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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2025-06-28 14:16:18 +02:00

Improved stacking

This stack / copy uses a direction vector, so it's not limited to only
along the X/Y/Z axis, and can go diagonally. This enables things like
building staircases.
This commit is contained in:
Cy
2014-06-30 16:14:14 -07:00
parent 174416b010
commit c22b556511
2 changed files with 169 additions and 0 deletions

View File

@ -172,6 +172,129 @@ worldedit.copy = function(pos1, pos2, axis, amount) --wip: replace the old versi
return worldedit.volume(pos1, pos2)
end
worldedit.copy2 = function(pos1, pos2, direction, volume)
-- the overlap shouldn't matter as long as we
-- 1) start at the furthest separated corner
-- 2) complete an edge before moving inward, either edge works
-- 3) complete a face before moving inward, similarly
--
-- to do this I
-- 1) find the furthest destination in the direction, of each axis
-- 2) call those the furthest separated corner
-- 3) make sure to iterate inward from there
-- 4) nested loop to make sure complete edge, complete face, then complete cube.
local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
local somemeta = get_meta(pos1) -- hax lol
local to_table = somemeta.to_table
local from_table = somemeta.from_table
somemeta = nil
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local manip = minetest.get_voxel_manip()
manip:read_from_map(pos1, pos2)
local sx,sy,sz -- direction sign
local ix,iy,iz -- initial destination
local ex,ey,ez -- final destination
local originalx,originaly,originalz -- source
-- vim -> :'<,'>s/\<\([ioes]\?\)x\>/\1y/g
if direction.x > 0 then
originalx = pos2.x
ix = originalx + direction.x
ex = pos1.x + direction.x
sx = -1
elseif direction.x < 0 then
originalx = pos1.x
ix = originalx + direction.x
ex = pos2.x + direction.x
sx = 1
else
originalx = pos1.x
ix = originalx -- whatever
ex = pos2.x
sx = 1
end
if direction.y > 0 then
originaly = pos2.y
iy = originaly + direction.y
ey = pos1.y + direction.y
sy = -1
elseif direction.y < 0 then
originaly = pos1.y
iy = originaly + direction.y
ey = pos2.y + direction.y
sy = 1
else
originaly = pos1.y
iy = originaly -- whatever
ey = pos2.y
sy = 1
end
if direction.z > 0 then
originalz = pos2.z
iz = originalz + direction.z
ez = pos1.z + direction.z
sz = -1
elseif direction.z < 0 then
originalz = pos1.z
iz = originalz + direction.z
ez = pos2.z + direction.z
sz = 1
else
originalz = pos1.z
iz = originalz -- whatever
ez = pos2.z
sz = 1
end
-- print('copy',originalx,ix,ex,sx,originaly,iy,ey,sy,originalz,iz,ez,sz)
local ox,oy,oz
ox = originalx
for x = ix,ex,sx do
oy = originaly
for y = iy,ey,sy do
oz = originalz
for z = iz,ez,sz do
-- reusing pos1/pos2 as source/dest here
pos1.x = ox; pos1.y = oy; pos1.z = oz
pos2.x = x; pos2.y = y; pos2.z = z
local node = get_node(pos1)
local meta = to_table(get_meta(pos1)) --get meta of current node
add_node(pos2,node)
from_table(get_meta(pos2),meta)
oz = oz + sz
end
oy = oy + sy
end
ox = ox + sx
end
end
worldedit.stack2 = function(pos1, pos2, direction, amount, finished)
local i = 0
local translated = {x=0,y=0,z=0}
local function nextone()
if i <= amount then
i = i + 1
translated.x = translated.x + direction.x
translated.y = translated.y + direction.y
translated.z = translated.z + direction.z
worldedit.copy2(pos1,pos2,translated,volume)
minetest.after(0,nextone)
else
if finished then
finished()
end
end
end
nextone()
return nil
end
--copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
worldedit.copy = function(pos1, pos2, axis, amount)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)