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https://github.com/Uberi/Minetest-WorldEdit.git
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Dual-based cylinder
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@ -92,49 +92,60 @@ end
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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 radius1 Cylinder base radius.
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-- @param radius2 Cylinder top 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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function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
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local other1, other2 = worldedit.get_axis_others(axis)
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-- Backwards compatibility
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if type(radius2) == "string" then
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hollow = node_name
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node_name = radius2
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radius2 = radius1 -- straight cylinder
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end
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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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current_pos[axis] = current_pos[axis] - length
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radius1, radius2 = radius2, radius1
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end
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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 manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length)
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local data = mh.get_empty_data(area)
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-- Add cylinder
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-- Add desired shape (anything inbetween cylinder & cone)
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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 = {
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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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-- 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 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 <= 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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for i = 0, length - 1 do
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-- Calulate radius for this "height" in the cylinder
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local radius = radius1 + (radius2 - radius1) * (i - 1) / (length - 1)
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radius = math.floor(radius + 0.5) -- round
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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for index2 = -radius, radius do
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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 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 <= max_radius and (not hollow or squared >= min_radius) then
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-- Position is in cylinder, add node here
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local vi = new_index3 + (offset[axis] + i) * stride[axis]
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data[vi] = node_id
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count = count + 1
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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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