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] 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 if height > 0 then height = height - 1 step = 1 pos1[axis] = pos[axis] --upper half of box else height = height + 1 step = -1 pos2[axis] = pos[axis] --lower half 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=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z} local size = height * step local count = 0 for index1 = 0, height, 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 = -size, size do local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1] for index3 = -size, size do local i = newindex2 + (index3 + offset[other2]) * stride[other2] nodes[i] = node_id end end count = count + (size * 2 + 1) ^ 2 size = size - 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 side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added worldedit.spiral = function(pos, length, height, spacer, nodename) local extent = math.ceil(length / 2) local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent} local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent} --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 -- local node_id = minetest.get_content_id(nodename) local stride = {x=1, y=area.ystride, z=area.zstride} local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z local i = offsetz * stride.z + offsety * stride.y + offsetx + 1 --add first column local column = i for y = 1, height do nodes[column] = node_id column = column + stride.y end --add spiral segments local axis, other = "x", "z" local sign = 1 local count = height for segment = 1, length / spacer - 1 do --go through each segment except the last for index = 1, segment * spacer do --fill segment i = i + stride[axis] * sign local column = i for y = 1, height do --add column nodes[column] = node_id column = column + stride.y end count = count + height end axis, other = other, axis --swap axes if segment % 2 == 1 then --change sign every other turn sign = -sign end end --add shorter final segment for index = 1, (math.floor(length / spacer) - 2) * spacer do i = i + stride[axis] * sign local column = i for y = 1, height do --add column nodes[column] = node_id column = column + stride.y end count = count + height end print(minetest.serialize(nodes)) --update map nodes manip:set_data(nodes) manip:write_to_map() manip:update_map() return count end