Minetest-WorldEdit/worldedit_commands/transform.lua

270 lines
8.5 KiB
Lua

local S = minetest.get_translator("worldedit_commands")
local function check_region(name)
return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
end
worldedit.register_command("copy", {
params = "x/y/z/? <amount>",
description = S("Copy the current WorldEdit region along the given axis by <amount> nodes"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, axis, tonumber(amount)
end,
nodes_needed = function(name, axis, amount)
return check_region(name) * 2
end,
func = function(name, axis, amount)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
amount = amount * sign
end
local count = worldedit.copy(worldedit.pos1[name], worldedit.pos2[name], axis, amount)
return true, S("@1 nodes copied", count)
end,
})
worldedit.register_command("move", {
params = "x/y/z/? <amount>",
description = S("Move the current WorldEdit region along the given axis by <amount> nodes"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, amount = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, axis, tonumber(amount)
end,
nodes_needed = function(name, axis, amount)
return check_region(name) * 2
end,
func = function(name, axis, amount)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
amount = amount * sign
end
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.move(pos1, pos2, axis, amount)
pos1[axis] = pos1[axis] + amount
pos2[axis] = pos2[axis] + amount
worldedit.marker_update(name)
return true, S("@1 nodes moved", count)
end,
})
worldedit.register_command("stack", {
params = "x/y/z/? <count>",
description = S("Stack the current WorldEdit region along the given axis <count> times"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, repetitions = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
return true, axis, tonumber(repetitions)
end,
nodes_needed = function(name, axis, repetitions)
return check_region(name) * math.abs(repetitions)
end,
func = function(name, axis, repetitions)
if axis == "?" then
local sign
axis, sign = worldedit.player_axis(name)
repetitions = repetitions * sign
end
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.volume(pos1, pos2) * math.abs(repetitions)
worldedit.stack(pos1, pos2, axis, repetitions, function()
worldedit.player_notify(name, S("@1 nodes stacked", count), "ok")
end)
end,
})
worldedit.register_command("stack2", {
params = "<count> <x> <y> <z>",
description = S("Stack the current WorldEdit region <count> times by offset <x>, <y>, <z>"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local repetitions, incs = param:match("(%d+)%s*(.+)")
if repetitions == nil then
return false, S("invalid count: @1", param)
end
local x, y, z = incs:match("([+-]?%d+) ([+-]?%d+) ([+-]?%d+)")
if x == nil then
return false, S("invalid increments: @1", param)
end
return true, tonumber(repetitions), vector.new(tonumber(x), tonumber(y), tonumber(z))
end,
nodes_needed = function(name, repetitions, offset)
return check_region(name) * repetitions
end,
func = function(name, repetitions, offset)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count = worldedit.volume(pos1, pos2) * repetitions
worldedit.stack2(pos1, pos2, offset, repetitions, function()
worldedit.player_notify(name, S("@1 nodes stacked", count), "ok")
end)
end,
})
worldedit.register_command("stretch", {
params = "<stretchx> <stretchy> <stretchz>",
description = S("Scale the current WorldEdit positions and region by a factor of <stretchx>, <stretchy>, <stretchz> along the X, Y, and Z axes, repectively, with position 1 as the origin"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, stretchx, stretchy, stretchz = param:find("^(%d+)%s+(%d+)%s+(%d+)$")
if found == nil then
return false
end
stretchx, stretchy, stretchz = tonumber(stretchx), tonumber(stretchy), tonumber(stretchz)
if stretchx == 0 or stretchy == 0 or stretchz == 0 then
return false, S("invalid scaling factors: @1", param)
end
return true, stretchx, stretchy, stretchz
end,
nodes_needed = function(name, stretchx, stretchy, stretchz)
return check_region(name) * stretchx * stretchy * stretchz
end,
func = function(name, stretchx, stretchy, stretchz)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
local count, pos1, pos2 = worldedit.stretch(pos1, pos2, stretchx, stretchy, stretchz)
--reset markers to scaled positions
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.marker_update(name)
return true, S("@1 nodes stretched", count)
end,
})
worldedit.register_command("transpose", {
params = "x/y/z/? x/y/z/?",
description = S("Transpose the current WorldEdit region along the given axes"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis1, axis2 = param:find("^([xyz%?])%s+([xyz%?])$")
if found == nil then
return false
elseif axis1 == axis2 then
return false, S("invalid usage: axes must be different")
end
return true, axis1, axis2
end,
nodes_needed = check_region,
func = function(name, axis1, axis2)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if axis1 == "?" then axis1 = worldedit.player_axis(name) end
if axis2 == "?" then axis2 = worldedit.player_axis(name) end
local count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
--reset markers to transposed positions
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.marker_update(name)
return true, S("@1 nodes transposed", count)
end,
})
worldedit.register_command("flip", {
params = "x/y/z/?",
description = S("Flip the current WorldEdit region along the given axis"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
if param ~= "x" and param ~= "y" and param ~= "z" and param ~= "?" then
return false
end
return true, param
end,
nodes_needed = check_region,
func = function(name, param)
if param == "?" then param = worldedit.player_axis(name) end
local count = worldedit.flip(worldedit.pos1[name], worldedit.pos2[name], param)
return true, S("@1 nodes flipped", count)
end,
})
worldedit.register_command("rotate", {
params = "x/y/z/? <angle>",
description = S("Rotate the current WorldEdit region around the given axis by angle <angle> (90 degree increment)"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, axis, angle = param:find("^([xyz%?])%s+([+-]?%d+)$")
if found == nil then
return false
end
angle = tonumber(angle)
if angle % 90 ~= 0 or angle % 360 == 0 then
return false, S("invalid usage: angle must be multiple of 90")
end
return true, axis, angle
end,
nodes_needed = check_region,
func = function(name, axis, angle)
local pos1, pos2 = worldedit.pos1[name], worldedit.pos2[name]
if axis == "?" then axis = worldedit.player_axis(name) end
local count, pos1, pos2 = worldedit.rotate(pos1, pos2, axis, angle)
--reset markers to rotated positions
worldedit.pos1[name] = pos1
worldedit.pos2[name] = pos2
worldedit.marker_update(name)
return true, S("@1 nodes rotated", count)
end,
})
worldedit.register_command("orient", {
params = "<angle>",
description = S("Rotate oriented nodes in the current WorldEdit region around the Y axis by angle <angle> (90 degree increment)"),
category = S("Transformations"),
privs = {worldedit=true},
require_pos = 2,
parse = function(param)
local found, _, angle = param:find("^([+-]?%d+)$")
if found == nil then
return false
end
angle = tonumber(angle)
if angle % 90 ~= 0 then
return false, S("invalid usage: angle must be multiple of 90")
end
return true, angle
end,
nodes_needed = check_region,
func = function(name, angle)
local count = worldedit.orient(worldedit.pos1[name], worldedit.pos2[name], angle)
return true, S("@1 nodes oriented", count)
end,
})