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