--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions worldedit.sort_pos = function(pos1, pos2) pos1 = {x=pos1.x, y=pos1.y, z=pos1.z} pos2 = {x=pos2.x, y=pos2.y, z=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`, returning the volume worldedit.volume = function(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 --sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled worldedit.set = function(pos1, pos2, nodename) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env local node = {name=nodename} local pos = {x=pos1.x, y=0, z=0} while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do env:add_node(pos, node) pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return worldedit.volume(pos1, pos2) end --replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced worldedit.replace = function(pos1, pos2, searchnode, replacenode) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env if minetest.registered_nodes[searchnode] == nil then searchnode = "default:" .. searchnode end if minetest.registered_nodes[replacenode] == nil then replacenode = "default:" .. replacenode end local pos = {x=pos1.x, y=0, z=0} local node = {name=replacenode} local count = 0 while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do if env:get_node(pos).name == searchnode then env:add_node(pos, node) count = count + 1 end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return count end --adds a hollow sphere at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.hollow_sphere = function(pos, radius, nodename) local node = {name=nodename} local pos1 = {x=0, y=0, z=0} local full_radius = radius * radius + radius local env = minetest.env for x = -radius, radius do pos1.x = pos.x + x for y = -radius, radius do pos1.y = pos.y + y for z = -radius, radius do if x*x+y*y+z*z >= (radius-1) * (radius-1) + (radius-1) and x*x+y*y+z*z <= full_radius then pos1.z = pos.z + z env:add_node({x=pos.x+x,y=pos.y+y,z=pos.z+z}, node) end end end end end --adds a sphere at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added worldedit.sphere = function(pos, radius, nodename) local node = {name=nodename} local pos1 = {x=0, y=0, z=0} local full_radius = radius * radius + radius local count = 0 local env = minetest.env for x = -radius, radius do pos1.x = pos.x + x for y = -radius, radius do pos1.y = pos.y + y for z = -radius, radius do if x*x+y*y+z*z <= full_radius then pos1.z = pos.z + z env:add_node(pos1, node) count = count + 1 end end end end 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) 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 env = minetest.env local currentpos = {x=pos.x, y=pos.y, z=pos.z} local node = {name=nodename} local count = 0 local step = 1 if length < 0 then length = -length step = -1 end for i = 1, length do 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 env:add_node(currentpos, node) --octant 1 currentpos[other1] = first2 env:add_node(currentpos, node) --octant 4 currentpos[other2] = second2 env:add_node(currentpos, node) --octant 5 currentpos[other1] = first1 env:add_node(currentpos, node) --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 env:add_node(currentpos, node) --octant 2 currentpos[other1] = first2 env:add_node(currentpos, node) --octant 3 currentpos[other2] = second2 env:add_node(currentpos, node) --octant 6 currentpos[other1] = first1 env:add_node(currentpos, node) --octant 7 count = count + 8 --wip: broken --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 currentpos[axis] = currentpos[axis] + step end 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 local env = minetest.env local currentpos = {x=pos.x, y=pos.y, z=pos.z} local node = {name=nodename} local count = 0 local step = 1 if length < 0 then length = -length step = -1 end for i = 1, length do local offset1, offset2 = 0, radius local delta = -radius while offset1 <= offset2 do --connect each pair of octants currentpos[other1] = pos[other1] - offset1 local second1, second2 = pos[other2] + offset2, pos[other2] - offset2 for i = 0, offset1 * 2 do currentpos[other2] = second1 env:add_node(currentpos, node) --octant 1 to 4 currentpos[other2] = second2 env:add_node(currentpos, node) --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 env:add_node(currentpos, node) --octant 2 to 3 currentpos[other2] = second2 env:add_node(currentpos, node) --octant 6 to 7 currentpos[other1] = currentpos[other1] + 1 end count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken --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 currentpos[axis] = currentpos[axis] + step end return count end --adds a spiral at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes changed worldedit.spiral = function(pos, width, height, spacer, nodename) -- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua 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 -- 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 0 then return 1 end if s < 0 then return -1 end return 0 end --wip: needs to be faster function spiral_index(y, x) -- returns the value at (x, y) in a spiral that starts at 1 and goes outwards if y == -x and y >= x then return (2 * y + 1) ^ 2 end local l = math.max(math.abs(y), math.abs(x)) local value if math.abs(y) == l then value = x if y < 0 then value = -value end else value = y if x < 0 then value = -value end end t1 = l * 2 if x + y < 0 then t1 = -t1 end t2 = y ^ 2 - x ^ 2 if t2 < 0 then t2 = -t2 end return ((2 * l - 1) ^ 2) + (l * 4) + t1 + (t2 * (l - value)) end --wip: needs to be faster function spiralt(side) local spiral = {} local start, stop = math.floor((-side+1)/2), math.floor((side-1)/2) for i = 1, side do spiral[i] = {} for j = 1, side do spiral[i][j] = side ^ 2 - spiral_index(stop - i + 1,start + j - 1) --moves the coordinates so (0,0) is at the center of the spiral end end return spiral end --copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied worldedit.copy = function(pos1, pos2, axis, amount) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env if amount < 0 then local pos = {x=pos1.x, y=0, z=0} while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local node = env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get meta of current node local value = pos[axis] --store current position pos[axis] = value + amount --move along axis env:add_node(pos, node) --copy node to new position env:get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end else local pos = {x=pos2.x, y=0, z=0} while pos.x >= pos1.x do pos.y = pos2.y while pos.y >= pos1.y do pos.z = pos2.z while pos.z >= pos1.z do local node = minetest.env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get meta of current node local value = pos[axis] --store current position pos[axis] = value + amount --move along axis minetest.env:add_node(pos, node) --copy node to new position env:get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z - 1 end pos.y = pos.y - 1 end pos.x = pos.x - 1 end end return worldedit.volume(pos1, pos2) end --moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved worldedit.move = function(pos1, pos2, axis, amount) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env if amount < 0 then local pos = {x=pos1.x, y=0, z=0} while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local node = env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get metadata of current node env:remove_node(pos) local value = pos[axis] --store current position pos[axis] = value + amount --move along axis env:add_node(pos, node) --move node to new position env:get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end else local pos = {x=pos2.x, y=0, z=0} while pos.x >= pos1.x do pos.y = pos2.y while pos.y >= pos1.y do pos.z = pos2.z while pos.z >= pos1.z do local node = env:get_node(pos) --obtain current node local meta = env:get_meta(pos):to_table() --get metadata of current node env:remove_node(pos) local value = pos[axis] --store current position pos[axis] = value + amount --move along axis env:add_node(pos, node) --move node to new position env:get_meta(pos):from_table(meta) --set metadata of new node pos[axis] = value --restore old position pos.z = pos.z - 1 end pos.y = pos.y - 1 end pos.x = pos.x - 1 end end return worldedit.volume(pos1, pos2) end --duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked worldedit.stack = function(pos1, pos2, axis, count) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local length = pos2[axis] - pos1[axis] + 1 if count < 0 then count = -count length = -length end local amount = 0 local copy = worldedit.copy for i = 1, count do amount = amount + length copy(pos1, pos2, axis, amount) end return worldedit.volume(pos1, pos2) end --transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed worldedit.transpose = function(pos1, pos2, axis1, axis2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local pos = {x=pos1.x, y=0, z=0} local env = minetest.env while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2] if extent1 < extent2 then local node1 = env:get_node(pos) local meta1 = env:get_meta(pos):to_table() local value1, value2 = pos[axis1], pos[axis2] pos[axis1], pos[axis2] = value1 + extent2, value2 + extent1 local node2 = env:get_node(pos) local meta2 = env:get_meta(pos):to_table() env:add_node(pos, node1) env:get_meta(pos):from_table(meta1) pos[axis1], pos[axis2] = value1, value2 env:add_node(pos, node2) env:get_meta(pos):from_table(meta2) end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return worldedit.volume(pos1, pos2) end --flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped worldedit.flip = function(pos1, pos2, axis) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local pos = {x=pos1.x, y=0, z=0} local start = pos1[axis] + pos2[axis] pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2) local env = minetest.env while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local node1 = env:get_node(pos) local meta1 = env:get_meta(pos):to_table() local value = pos[axis] pos[axis] = start - value local node2 = env:get_node(pos) local meta2 = env:get_meta(pos):to_table() env:add_node(pos, node1) env:get_meta(pos):from_table(meta1) pos[axis] = value env:add_node(pos, node2) env:get_meta(pos):from_table(meta2) pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return worldedit.volume(pos1, pos2) end --rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated worldedit.rotate = function(pos1, pos2, axis, angle) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local axis1, axis2 if axis == "x" then axis1, axis2 = "z", "y" elseif axis == "y" then axis1, axis2 = "x", "z" else --axis == "z" axis1, axis2 = "y", "x" end angle = angle % 360 if angle == 90 then worldedit.transpose(pos1, pos2, axis1, axis2) worldedit.flip(pos1, pos2, axis2) elseif angle == 180 then worldedit.flip(pos1, pos2, axis1) worldedit.flip(pos1, pos2, axis2) elseif angle == 270 then worldedit.transpose(pos1, pos2, axis1, axis2) worldedit.flip(pos1, pos2, axis1) end return worldedit.volume(pos1, pos2) end --digs a region defined by positions `pos1` and `pos2`, returning the number of nodes dug worldedit.dig = function(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local env = minetest.env local pos = {x=pos1.x, y=0, z=0} while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do env:dig_node(pos) pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end return worldedit.volume(pos1, pos2) end --converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized worldedit.serialize = function(pos1, pos2) local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local pos = {x=pos1.x, y=0, z=0} local count = 0 local result = {} local env = minetest.env while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local node = env:get_node(pos) if node.name ~= "air" and node.name ~= "ignore" then count = count + 1 result[count] = pos.x - pos1.x .. " " .. pos.y - pos1.y .. " " .. pos.z - pos1.z .. " " .. node.name .. " " .. node.param1 .. " " .. node.param2 end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end result = table.concat(result, "\n") return result, count end --loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized worldedit.deserialize = function(originpos, value) local pos = {x=0, y=0, z=0} local node = {name="", param1=0, param2=0} local count = 0 local env = minetest.env for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do pos.x = originpos.x + tonumber(x) pos.y = originpos.y + tonumber(y) pos.z = originpos.z + tonumber(z) node.name = name node.param1 = param1 node.param2 = param2 env:add_node(pos, node) count = count + 1 end return count end --loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized --based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible) worldedit.deserialize_old = function(originpos, value) --obtain the node table local count = 0 local get_tables = loadstring(value) if get_tables == nil then --error loading value return count end local tables = get_tables() --transform the node table into an array of nodes for i = 1, #tables do for j, v in pairs(tables[i]) do if type(v) == "table" then tables[i][j] = tables[v[1]] end end end --load the node array local env = minetest.env for i, v in ipairs(tables[1]) do local pos = v[1] pos.x, pos.y, pos.z = originpos.x + pos.x, originpos.y + pos.y, originpos.z + pos.z env:add_node(pos, v[2]) count = count + 1 end return count end --saves the nodes and meta defined by positions `pos1` and `pos2` into a file, returning the number of nodes saved worldedit.metasave = function(pos1, pos2, file) local path = minetest.get_worldpath() .. "/schems" local filename = path .. "/" .. file .. ".wem" os.execute("mkdir \"" .. path .. "\"") --create directory if it does not already exist local rows = {} local pos1, pos2 = worldedit.sort_pos(pos1, pos2) local pos = {x=pos1.x, y=0, z=0} local count = 0 local result = {} local env = minetest.env while pos.x <= pos2.x do pos.y = pos1.y while pos.y <= pos2.y do pos.z = pos1.z while pos.z <= pos2.z do local node = env:get_node(pos) if node.name ~= "air" and node.name ~= "ignore" then count = count + 1 local row = { x = pos.x-pos1.x, y = pos.y-pos1.y, z = pos.z-pos1.z, name = node.name, param1 = node.param1, param2 = node.param2, meta = env:get_meta(pos):to_table(), } table.insert(rows, row) end pos.z = pos.z + 1 end pos.y = pos.y + 1 end pos.x = pos.x + 1 end local err = table.save(rows,filename) if err then return _,err end return count end --loads the nodes and meta from `file` to position `pos1`, returning the number of nodes loaded worldedit.metaload = function(pos1, file) local filename = minetest.get_worldpath() .. "/schems/" .. file .. ".wem" local rows, err = table.load(filename) if err then return _,err end local pos = {x=0, y=0, z=0} local node = {name="", param1=0, param2=0} local count = 0 local env = minetest.env for i,row in pairs(rows) do pos.x = pos1.x + tonumber(row.x) pos.y = pos1.y + tonumber(row.y) pos.z = pos1.z + tonumber(row.z) node.name = row.name node.param1 = row.param1 node.param2 = row.param2 env:add_node(pos, node) env:get_meta(pos):from_table(row.meta) count = count + 1 end return count end