--- Functions for creating primitive shapes. -- @module worldedit.primitives local mh = worldedit.manip_helpers --- Adds a cube -- @param pos Position of ground level center of cube -- @param width Cube width. (x) -- @param height Cube height. (y) -- @param length Cube length. (z) -- @param node_name Name of node to make cube of. -- @param hollow Whether the cube should be hollow. -- @return The number of nodes added. function worldedit.cube(pos, width, height, length, node_name, hollow) -- Set up voxel manipulator local basepos = vector.subtract(pos, {x=math.floor(width/2), y=0, z=math.floor(length/2)}) local manip, area = mh.init(basepos, vector.add(basepos, {x=width, y=height, z=length})) local data = mh.get_empty_data(area) -- Add cube local node_id = minetest.get_content_id(node_name) local stride = {x=1, y=area.ystride, z=area.zstride} local offset = vector.subtract(basepos, area.MinEdge) local count = 0 for z = 0, length-1 do local index_z = (offset.z + z) * stride.z + 1 -- +1 for 1-based indexing for y = 0, height-1 do local index_y = index_z + (offset.y + y) * stride.y for x = 0, width-1 do local is_wall = z == 0 or z == length-1 or y == 0 or y == height-1 or x == 0 or x == width-1 if not hollow or is_wall then local i = index_y + (offset.x + x) data[i] = node_id count = count + 1 end end end end mh.finish(manip, data) return count end --- Adds a torus of `node_name` centered at `pos` -- @param pos Position to center torus at. -- @param radius Torus radius. -- @param tube_radius Torus tube radius. -- @param node_name Name of node to make torus of. -- @param hollow Whether the torus should be hollow. -- @return The number of nodes added. function worldedit.torus(pos, radius, tr, node_name, hollow) local max_extent=radius+tr local manip, area = mh.init_radius(pos, max_extent) local data = mh.get_empty_data(area) -- Fill selected area with node local node_id = minetest.get_content_id(node_name) local min_hor_radius, max_hor_radius = max_extent * (max_extent - 1), max_extent * (max_extent + 1) local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z local stride_z, stride_y = area.zstride, area.ystride local count = 0 for z = -max_extent, max_extent do local new_z = (z + offset_z) * stride_z + 1 for y = -tr, tr do local new_y = new_z + (y + offset_y) * stride_y for x = -max_extent, max_extent do local check_1= x * x + z * z if check_1 <= max_hor_radius then local i = new_y + (x + offset_x) data[i] = node_id count = count + 1 end end end end mh.finish(manip, data) return count end --- Adds a sphere of `node_name` centered at `pos`. -- @param pos Position to center sphere at. -- @param radius Sphere radius. -- @param node_name Name of node to make sphere of. -- @param hollow Whether the sphere should be hollow. -- @return The number of nodes added. function worldedit.sphere(pos, radius, node_name, hollow) local manip, area = mh.init_radius(pos, radius) local data = mh.get_empty_data(area) -- Fill selected area with node local node_id = minetest.get_content_id(node_name) local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z local stride_z, stride_y = area.zstride, area.ystride local count = 0 for z = -radius, radius do -- Offset contributed by z plus 1 to make it 1-indexed local new_z = (z + offset_z) * stride_z + 1 for y = -radius, radius do local new_y = new_z + (y + offset_y) * stride_y for x = -radius, radius do local squared = x * x + y * y + z * z if squared <= max_radius and (not hollow or squared >= min_radius) then -- Position is on surface of sphere local i = new_y + (x + offset_x) data[i] = node_id count = count + 1 end end end end mh.finish(manip, data) return count end --- Adds a dome. -- @param pos Position to center dome at. -- @param radius Dome radius. Negative for concave domes. -- @param node_name Name of node to make dome of. -- @param hollow Whether the dome should be hollow. -- @return The number of nodes added. -- TODO: Add axis option. function worldedit.dome(pos, radius, node_name, hollow) local min_y, max_y = 0, radius if radius < 0 then radius = -radius min_y, max_y = -radius, 0 end local manip, area = mh.init_axis_radius(pos, "y", radius) local data = mh.get_empty_data(area) -- Add dome local node_id = minetest.get_content_id(node_name) local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z local stride_z, stride_y = area.zstride, area.ystride local count = 0 for z = -radius, radius do local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed for y = min_y, max_y do local new_y = new_z + (y + offset_y) * stride_y for x = -radius, radius do local squared = x * x + y * y + z * z if squared <= max_radius and (not hollow or squared >= min_radius) then -- Position is in dome local i = new_y + (x + offset_x) data[i] = node_id count = count + 1 end end end end mh.finish(manip, data) return count end --- Adds a cylinder. -- @param pos Position to center base of cylinder at. -- @param axis Axis ("x", "y", or "z") -- @param length Cylinder length. -- @param radius1 Cylinder base radius. -- @param radius2 Cylinder top radius. -- @param node_name Name of node to make cylinder of. -- @param hollow Whether the cylinder should be hollow. -- @return The number of nodes added. function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow) local other1, other2 = worldedit.get_axis_others(axis) -- Backwards compatibility if type(radius2) == "string" then hollow = node_name node_name = radius2 radius2 = radius1 -- straight cylinder end -- Handle negative lengths local current_pos = {x=pos.x, y=pos.y, z=pos.z} if length < 0 then length = -length current_pos[axis] = current_pos[axis] - length radius1, radius2 = radius2, radius1 end -- Set up voxel manipulator local manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length) local data = mh.get_empty_data(area) -- Add desired shape (anything inbetween cylinder & cone) local node_id = minetest.get_content_id(node_name) local stride = {x=1, y=area.ystride, z=area.zstride} local offset = { x = current_pos.x - area.MinEdge.x, y = current_pos.y - area.MinEdge.y, z = current_pos.z - area.MinEdge.z, } local count = 0 for i = 0, length - 1 do -- Calulate radius for this "height" in the cylinder local radius = radius1 + (radius2 - radius1) * (i + 1) / length radius = math.floor(radius + 0.5) -- round local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) for index2 = -radius, radius do -- Offset contributed by other axis 1 plus 1 to make it 1-indexed local new_index2 = (index2 + offset[other1]) * stride[other1] + 1 for index3 = -radius, radius do local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2] local squared = index2 * index2 + index3 * index3 if squared <= max_radius and (not hollow or squared >= min_radius) then -- Position is in cylinder, add node here local vi = new_index3 + (offset[axis] + i) * stride[axis] data[vi] = node_id count = count + 1 end end end end mh.finish(manip, data) return count end --- Adds a pyramid. -- @param pos Position to center base of pyramid at. -- @param axis Axis ("x", "y", or "z") -- @param height Pyramid height. -- @param node_name Name of node to make pyramid of. -- @param hollow Whether the pyramid should be hollow. -- @return The number of nodes added. function worldedit.pyramid(pos, axis, height, node_name, hollow) local other1, other2 = worldedit.get_axis_others(axis) -- Set up voxel manipulator -- FIXME: passing negative causes mis-sorted pos to be passed -- into mh.init() which is technically not allowed but works local manip, area = mh.init_axis_radius(pos, axis, height) local data = mh.get_empty_data(area) -- Handle inverted pyramids local step if height > 0 then height = height - 1 step = 1 else height = height + 1 step = -1 end -- Add pyramid local node_id = minetest.get_content_id(node_name) local stride = {x=1, y=area.ystride, z=area.zstride} local offset = { x = pos.x - area.MinEdge.x, y = pos.y - area.MinEdge.y, z = pos.z - area.MinEdge.z, } local size = math.abs(height * step) local count = 0 -- For each level of the pyramid for index1 = 0, height, step do -- Offset contributed by axis plus 1 to make it 1-indexed local new_index1 = (index1 + offset[axis]) * stride[axis] + 1 for index2 = -size, size do local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1] for index3 = -size, size do local i = new_index2 + (index3 + offset[other2]) * stride[other2] if (not hollow or size - math.abs(index2) < 2 or size - math.abs(index3) < 2) then data[i] = node_id count = count + 1 end end end size = size - 1 end mh.finish(manip, data) return count end --- Adds a spiral. -- @param pos Position to center spiral at. -- @param length Spral length. -- @param height Spiral height. -- @param spacer Space between walls. -- @param node_name Name of node to make spiral of. -- @return Number of nodes added. -- TODO: Add axis option. function worldedit.spiral(pos, length, height, spacer, node_name) local extent = math.ceil(length / 2) local manip, area = mh.init_axis_radius_length(pos, "y", extent, height) local data = mh.get_empty_data(area) -- Set up variables local node_id = minetest.get_content_id(node_name) local stride = {x=1, y=area.ystride, z=area.zstride} local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1 -- Add first column local count = height local column = i for y = 1, height do data[column] = node_id column = column + stride.y end -- Add spiral segments local stride_axis, stride_other = stride.x, stride.z local sign = -1 local segment_length = 0 spacer = spacer + 1 -- Go through each segment except the last for segment = 1, math.floor(length / spacer) * 2 do -- Change sign and length every other turn starting with the first if segment % 2 == 1 then sign = -sign segment_length = segment_length + spacer end -- Fill segment for index = 1, segment_length do -- Move along the direction of the segment i = i + stride_axis * sign local column = i -- Add column for y = 1, height do data[column] = node_id column = column + stride.y end end count = count + segment_length * height stride_axis, stride_other = stride_other, stride_axis -- Swap axes end -- Add shorter final segment sign = -sign for index = 1, segment_length do i = i + stride_axis * sign local column = i -- Add column for y = 1, height do data[column] = node_id column = column + stride.y end end count = count + segment_length * height mh.finish(manip, data) return count end