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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-06-28 06:12:00 +02:00

Dual-based cylinder

This commit is contained in:
Kyle
2012-10-18 18:10:30 -07:00
committed by sfan5
parent 6ceb56c3dc
commit bf8e2a8233
4 changed files with 77 additions and 35 deletions

View File

@ -92,49 +92,60 @@ end
-- @param pos Position to center base of cylinder at.
-- @param axis Axis ("x", "y", or "z")
-- @param length Cylinder length.
-- @param radius Cylinder radius.
-- @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.
function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
local other1, other2 = worldedit.get_axis_others(axis)
-- Backwards compatibility
if type(radius2) == "string" then
hollow = node_name
node_name = radius2
radius2 = radius1 -- straight cylinder
end
-- Handle negative lengths
local current_pos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
current_pos[axis] = current_pos[axis] - length
radius1, radius2 = radius2, radius1
end
-- Set up voxel manipulator
local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
local manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length)
local data = mh.get_empty_data(area)
-- Add cylinder
-- Add desired shape (anything inbetween cylinder & cone)
local node_id = minetest.get_content_id(node_name)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=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 min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
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 column along axis
for index1 = min_slice, max_slice do
local vi = new_index3 + index1 * stride[axis]
for i = 0, length - 1 do
-- Calulate radius for this "height" in the cylinder
local radius = radius1 + (radius2 - radius1) * (i - 1) / (length - 1)
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
count = count + 1
end
count = count + length
end
end
end