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 ystride, zstride = area.ystride, area.zstride local x, y, z = -radius, -radius, -radius local count = 0 for i in area:iterp(pos1, pos2) do local squared = x * x + y * y + z * z if squared >= min_radius and squared <= max_radius then --position is on surface of sphere nodes[i] = node_id count = count + 1 end --move to the next position x = x + 1 if x > radius then x = -radius y = y + 1 if y > radius then y = -radius z = z + 1 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 ystride, zstride = area.ystride, area.zstride local x, y, z = -radius, -radius, -radius local count = 0 for i in area:iterp(pos1, pos2) do if x * x + y * y + z * z <= max_radius then --position is inside sphere nodes[i] = node_id count = count + 1 end --move to the next position x = x + 1 if x > radius then x = -radius y = y + 1 if y > radius then y = -radius z = z + 1 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 --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 ystride, zstride = area.ystride, area.zstride local x, y, z = -radius, 0, -radius local count = 0 for i in area:iterp(pos1, pos2) do local squared = x * x + y * y + z * z if squared >= min_radius and squared <= max_radius then --position is on surface of sphere nodes[i] = node_id count = count + 1 end --move to the next position x = x + 1 if x > radius then x = -radius y = y + 1 if y > radius then y = 0 z = z + 1 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) --wip: use bresenham sphere for maximum speed --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 --fill selected area with node local node_id = minetest.get_content_id(nodename) local max_radius = radius * (radius + 1) local ystride, zstride = area.ystride, area.zstride local x, y, z = -radius, 0, -radius local count = 0 for i in area:iterp(pos1, pos2) do if x * x + y * y + z * z <= max_radius then --position is inside sphere nodes[i] = node_id count = count + 1 end --move to the next position x = x + 1 if x > radius then x = -radius y = y + 1 if y > radius then y = 0 z = z + 1 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 --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, env) --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 --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} local place_schematic = minetest.place_schematic local count = 0 local offset1, offset2 = 0, radius local delta = -radius while offset1 <= offset2 do --connect each pair of octants taking advantage of symmetry along two axes currentpos[other1] = pos[other1] - offset1 local second1, second2 = pos[other2] + offset2, pos[other2] - offset2 for i = 0, offset1 * 2 do currentpos[other2] = second1 place_schematic(currentpos, schematic) --octant 1 to 4 currentpos[other2] = second2 place_schematic(currentpos, schematic) --octant 5 to 8 currentpos[other1] = currentpos[other1] + 1 end currentpos[other1] = pos[other1] - offset2 local second1, second2 = pos[other2] + offset1, pos[other2] - offset1 for i = 0, offset2 * 2 do currentpos[other2] = second1 place_schematic(currentpos, schematic) --octant 2 to 3 currentpos[other2] = second2 place_schematic(currentpos, schematic) --octant 6 to 7 currentpos[other1] = currentpos[other1] + 1 end count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken since node positions may coincide --move to next location delta = delta + (offset1 * 2) + 1 offset1 = offset1 + 1 if delta >= 0 then offset2 = offset2 - 1 delta = delta - (offset2 * 2) end end count = count * length --apply the length to the number of nodes 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, height, nodename, env) --wip: rewrite this using voxelmanip local pos1x, pos1y, pos1z = pos.x - height, pos.y, pos.z - height local pos2x, pos2y, pos2z = pos.x + height, pos.y + height, pos.z + height local pos = {x=0, y=pos1y, z=0} --wip: make this faster using base sized schematics that are then resized while moving upwards, or if that's not possible, add new rows/columns while looping local count = 0 local node = {name=nodename} if env == nil then env = minetest.env end while pos.y <= pos2y do --each vertical level of the pyramid pos.x = pos1x while pos.x <= pos2x do pos.z = pos1z while pos.z <= pos2z do env:add_node(pos, node) pos.z = pos.z + 1 end pos.x = pos.x + 1 end count = count + ((pos2y - pos.y) * 2 + 1) ^ 2 pos.y = pos.y + 1 pos1x, pos2x = pos1x + 1, pos2x - 1 pos1z, pos2z = pos1z + 1, pos2z - 1 end 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: clean this up -- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua --wip: rewrite this whole thing, nobody can understand it anyways av, sn = math.abs, 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 l = math.max(av(z), av(x)) return (2*l-1)^2+4*l+2*l*sn(x+z)+sn(z^2-x^2)*(l-(av(z)==l and sn(z)*x or sn(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