worldedit = worldedit or {} local minetest = minetest --local copy of global --adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.hollow_sphere = function(pos, radius, nodename) --set up voxel manipulator local manip = minetest.get_voxel_manip() local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius} local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius} local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2}) --fill emerged area with ignore local nodes = {} local ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do nodes[i] = ignore end --fill selected area with node local node_id = minetest.get_content_id(nodename) local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z local zstride, ystride = area.zstride, area.ystride local count = 0 for z = -radius, radius do local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed for y = -radius, radius do local newy = newz + (y + offsety) * ystride for x = -radius, radius do local squared = x * x + y * y + z * z if squared >= min_radius and squared <= max_radius then --position is on surface of sphere local i = newy + (x + offsetx) nodes[i] = node_id count = count + 1 end end end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.sphere = function(pos, radius, nodename) --set up voxel manipulator local manip = minetest.get_voxel_manip() local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius} local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius} local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2}) --fill emerged area with ignore local nodes = {} local ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do nodes[i] = ignore end --fill selected area with node local node_id = minetest.get_content_id(nodename) local max_radius = radius * (radius + 1) local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z local zstride, ystride = area.zstride, area.ystride local count = 0 for z = -radius, radius do local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed for y = -radius, radius do local newy = newz + (y + offsety) * ystride for x = -radius, radius do if x * x + y * y + z * z <= max_radius then --position is inside sphere local i = newy + (x + offsetx) nodes[i] = node_id count = count + 1 end end end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.hollow_dome = function(pos, radius, nodename) --set up voxel manipulator local manip = minetest.get_voxel_manip() local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius} local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius} local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2}) --fill emerged area with ignore local nodes = {} local ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do nodes[i] = ignore end local miny, maxy = 0, radius if radius < 0 then radius = -radius miny, maxy = -radius, 0 end --fill selected area with node local node_id = minetest.get_content_id(nodename) local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z local zstride, ystride = area.zstride, area.ystride local count = 0 for z = -radius, radius do local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed for y = miny, maxy do local newy = newz + (y + offsety) * ystride for x = -radius, radius do local squared = x * x + y * y + z * z if squared >= min_radius and squared <= max_radius then --position is on surface of sphere local i = newy + (x + offsetx) nodes[i] = node_id count = count + 1 end end end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.dome = function(pos, radius, nodename) --set up voxel manipulator local manip = minetest.get_voxel_manip() local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius} local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius} local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2}) --fill emerged area with ignore local nodes = {} local ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do nodes[i] = ignore end local miny, maxy = 0, radius if radius < 0 then radius = -radius miny, maxy = -radius, 0 end --fill selected area with node local node_id = minetest.get_content_id(nodename) local max_radius = radius * (radius + 1) local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z local zstride, ystride = area.zstride, area.ystride local count = 0 for z = -radius, radius do local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed for y = miny, maxy do local newy = newz + (y + offsety) * ystride for x = -radius, radius do if x * x + y * y + z * z <= max_radius then --position is inside sphere local i = newy + (x + offsetx) nodes[i] = node_id count = count + 1 end end end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip: rewrite this using voxelmanip local other1, other2 if axis == "x" then other1, other2 = "y", "z" elseif axis == "y" then other1, other2 = "x", "z" else --axis == "z" other1, other2 = "x", "y" end --handle negative lengths local currentpos = {x=pos.x, y=pos.y, z=pos.z} if length < 0 then length = -length currentpos[axis] = currentpos[axis] - length end --make area stay loaded local manip = minetest.get_voxel_manip() local pos1 = { [axis]=currentpos[axis], [other1]=currentpos[other1] - radius, [other2]=currentpos[other2] - radius } local pos2 = { [axis]=currentpos[axis] + length - 1, [other1]=currentpos[other1] + radius, [other2]=currentpos[other2] + radius } manip:read_from_map(pos1, pos2) --create schematic for single node column along the axis local node = {name=nodename, param1=0, param2=0} local nodes = {} for i = 1, length do nodes[i] = node end local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes} --add columns in a circle around axis to form cylinder local place_schematic = minetest.place_schematic local count = 0 local offset1, offset2 = 0, radius local delta = -radius while offset1 <= offset2 do --add node at each octant local first1, first2 = pos[other1] + offset1, pos[other1] - offset1 local second1, second2 = pos[other2] + offset2, pos[other2] - offset2 currentpos[other1], currentpos[other2] = first1, second1 place_schematic(currentpos, schematic) --octant 1 currentpos[other1] = first2 place_schematic(currentpos, schematic) --octant 4 currentpos[other2] = second2 place_schematic(currentpos, schematic) --octant 5 currentpos[other1] = first1 place_schematic(currentpos, schematic) --octant 8 local first1, first2 = pos[other1] + offset2, pos[other1] - offset2 local second1, second2 = pos[other2] + offset1, pos[other2] - offset1 currentpos[other1], currentpos[other2] = first1, second1 place_schematic(currentpos, schematic) --octant 2 currentpos[other1] = first2 place_schematic(currentpos, schematic) --octant 3 currentpos[other2] = second2 place_schematic(currentpos, schematic) --octant 6 currentpos[other1] = first1 place_schematic(currentpos, schematic) --octant 7 count = count + 8 --wip: broken because sometimes currentpos is repeated --move to next location delta = delta + (offset1 * 2) + 1 if delta >= 0 then offset2 = offset2 - 1 delta = delta - (offset2 * 2) end offset1 = offset1 + 1 end count = count * length --apply the length to the number of nodes return count end --adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.cylinder = function(pos, axis, length, radius, nodename) local other1, other2 if axis == "x" then other1, other2 = "y", "z" elseif axis == "y" then other1, other2 = "x", "z" else --axis == "z" other1, other2 = "x", "y" end --handle negative lengths local currentpos = {x=pos.x, y=pos.y, z=pos.z} if length < 0 then length = -length currentpos[axis] = currentpos[axis] - length end --set up voxel manipulator local manip = minetest.get_voxel_manip() local pos1 = { [axis]=currentpos[axis], [other1]=currentpos[other1] - radius, [other2]=currentpos[other2] - radius } local pos2 = { [axis]=currentpos[axis] + length - 1, [other1]=currentpos[other1] + radius, [other2]=currentpos[other2] + radius } local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2) local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2}) --fill emerged area with ignore local nodes = {} local ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do nodes[i] = ignore end --fill selected area with node local node_id = minetest.get_content_id(nodename) local max_radius = radius * (radius + 1) local stride = {x=1, y=area.ystride, z=area.zstride} local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z} local min_slice, max_slice = offset[axis], offset[axis] + length - 1 local count = 0 for index2 = -radius, radius do local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed for index3 = -radius, radius do local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2] if index2 * index2 + index3 * index3 <= max_radius then for index1 = min_slice, max_slice do --add column along axis local i = newindex3 + index1 * stride[axis] + 1 nodes[i] = node_id end count = count + length end end end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added worldedit.pyramid = function(pos, axis, height, nodename) local other1, other2 if axis == "x" then other1, other2 = "y", "z" elseif axis == "y" then other1, other2 = "x", "z" else --axis == "z" other1, other2 = "x", "y" end local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height} local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height} --handle inverted pyramids local startaxis, endaxis, step local currentpos = {x=pos.x, y=pos.y, z=pos.z} if height > 0 then height = height - 1 startaxis, endaxis = 0, height step = 1 pos1[axis] = pos[axis] --upper half of box else height = -height - 1 startaxis, endaxis = height, 0 step = -1 pos2[axis] = pos[axis] + 1 --lower half of box currentpos[axis] = pos[axis] - height --bottom of box end --set up voxel manipulator 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}) --fill emerged area with ignore local nodes = {} local ignore = minetest.get_content_id("ignore") for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do nodes[i] = ignore end --fill selected area with node local node_id = minetest.get_content_id(nodename) local stride = {x=1, y=area.ystride, z=area.zstride} local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z} local count = 0 for index1 = startaxis, endaxis, step do --go through each level of the pyramid local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed for index2 = -height, height do local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1] for index3 = -height, height do local i = newindex2 + (index3 + offset[other2]) * stride[other2] nodes[i] = node_id end end count = count + (height * 2 + 1) ^ 2 height = height - 1 end --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end --adds a spiral centered at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: rewrite this whole thing, nobody can understand it anyways -- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua local abs = math.abs local sign = function(s) return s ~= 0 and s / av(s) or 0 end local function sindex(z, x) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards if z == -x and z >= x then return (2*z+1)^2 end local longest = math.max(abs(z), abs(x)) return (2*longest-1)^2 + 4*longest + 2*longest*sign(x+z) + sign(z^2-x^2)*(longest-(abs(z)==longest and sign(z)*x or sign(x)*z)) -- OH GOD WHAT end local function spiralt(side) local ret, id, start, stop = {}, 0, math.floor((-side+1)/2), math.floor((side-1)/2) for i = 1, side do for j = 1, side do local id = side^2 - sindex(stop - i + 1,start + j - 1) ret[id] = {x=i,z=j} end end return ret end if env == nil then env = minetest.env end -- connect the joined parts local spiral = spiralt(width) height = tonumber(height) if height < 1 then height = 1 end spacer = tonumber(spacer)-1 if spacer < 1 then spacer = 1 end local count = 0 local node = {name=nodename} local np,lp for y=0,height do lp = nil for _,v in ipairs(spiral) do np = {x=pos.x+v.x*spacer, y=pos.y+y, z=pos.z+v.z*spacer} if lp~=nil then if lp.x~=np.x then if lp.x