mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-12-29 12:10:37 +01:00
694 lines
20 KiB
Lua
694 lines
20 KiB
Lua
--- Generic node manipulations.
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-- @module worldedit.manipulations
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local mh = worldedit.manip_helpers
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--- Sets a region to `node_names`.
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-- @param pos1
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-- @param pos2
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-- @param node_names Node name or list of node names.
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-- @return The number of nodes set.
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function worldedit.set(pos1, pos2, node_names)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = mh.get_empty_data(area)
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if type(node_names) == "string" then -- Only one type of node
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local id = minetest.get_content_id(node_names)
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-- Fill area with node
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for i in area:iterp(pos1, pos2) do
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data[i] = id
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end
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else -- Several types of nodes specified
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local node_ids = {}
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for i, v in ipairs(node_names) do
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node_ids[i] = minetest.get_content_id(v)
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end
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-- Fill area randomly with nodes
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local id_count, rand = #node_ids, math.random
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for i in area:iterp(pos1, pos2) do
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data[i] = node_ids[rand(id_count)]
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end
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end
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mh.finish(manip, data)
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return worldedit.volume(pos1, pos2)
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end
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--- Sets param2 of a region.
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-- @param pos1
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-- @param pos2
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-- @param param2 Value of param2 to set
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-- @return The number of nodes set.
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function worldedit.set_param2(pos1, pos2, param2)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local param2_data = manip:get_param2_data()
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-- Set param2 for every node
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for i in area:iterp(pos1, pos2) do
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param2_data[i] = param2
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end
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-- Update map
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manip:set_param2_data(param2_data)
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manip:write_to_map()
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manip:update_map()
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return worldedit.volume(pos1, pos2)
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end
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--- Replaces all instances of `search_node` with `replace_node` in a region.
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-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
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-- @return The number of nodes replaced.
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function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = manip:get_data()
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local search_id = minetest.get_content_id(search_node)
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local replace_id = minetest.get_content_id(replace_node)
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local count = 0
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if not inverse then
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for i in area:iterp(pos1, pos2) do
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if data[i] == search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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else
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for i in area:iterp(pos1, pos2) do
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if data[i] ~= search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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end
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mh.finish(manip, data)
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return count
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end
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local function deferred_execution(next_one, finished)
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-- Allocate 100% of server step for execution (might lag a little)
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local allocated_usecs =
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tonumber(minetest.settings:get("dedicated_server_step"):split(" ")[1]) * 1000000
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local function f()
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local deadline = minetest.get_us_time() + allocated_usecs
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repeat
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local is_done = next_one()
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if is_done then
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if finished then
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finished()
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end
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return
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end
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until minetest.get_us_time() >= deadline
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minetest.after(0, f)
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end
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f()
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end
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--- Duplicates a region `amount` times with offset vector `direction`.
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-- Stacking is spread across server steps.
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-- @return The number of nodes stacked.
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function worldedit.stack2(pos1, pos2, direction, amount, finished)
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-- Protect arguments from external changes during execution
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pos1 = table.copy(pos1)
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pos2 = table.copy(pos2)
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direction = table.copy(direction)
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local i = 0
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local translated = vector.new()
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local function step()
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translated.x = translated.x + direction.x
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translated.y = translated.y + direction.y
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translated.z = translated.z + direction.z
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worldedit.copy2(pos1, pos2, translated)
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i = i + 1
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return i >= amount
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end
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deferred_execution(step, finished)
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return worldedit.volume(pos1, pos2) * amount
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end
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--- Copies a region along `axis` by `amount` nodes.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis ("x", "y", or "z")
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-- @param amount
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-- @return The number of nodes copied.
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function worldedit.copy(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Decide if we need to copy stuff backwards (only applies to metadata)
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local backwards = amount > 0 and amount < (pos2[axis] - pos1[axis] + 1)
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local off = vector.new()
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off[axis] = amount
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return worldedit.copy2(pos1, pos2, off, backwards)
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end
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--- Copies a region by offset vector `off`.
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-- @param pos1
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-- @param pos2
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-- @param off
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-- @param meta_backwards (not officially part of API)
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-- @return The number of nodes copied.
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function worldedit.copy2(pos1, pos2, off, meta_backwards)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local src_manip, src_area = mh.init(pos1, pos2)
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local src_stride = vector.new(1, src_area.ystride, src_area.zstride)
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local src_offset = vector.subtract(pos1, src_area.MinEdge)
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local dpos1 = vector.add(pos1, off)
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local dpos2 = vector.add(pos2, off)
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local dim = vector.add(vector.subtract(pos2, pos1), 1)
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local dst_manip, dst_area = mh.init(dpos1, dpos2)
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local dst_stride = vector.new(1, dst_area.ystride, dst_area.zstride)
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local dst_offset = vector.subtract(dpos1, dst_area.MinEdge)
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local function do_copy(src_data, dst_data)
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for z = 0, dim.z-1 do
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local src_index_z = (src_offset.z + z) * src_stride.z + 1 -- +1 for 1-based indexing
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local dst_index_z = (dst_offset.z + z) * dst_stride.z + 1
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for y = 0, dim.y-1 do
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local src_index_y = src_index_z + (src_offset.y + y) * src_stride.y
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local dst_index_y = dst_index_z + (dst_offset.y + y) * dst_stride.y
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-- Copy entire row at once
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local src_index_x = src_index_y + src_offset.x
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local dst_index_x = dst_index_y + dst_offset.x
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for x = 0, dim.x-1 do
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dst_data[dst_index_x + x] = src_data[src_index_x + x]
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end
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end
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end
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end
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-- Copy node data
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local src_data = src_manip:get_data()
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local dst_data = dst_manip:get_data()
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do_copy(src_data, dst_data)
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dst_manip:set_data(dst_data)
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-- Copy param1
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src_manip:get_light_data(src_data)
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dst_manip:get_light_data(dst_data)
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do_copy(src_data, dst_data)
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dst_manip:set_light_data(dst_data)
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-- Copy param2
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src_manip:get_param2_data(src_data)
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dst_manip:get_param2_data(dst_data)
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do_copy(src_data, dst_data)
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dst_manip:set_param2_data(dst_data)
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mh.finish(dst_manip)
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-- Copy metadata
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local get_meta = minetest.get_meta
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if meta_backwards then
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for z = dim.z-1, 0, -1 do
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for y = dim.y-1, 0, -1 do
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for x = dim.x-1, 0, -1 do
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local pos = vector.new(pos1.x+x, pos1.y+y, pos1.z+z)
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local meta = get_meta(pos):to_table()
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pos = vector.add(pos, off)
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get_meta(pos):from_table(meta)
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end
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end
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end
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else
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for z = 0, dim.z-1 do
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for y = 0, dim.y-1 do
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for x = 0, dim.x-1 do
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local pos = vector.new(pos1.x+x, pos1.y+y, pos1.z+z)
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local meta = get_meta(pos):to_table()
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pos = vector.add(pos, off)
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get_meta(pos):from_table(meta)
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end
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end
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end
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Deletes all node metadata in the region
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-- @param pos1
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-- @param pos2
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-- @return The number of nodes that had their meta deleted.
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function worldedit.delete_meta(pos1, pos2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local meta_positions = minetest.find_nodes_with_meta(pos1, pos2)
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local get_meta = minetest.get_meta
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for _, pos in ipairs(meta_positions) do
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get_meta(pos):from_table(nil)
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end
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return #meta_positions
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end
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--- Moves a region along `axis` by `amount` nodes.
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-- @return The number of nodes moved.
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function worldedit.move(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local dim = vector.add(vector.subtract(pos2, pos1), 1)
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local overlap = math.abs(amount) < dim[axis]
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-- Decide if we need to copy metadata backwards
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local backwards = overlap and amount > 0
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local function nuke_area(my_off, my_dim)
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if my_dim.x == 0 or my_dim.y == 0 or my_dim.z == 0 then
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return
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end
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local my_pos1 = vector.add(pos1, my_off)
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local my_pos2 = vector.subtract(vector.add(my_pos1, my_dim), 1)
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worldedit.set(my_pos1, my_pos2, "air")
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worldedit.delete_meta(my_pos1, my_pos2)
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end
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-- Copy stuff to new location
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local off = vector.new()
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off[axis] = amount
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worldedit.copy2(pos1, pos2, off, backwards)
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-- Nuke old area
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if not overlap then
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nuke_area(vector.new(), dim)
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else
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-- Source and destination region are overlapping, which means we can't
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-- blindly delete the [pos1, pos2] area
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local leftover = vector.new(dim) -- size of the leftover slice
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leftover[axis] = math.abs(amount)
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if amount > 0 then
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nuke_area(vector.new(), leftover)
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else
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local top = vector.new() -- offset of the leftover slice from pos1
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top[axis] = dim[axis] - math.abs(amount)
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nuke_area(top, leftover)
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end
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Duplicates a region along `axis` `amount` times.
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-- Stacking is spread across server steps.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis direction, "x", "y", or "z".
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-- @param count
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-- @return The number of nodes stacked.
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function worldedit.stack(pos1, pos2, axis, count, finished)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local length = pos2[axis] - pos1[axis] + 1
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if count < 0 then
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count = -count
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length = -length
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end
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local i, distance = 0, 0
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local function step()
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distance = distance + length
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worldedit.copy(pos1, pos2, axis, distance)
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i = i + 1
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return i >= count
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end
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deferred_execution(step, finished)
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return worldedit.volume(pos1, pos2) * count
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end
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--- Stretches a region by a factor of positive integers along the X, Y, and Z
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-- axes, respectively, with `pos1` as the origin.
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-- @param pos1
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-- @param pos2
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-- @param stretch_x Amount to stretch along X axis.
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-- @param stretch_y Amount to stretch along Y axis.
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-- @param stretch_z Amount to stretch along Z axis.
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-- @return The number of nodes scaled.
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-- @return The new scaled position 1.
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-- @return The new scaled position 2.
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function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Prepare schematic of large node
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local get_node, get_meta, place_schematic = minetest.get_node,
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minetest.get_meta, minetest.place_schematic
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local placeholder_node = {name="", param1=255, param2=0}
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local nodes = {}
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for i = 1, stretch_x * stretch_y * stretch_z do
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nodes[i] = placeholder_node
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end
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local schematic = {size=vector.new(stretch_x, stretch_y, stretch_z), data=nodes}
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local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
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local new_pos2 = {
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x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,
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y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,
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z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,
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}
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worldedit.keep_loaded(pos1, new_pos2)
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local pos = vector.new(pos2.x, 0, 0)
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local big_pos = vector.new()
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while pos.x >= pos1.x do
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pos.y = pos2.y
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while pos.y >= pos1.y do
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pos.z = pos2.z
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while pos.z >= pos1.z do
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local node = get_node(pos) -- Get current node
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local meta = get_meta(pos):to_table() -- Get meta of current node
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-- Calculate far corner of the big node
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local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x
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local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y
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local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z
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-- Create large node
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placeholder_node.name = node.name
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placeholder_node.param2 = node.param2
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big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z
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place_schematic(big_pos, schematic)
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-- Fill in large node meta
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if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then
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-- Node has meta fields
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for x = 0, size_x do
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for y = 0, size_y do
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for z = 0, size_z do
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big_pos.x = pos_x + x
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big_pos.y = pos_y + y
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big_pos.z = pos_z + z
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-- Set metadata of new node
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get_meta(big_pos):from_table(meta)
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end
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end
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end
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end
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pos.z = pos.z - 1
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end
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pos.y = pos.y - 1
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end
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pos.x = pos.x - 1
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end
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return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
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end
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--- Transposes a region between two axes.
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-- @return The number of nodes transposed.
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-- @return The new transposed position 1.
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-- @return The new transposed position 2.
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function worldedit.transpose(pos1, pos2, axis1, axis2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local compare
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local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
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if extent1 > extent2 then
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compare = function(extent1, extent2)
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return extent1 > extent2
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end
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else
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compare = function(extent1, extent2)
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return extent1 < extent2
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end
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end
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-- Calculate the new position 2 after transposition
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local new_pos2 = vector.new(pos2)
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new_pos2[axis1] = pos1[axis1] + extent2
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new_pos2[axis2] = pos1[axis2] + extent1
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local upper_bound = vector.new(pos2)
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if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end
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if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end
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worldedit.keep_loaded(pos1, upper_bound)
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local pos = vector.new(pos1.x, 0, 0)
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
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if compare(extent1, extent2) then -- Transpose only if below the diagonal
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value1, value2 = pos[axis1], pos[axis2] -- Save position values
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pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis1], pos[axis2] = value1, value2 -- Restore position values
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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end
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return worldedit.volume(pos1, pos2), pos1, new_pos2
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end
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--- Flips a region along `axis`.
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-- @return The number of nodes flipped.
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function worldedit.flip(pos1, pos2, axis)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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worldedit.keep_loaded(pos1, pos2)
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--- TODO: Flip the region slice by slice along the flip axis using schematic method.
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local pos = vector.new(pos1.x, 0, 0)
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local start = pos1[axis] + pos2[axis]
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pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value = pos[axis] -- Save position
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pos[axis] = start - value -- Shift position
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis] = value -- Restore position
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Rotates a region clockwise around an axis.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis ("x", "y", or "z").
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-- @param angle Angle in degrees (90 degree increments only).
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-- @return The number of nodes rotated.
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-- @return The new first position.
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-- @return The new second position.
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function worldedit.rotate(pos1, pos2, axis, angle)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local other1, other2 = worldedit.get_axis_others(axis)
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angle = angle % 360
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local count
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if angle == 90 then
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worldedit.flip(pos1, pos2, other1)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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elseif angle == 180 then
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worldedit.flip(pos1, pos2, other1)
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count = worldedit.flip(pos1, pos2, other2)
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elseif angle == 270 then
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worldedit.flip(pos1, pos2, other2)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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else
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error("Only 90 degree increments are supported!")
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end
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return count, pos1, pos2
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end
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--- Rotates all oriented nodes in a region clockwise around the Y axis.
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-- @param pos1
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-- @param pos2
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-- @param angle Angle in degrees (90 degree increments only).
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-- @return The number of nodes oriented.
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function worldedit.orient(pos1, pos2, angle)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local registered_nodes = minetest.registered_nodes
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|
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local wallmounted = {
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[90] = {0, 1, 5, 4, 2, 3, 0, 0},
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[180] = {0, 1, 3, 2, 5, 4, 0, 0},
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[270] = {0, 1, 4, 5, 3, 2, 0, 0}
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}
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local facedir = {
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[90] = { 1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16,
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9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22},
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[180] = { 2, 3, 0, 1, 10, 11, 8, 9, 6, 7, 4, 5,
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18, 19, 16, 17, 14, 15, 12, 13, 22, 23, 20, 21},
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[270] = { 3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14,
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7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}
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}
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|
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angle = angle % 360
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if angle == 0 then
|
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return 0
|
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end
|
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if angle % 90 ~= 0 then
|
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error("Only 90 degree increments are supported!")
|
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end
|
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local wallmounted_substitution = wallmounted[angle]
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local facedir_substitution = facedir[angle]
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|
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worldedit.keep_loaded(pos1, pos2)
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|
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local count = 0
|
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local get_node, swap_node = minetest.get_node, minetest.swap_node
|
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local pos = vector.new(pos1.x, 0, 0)
|
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while pos.x <= pos2.x do
|
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pos.y = pos1.y
|
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while pos.y <= pos2.y do
|
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pos.z = pos1.z
|
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while pos.z <= pos2.z do
|
|
local node = get_node(pos)
|
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local def = registered_nodes[node.name]
|
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if def then
|
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local paramtype2 = def.paramtype2
|
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if paramtype2 == "wallmounted" or
|
|
paramtype2 == "colorwallmounted" then
|
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local orient = node.param2 % 8
|
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node.param2 = node.param2 - orient +
|
|
wallmounted_substitution[orient + 1]
|
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swap_node(pos, node)
|
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count = count + 1
|
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elseif paramtype2 == "facedir" or
|
|
paramtype2 == "colorfacedir" then
|
|
local orient = node.param2 % 32
|
|
node.param2 = node.param2 - orient +
|
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facedir_substitution[orient + 1]
|
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swap_node(pos, node)
|
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count = count + 1
|
|
end
|
|
end
|
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pos.z = pos.z + 1
|
|
end
|
|
pos.y = pos.y + 1
|
|
end
|
|
pos.x = pos.x + 1
|
|
end
|
|
return count
|
|
end
|
|
|
|
|
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--- Attempts to fix the lighting in a region.
|
|
-- @return The number of nodes updated.
|
|
function worldedit.fixlight(pos1, pos2)
|
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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|
|
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local vmanip = minetest.get_voxel_manip(pos1, pos2)
|
|
vmanip:write_to_map()
|
|
vmanip:update_map() -- this updates the lighting
|
|
|
|
return worldedit.volume(pos1, pos2)
|
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end
|
|
|
|
|
|
--- Clears all objects in a region.
|
|
-- @return The number of objects cleared.
|
|
function worldedit.clear_objects(pos1, pos2)
|
|
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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|
|
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worldedit.keep_loaded(pos1, pos2)
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|
|
|
local function should_delete(obj)
|
|
-- Avoid players and WorldEdit entities
|
|
if obj:is_player() then
|
|
return false
|
|
end
|
|
local entity = obj:get_luaentity()
|
|
return not (entity and entity.name:find("^worldedit:"))
|
|
end
|
|
|
|
-- Offset positions to include full nodes (positions are in the center of nodes)
|
|
pos1 = vector.add(pos1, -0.5)
|
|
pos2 = vector.add(pos2, 0.5)
|
|
|
|
local count = 0
|
|
if minetest.get_objects_in_area then
|
|
local objects = minetest.get_objects_in_area(pos1, pos2)
|
|
|
|
for _, obj in pairs(objects) do
|
|
if should_delete(obj) then
|
|
obj:remove()
|
|
count = count + 1
|
|
end
|
|
end
|
|
return count
|
|
end
|
|
|
|
-- Fallback implementation via get_objects_inside_radius
|
|
-- Center of region
|
|
local center = {
|
|
x = pos1.x + ((pos2.x - pos1.x) / 2),
|
|
y = pos1.y + ((pos2.y - pos1.y) / 2),
|
|
z = pos1.z + ((pos2.z - pos1.z) / 2)
|
|
}
|
|
-- Bounding sphere radius
|
|
local radius = math.sqrt(
|
|
(center.x - pos1.x) ^ 2 +
|
|
(center.y - pos1.y) ^ 2 +
|
|
(center.z - pos1.z) ^ 2)
|
|
local objects = minetest.get_objects_inside_radius(center, radius)
|
|
for _, obj in pairs(objects) do
|
|
if should_delete(obj) then
|
|
local pos = obj:get_pos()
|
|
if pos.x >= pos1.x and pos.x <= pos2.x and
|
|
pos.y >= pos1.y and pos.y <= pos2.y and
|
|
pos.z >= pos1.z and pos.z <= pos2.z then
|
|
-- Inside region
|
|
obj:remove()
|
|
count = count + 1
|
|
end
|
|
end
|
|
end
|
|
return count
|
|
end
|