
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local minetest = minetest --local copy of global
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--- Functions for creating primitive shapes.
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-- @module worldedit.primitives
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--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_sphere = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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local mh = worldedit.manip_helpers
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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--- Adds a sphere of `node_name` centered at `pos`.
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-- @param pos Position to center sphere at.
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-- @param radius Sphere radius.
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-- @param node_name Name of node to make shere of.
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-- @param hollow Whether the sphere should be hollow.
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-- @return The number of nodes added.
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function worldedit.sphere(pos, radius, node_name, hollow)
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local manip, area = mh.init_radius(pos, radius)
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local data = mh.get_empty_data(area)
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-- Fill selected area with node
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local node_id = minetest.get_content_id(node_name)
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
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local stride_z, stride_y = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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-- Offset contributed by z plus 1 to make it 1-indexed
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local new_z = (z + offset_z) * stride_z + 1
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for y = -radius, radius do
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local newy = newz + (y + offsety) * ystride
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local new_y = new_z + (y + offset_y) * stride_y
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for x = -radius, radius do
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local squared = x * x + y * y + z * z
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if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_id
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if squared <= max_radius and (not hollow or squared >= min_radius) then
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-- Position is on surface of sphere
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local i = new_y + (x + offset_x)
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data[i] = node_id
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count = count + 1
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end
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end
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end
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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mh.finish(manip, data)
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return count
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end
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--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.sphere = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local max_radius = radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = -radius, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_id
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count = count + 1
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end
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end
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end
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_dome = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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local miny, maxy = 0, radius
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--- Adds a dome.
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-- @param pos Position to center dome at.
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-- @param radius Dome radius. Negative for concave domes.
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-- @param node_name Name of node to make dome of.
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-- @param hollow Whether the dome should be hollow.
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-- @return The number of nodes added.
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-- TODO: Add axis option.
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function worldedit.dome(pos, radius, node_name, hollow)
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local min_y, max_y = 0, radius
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if radius < 0 then
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radius = -radius
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miny, maxy = -radius, 0
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min_y, max_y = -radius, 0
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local manip, area = mh.init_axis_radius(pos, "y", radius)
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local data = mh.get_empty_data(area)
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-- Add dome
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local node_id = minetest.get_content_id(node_name)
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
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local stride_z, stride_y = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = miny, maxy do
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local newy = newz + (y + offsety) * ystride
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local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = min_y, max_y do
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local new_y = new_z + (y + offset_y) * stride_y
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for x = -radius, radius do
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local squared = x * x + y * y + z * z
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if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_id
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if squared <= max_radius and (not hollow or squared >= min_radius) then
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-- Position is in dome
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local i = new_y + (x + offset_x)
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data[i] = node_id
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count = count + 1
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end
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end
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end
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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mh.finish(manip, data)
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return count
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end
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--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.dome = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--- Adds a cylinder.
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-- @param pos Position to center base of cylinder at.
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-- @param axis Axis ("x", "y", or "z")
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-- @param length Cylinder length.
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-- @param radius Cylinder radius.
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-- @param node_name Name of node to make cylinder of.
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-- @param hollow Whether the cylinder should be hollow.
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-- @return The number of nodes added.
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function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
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local other1, other2 = worldedit.get_axis_others(axis)
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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local miny, maxy = 0, radius
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if radius < 0 then
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radius = -radius
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miny, maxy = -radius, 0
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local max_radius = radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = miny, maxy do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_id
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count = count + 1
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end
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end
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end
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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other1, other2 = "x", "y"
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end
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--handle negative lengths
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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-- Handle negative lengths
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local current_pos = {x=pos.x, y=pos.y, z=pos.z}
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if length < 0 then
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length = -length
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currentpos[axis] = currentpos[axis] - length
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current_pos[axis] = current_pos[axis] - length
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end
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {
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[axis]=currentpos[axis],
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[other1]=currentpos[other1] - radius,
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[other2]=currentpos[other2] - radius
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}
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local pos2 = {
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[axis]=currentpos[axis] + length - 1,
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[other1]=currentpos[other1] + radius,
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[other2]=currentpos[other2] + radius
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}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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-- Set up voxel manipulator
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local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
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local data = mh.get_empty_data(area)
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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-- Add cylinder
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local node_id = minetest.get_content_id(node_name)
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local stride = {x=1, y=area.ystride, z=area.zstride}
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local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
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local offset = {
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x = current_pos.x - area.MinEdge.x,
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y = current_pos.y - area.MinEdge.y,
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z = current_pos.z - area.MinEdge.z,
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}
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local min_slice, max_slice = offset[axis], offset[axis] + length - 1
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local count = 0
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for index2 = -radius, radius do
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local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
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-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
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local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
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for index3 = -radius, radius do
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local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
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local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
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local squared = index2 * index2 + index3 * index3
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if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
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for index1 = min_slice, max_slice do --add column along axis
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local i = newindex3 + index1 * stride[axis]
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nodes[i] = node_id
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if squared <= max_radius and (not hollow or squared >= min_radius) then
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-- Position is in cylinder
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-- Add column along axis
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for index1 = min_slice, max_slice do
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local vi = new_index3 + index1 * stride[axis]
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data[vi] = node_id
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end
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count = count + length
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end
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end
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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mh.finish(manip, data)
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return count
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end
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--adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.cylinder = function(pos, axis, length, radius, nodename)
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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other1, other2 = "x", "y"
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end
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--handle negative lengths
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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if length < 0 then
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length = -length
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currentpos[axis] = currentpos[axis] - length
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end
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--- Adds a pyramid.
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-- @param pos Position to center base of pyramid at.
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||||
-- @param axis Axis ("x", "y", or "z")
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-- @param height Pyramid height.
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-- @param node_name Name of node to make pyramid of.
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-- @return The number of nodes added.
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function worldedit.pyramid(pos, axis, height, node_name)
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local other1, other2 = worldedit.get_axis_others(axis)
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||||
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {
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[axis]=currentpos[axis],
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[other1]=currentpos[other1] - radius,
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[other2]=currentpos[other2] - radius
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}
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local pos2 = {
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[axis]=currentpos[axis] + length - 1,
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[other1]=currentpos[other1] + radius,
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[other2]=currentpos[other2] + radius
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}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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-- Set up voxel manipulator
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local manip, area = mh.init_axis_radius(pos, axis,
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height >= 0 and height or -height)
|
||||
local data = mh.get_empty_data()
|
||||
|
||||
--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
|
||||
|
||||
--fill selected area with node
|
||||
local node_id = minetest.get_content_id(nodename)
|
||||
local max_radius = radius * (radius + 1)
|
||||
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 min_slice, max_slice = offset[axis], offset[axis] + length - 1
|
||||
local count = 0
|
||||
for index2 = -radius, radius do
|
||||
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
|
||||
for index3 = -radius, radius do
|
||||
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
|
||||
if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
|
||||
for index1 = min_slice, max_slice do --add column along axis
|
||||
local i = newindex3 + index1 * stride[axis]
|
||||
nodes[i] = node_id
|
||||
end
|
||||
count = count + length
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--update map nodes
|
||||
manip:set_data(nodes)
|
||||
manip:write_to_map()
|
||||
manip:update_map()
|
||||
|
||||
return count
|
||||
end
|
||||
|
||||
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
|
||||
worldedit.pyramid = function(pos, axis, height, nodename)
|
||||
local other1, other2
|
||||
if axis == "x" then
|
||||
other1, other2 = "y", "z"
|
||||
elseif axis == "y" then
|
||||
other1, other2 = "x", "z"
|
||||
else --axis == "z"
|
||||
other1, other2 = "x", "y"
|
||||
end
|
||||
|
||||
local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}
|
||||
local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}
|
||||
|
||||
--handle inverted pyramids
|
||||
local startaxis, endaxis, step
|
||||
-- Handle inverted pyramids
|
||||
local start_axis, end_axis, step
|
||||
if height > 0 then
|
||||
height = height - 1
|
||||
step = 1
|
||||
pos1[axis] = pos[axis] --upper half of box
|
||||
else
|
||||
height = height + 1
|
||||
step = -1
|
||||
pos2[axis] = pos[axis] --lower half of box
|
||||
end
|
||||
|
||||
--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
|
||||
|
||||
--fill selected area with node
|
||||
local node_id = minetest.get_content_id(nodename)
|
||||
-- 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 - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
|
||||
local offset = {
|
||||
x = pos.x - area.MinEdge.x,
|
||||
y = pos.y - area.MinEdge.y,
|
||||
z = pos.z - area.MinEdge.z,
|
||||
}
|
||||
local size = height * step
|
||||
local count = 0
|
||||
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 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 newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
|
||||
local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
|
||||
for index3 = -size, size do
|
||||
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
|
||||
nodes[i] = node_id
|
||||
local i = new_index2 + (index3 + offset[other2]) * stride[other2]
|
||||
data[i] = node_id
|
||||
end
|
||||
end
|
||||
count = count + (size * 2 + 1) ^ 2
|
||||
size = size - 1
|
||||
end
|
||||
|
||||
--update map nodes
|
||||
manip:set_data(nodes)
|
||||
manip:write_to_map()
|
||||
manip:update_map()
|
||||
mh.finish(manip, data)
|
||||
|
||||
return count
|
||||
end
|
||||
|
||||
--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)
|
||||
--- 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 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})
|
||||
local manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
|
||||
local data = mh.get_empty_data(area)
|
||||
|
||||
--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
|
||||
|
||||
--set up variables
|
||||
local node_id = minetest.get_content_id(nodename)
|
||||
-- Set up variables
|
||||
local node_id = minetest.get_content_id(node_name)
|
||||
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
|
||||
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
|
||||
-- Add first column
|
||||
local count = height
|
||||
local column = i
|
||||
for y = 1, height do
|
||||
nodes[column] = node_id
|
||||
data[column] = node_id
|
||||
column = column + stride.y
|
||||
end
|
||||
|
||||
--add spiral segments
|
||||
local strideaxis, strideother = stride.x, stride.z
|
||||
-- Add spiral segments
|
||||
local stride_axis, stride_other = stride.x, stride.z
|
||||
local sign = -1
|
||||
local segment_length = 0
|
||||
spacer = spacer + 1
|
||||
for segment = 1, math.floor(length / spacer) * 2 do --go through each segment except the last
|
||||
if segment % 2 == 1 then --change sign and length every other turn starting with the first
|
||||
-- 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
|
||||
for index = 1, segment_length do --fill segment
|
||||
i = i + strideaxis * sign --move along the direction of the segment
|
||||
-- Fill segment
|
||||
for index = 1, segment_length do
|
||||
-- Move along the direction of the segment
|
||||
i = i + stride_axis * sign
|
||||
local column = i
|
||||
for y = 1, height do --add column
|
||||
nodes[column] = node_id
|
||||
-- Add column
|
||||
for y = 1, height do
|
||||
data[column] = node_id
|
||||
column = column + stride.y
|
||||
end
|
||||
end
|
||||
count = count + segment_length * height
|
||||
strideaxis, strideother = strideother, strideaxis --swap axes
|
||||
stride_axis, stride_other = stride_other, stride_axis -- Swap axes
|
||||
end
|
||||
|
||||
--add shorter final segment
|
||||
-- Add shorter final segment
|
||||
sign = -sign
|
||||
for index = 1, segment_length do
|
||||
i = i + strideaxis * sign
|
||||
i = i + stride_axis * sign
|
||||
local column = i
|
||||
for y = 1, height do --add column
|
||||
nodes[column] = node_id
|
||||
-- Add column
|
||||
for y = 1, height do
|
||||
data[column] = node_id
|
||||
column = column + stride.y
|
||||
end
|
||||
end
|
||||
count = count + segment_length * height
|
||||
|
||||
--update map nodes
|
||||
manip:set_data(nodes)
|
||||
manip:write_to_map()
|
||||
manip:update_map()
|
||||
mh.finish(manip, data)
|
||||
|
||||
return count
|
||||
end
|
||||
end
|
||||
|
Reference in New Issue
Block a user