--- Common functions [INTERNAL]. All of these functions are internal! -- @module worldedit.common --- Copies and modifies positions `pos1` and `pos2` so that each component of -- `pos1` is less than or equal to the corresponding component of `pos2`. -- Returns the new positions. function worldedit.sort_pos(pos1, pos2) pos1 = vector.new(pos1.x, pos1.y, pos1.z) pos2 = vector.new(pos2.x, pos2.y, pos2.z) if pos1.x > pos2.x then pos2.x, pos1.x = pos1.x, pos2.x end if pos1.y > pos2.y then pos2.y, pos1.y = pos1.y, pos2.y end if pos1.z > pos2.z then pos2.z, pos1.z = pos1.z, pos2.z end return pos1, pos2 end --- Determines the volume of the region defined by positions `pos1` and `pos2`. -- @return The volume. function worldedit.volume(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1) end --- Gets other axes given an axis. -- @raise Axis must be x, y, or z! function worldedit.get_axis_others(axis) if axis == "x" then return "y", "z" elseif axis == "y" then return "x", "z" elseif axis == "z" then return "x", "y" else error("Axis must be x, y, or z!") end end function worldedit.keep_loaded(pos1, pos2) -- Create a vmanip and read the area from map, this -- causes all MapBlocks to be loaded into memory synchronously. -- This doesn't actually *keep* them loaded, unlike the name implies. if minetest.load_area then -- same effect but without unnecessary data copying minetest.load_area(pos1, pos2) else local manip = minetest.get_voxel_manip() manip:read_from_map(pos1, pos2) end end local mh = {} worldedit.manip_helpers = mh --- Generates an empty VoxelManip data table for an area. -- @return The empty data table. function mh.get_empty_data(area) -- Fill emerged area with ignore so that blocks in the area that are -- only partially modified aren't overwriten. local data = {} local c_ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(area.MinEdge, area.MaxEdge) do data[i] = c_ignore end return data end function mh.init(pos1, pos2) 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}) return manip, area end function mh.init_radius(pos, radius) local pos1 = vector.subtract(pos, radius) local pos2 = vector.add(pos, radius) return mh.init(pos1, pos2) end function mh.init_axis_radius(base_pos, axis, radius) return mh.init_axis_radius_length(base_pos, axis, radius, radius) end function mh.init_axis_radius_length(base_pos, axis, radius, length) local other1, other2 = worldedit.get_axis_others(axis) local pos1 = { [axis] = base_pos[axis], [other1] = base_pos[other1] - radius, [other2] = base_pos[other2] - radius } local pos2 = { [axis] = base_pos[axis] + length, [other1] = base_pos[other1] + radius, [other2] = base_pos[other2] + radius } return mh.init(pos1, pos2) end function mh.finish(manip, data) -- Update map if data ~= nil then manip:set_data(data) end manip:write_to_map() manip:update_map() end -- returns an iterator that returns voxelarea indices for a hollow cuboid function mh.iter_hollowcuboid(area, minx, miny, minz, maxx, maxy, maxz) local i = area:index(minx, miny, minz) - 1 local xrange = maxx - minx + 1 local nextaction = i + 1 + xrange local do_hole = false local y = 0 local ydiff = maxy - miny local ystride = area.ystride local ymultistride = ydiff * ystride local z = 0 local zdiff = maxz - minz local zstride = area.zstride local zcorner = true return function() -- continue i until it needs to jump ystride i = i + 1 if i ~= nextaction then return i end -- add the x offset if y (and z) are not 0 or maxy (or maxz) if do_hole then do_hole = false i = i + xrange - 2 nextaction = i + 1 return i end -- continue y until maxy is exceeded y = y+1 if y ~= ydiff + 1 then i = i + ystride - xrange if zcorner or y == ydiff then nextaction = i + xrange else nextaction = i + 1 do_hole = true end return i end -- continue z until maxz is exceeded z = z+1 if z == zdiff + 1 then -- hollowcuboid finished, return nil return end -- set i to index(minx, miny, minz + z) - 1 i = i + zstride - (ymultistride + xrange) zcorner = z == zdiff -- y is 0, so traverse the xs y = 0 nextaction = i + xrange return i end end function mh.iterp_hollowcuboid(area, minp, maxp) return mh.iter_hollowcuboid(area, minp.x, minp.y, minp.z, maxp.x, maxp.y, maxp.z) end