mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-12-26 18:50:40 +01:00
478 lines
16 KiB
Lua
478 lines
16 KiB
Lua
worldedit = worldedit or {}
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local minetest = minetest --local copy of global
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--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_sphere = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = -radius, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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local squared = x * x + y * y + z * z
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if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_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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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.sphere = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local max_radius = radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = -radius, radius do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_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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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.hollow_dome = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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local miny, maxy = 0, radius
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if radius < 0 then
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radius = -radius
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miny, maxy = -radius, 0
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = miny, maxy do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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local squared = x * x + y * y + z * z
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if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_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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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
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worldedit.dome = function(pos, radius, nodename)
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
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local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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local miny, maxy = 0, radius
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if radius < 0 then
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radius = -radius
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miny, maxy = -radius, 0
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local max_radius = radius * (radius + 1)
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local zstride, ystride = area.zstride, area.ystride
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local count = 0
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for z = -radius, radius do
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local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
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for y = miny, maxy do
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local newy = newz + (y + offsety) * ystride
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for x = -radius, radius do
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if x * x + y * y + z * z <= max_radius then --position is inside sphere
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local i = newy + (x + offsetx)
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nodes[i] = node_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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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--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
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worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip: rewrite this using voxelmanip
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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other1, other2 = "x", "y"
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end
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--handle negative lengths
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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if length < 0 then
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length = -length
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currentpos[axis] = currentpos[axis] - length
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end
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--make area stay loaded
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local manip = minetest.get_voxel_manip()
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local pos1 = {
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[axis]=currentpos[axis],
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[other1]=currentpos[other1] - radius,
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[other2]=currentpos[other2] - radius
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}
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local pos2 = {
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[axis]=currentpos[axis] + length - 1,
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[other1]=currentpos[other1] + radius,
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[other2]=currentpos[other2] + radius
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}
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manip:read_from_map(pos1, pos2)
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--create schematic for single node column along the axis
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local node = {name=nodename, param1=0, param2=0}
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local nodes = {}
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for i = 1, length do
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nodes[i] = node
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end
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local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
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--add columns in a circle around axis to form cylinder
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local place_schematic = minetest.place_schematic
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local count = 0
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local offset1, offset2 = 0, radius
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local delta = -radius
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while offset1 <= offset2 do
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--add node at each octant
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local first1, first2 = pos[other1] + offset1, pos[other1] - offset1
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local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
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currentpos[other1], currentpos[other2] = first1, second1
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place_schematic(currentpos, schematic) --octant 1
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currentpos[other1] = first2
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place_schematic(currentpos, schematic) --octant 4
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currentpos[other2] = second2
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place_schematic(currentpos, schematic) --octant 5
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currentpos[other1] = first1
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place_schematic(currentpos, schematic) --octant 8
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local first1, first2 = pos[other1] + offset2, pos[other1] - offset2
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local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
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currentpos[other1], currentpos[other2] = first1, second1
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place_schematic(currentpos, schematic) --octant 2
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currentpos[other1] = first2
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place_schematic(currentpos, schematic) --octant 3
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currentpos[other2] = second2
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place_schematic(currentpos, schematic) --octant 6
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currentpos[other1] = first1
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place_schematic(currentpos, schematic) --octant 7
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count = count + 8 --wip: broken because sometimes currentpos is repeated
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--move to next location
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delta = delta + (offset1 * 2) + 1
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if delta >= 0 then
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offset2 = offset2 - 1
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delta = delta - (offset2 * 2)
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end
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offset1 = offset1 + 1
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end
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count = count * length --apply the length to the number of nodes
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return count
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end
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--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
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worldedit.cylinder = function(pos, axis, length, radius, nodename)
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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other1, other2 = "x", "y"
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end
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--handle negative lengths
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local currentpos = {x=pos.x, y=pos.y, z=pos.z}
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if length < 0 then
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length = -length
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currentpos[axis] = currentpos[axis] - length
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end
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local pos1 = {
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[axis]=currentpos[axis],
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[other1]=currentpos[other1] - radius,
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[other2]=currentpos[other2] - radius
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}
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local pos2 = {
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[axis]=currentpos[axis] + length - 1,
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[other1]=currentpos[other1] + radius,
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[other2]=currentpos[other2] + radius
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}
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local max_radius = radius * (radius + 1)
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local stride = {x=1, y=area.ystride, z=area.zstride}
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local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
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local min_slice, max_slice = offset[axis], offset[axis] + length - 1
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local count = 0
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for index2 = -radius, radius do
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local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
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for index3 = -radius, radius do
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local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
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if index2 * index2 + index3 * index3 <= max_radius then
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for index1 = min_slice, max_slice do --add column along axis
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local i = newindex3 + index1 * stride[axis]
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nodes[i] = node_id
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end
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count = count + length
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end
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end
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
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worldedit.pyramid = function(pos, axis, height, nodename)
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local other1, other2
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if axis == "x" then
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other1, other2 = "y", "z"
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elseif axis == "y" then
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other1, other2 = "x", "z"
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else --axis == "z"
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other1, other2 = "x", "y"
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end
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local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}
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local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}
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--handle inverted pyramids
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local startaxis, endaxis, step
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if height > 0 then
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height = height - 1
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step = 1
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pos1[axis] = pos[axis] --upper half of box
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else
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height = height + 1
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step = -1
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pos2[axis] = pos[axis] --lower half of box
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end
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--fill selected area with node
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local node_id = minetest.get_content_id(nodename)
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local stride = {x=1, y=area.ystride, z=area.zstride}
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local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
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local size = height * step
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local count = 0
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for index1 = 0, height, step do --go through each level of the pyramid
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local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
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for index2 = -size, size do
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local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
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for index3 = -size, size do
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local i = newindex2 + (index3 + offset[other2]) * stride[other2]
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nodes[i] = node_id
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end
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end
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count = count + (size * 2 + 1) ^ 2
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size = size - 1
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end
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--update map nodes
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manip:set_data(nodes)
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manip:write_to_map()
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manip:update_map()
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return count
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end
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--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
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worldedit.spiral = function(pos, length, height, spacer, nodename)
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local extent = math.ceil(length / 2)
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local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
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local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
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--set up voxel manipulator
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local manip = minetest.get_voxel_manip()
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local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
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local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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--fill emerged area with ignore
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local nodes = {}
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local ignore = minetest.get_content_id("ignore")
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for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
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nodes[i] = ignore
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end
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--
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local node_id = minetest.get_content_id(nodename)
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local stride = {x=1, y=area.ystride, z=area.zstride}
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local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
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local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
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--add first column
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local column = i
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for y = 1, height do
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nodes[column] = node_id
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column = column + stride.y
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end
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--add spiral segments
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local axis, other = "x", "z"
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local sign = 1
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local count = height
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for segment = 1, length / spacer - 1 do --go through each segment except the last
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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 |