mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-11-06 02:20:36 +01:00
434 lines
15 KiB
Lua
434 lines
15 KiB
Lua
worldedit = worldedit or {}
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--wip: test the entire API again to make sure it works
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--wip: remove env parameter where no longer needed in chat commands module
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--modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions
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worldedit.sort_pos = function(pos1, pos2)
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pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
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pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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if pos1.x > pos2.x then
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pos2.x, pos1.x = pos1.x, pos2.x
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end
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if pos1.y > pos2.y then
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pos2.y, pos1.y = pos1.y, pos2.y
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end
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if pos1.z > pos2.z then
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pos2.z, pos1.z = pos1.z, pos2.z
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end
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return pos1, pos2
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end
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--determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
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worldedit.volume = function(pos1, pos2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
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end
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--sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled
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worldedit.set = function(pos1, pos2, nodename)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local size = {x=pos2.x - pos1.x, y=pos2.y - pos1.y, z=pos2.z - pos1.z}
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local nodes = {}
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--fill nodes table with node to be set
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local node = {name=nodename, param1=0, param2=0}
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for i = 1, (size.x * size.y * size.z) do
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nodes[i] = node
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end
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minetest.place_schematic(pos1, {size=size, data=nodes})
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return worldedit.volume(pos1, pos2)
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end
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--replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
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worldedit.replace = function(pos1, pos2, searchnode, replacenode)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local node = {name=replacenode}
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local add_node = minetest.add_node
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local nodes = minetest.find_nodes_in_area(pos1, pos2, searchnode)
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for _, pos in ipairs(nodes) do
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add_node(pos, node)
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end
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return #nodes
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end
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--replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
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worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local pos = {x=pos1.x, y=0, z=0}
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local node = {name=replacenode}
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local get_node, add_node = minetest.get_node, minetest.add_node
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local count = 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
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local name = get_node(pos).name
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if name ~= "ignore" and name ~= searchnode then
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add_node(pos, node)
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count = count + 1
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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 count
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end
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--copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
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worldedit.copy = function(pos1, pos2, axis, amount, env)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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if env == nil then env = minetest.env end
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--wip: copy slice by slice using schematic method in the copy axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time)
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if amount < 0 then
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local pos = {x=pos1.x, y=0, z=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
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local node = env:get_node(pos) --obtain current node
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local meta = env:get_meta(pos):to_table() --get meta of current node
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local value = pos[axis] --store current position
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pos[axis] = value + amount --move along axis
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env:add_node(pos, node) --copy node to new position
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env:get_meta(pos):from_table(meta) --set metadata of new node
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pos[axis] = value --restore old position
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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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else
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local pos = {x=pos2.x, y=0, z=0}
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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 = minetest.env:get_node(pos) --obtain current node
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local meta = env:get_meta(pos):to_table() --get meta of current node
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local value = pos[axis] --store current position
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pos[axis] = value + amount --move along axis
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minetest.env:add_node(pos, node) --copy node to new position
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env:get_meta(pos):from_table(meta) --set metadata of new node
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pos[axis] = value --restore old position
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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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end
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return worldedit.volume(pos1, pos2)
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end
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--moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved
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worldedit.move = function(pos1, pos2, axis, amount, env)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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if env == nil then env = minetest.env end
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--wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method)
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if amount < 0 then
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local pos = {x=pos1.x, y=0, z=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
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local node = env:get_node(pos) --obtain current node
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local meta = env:get_meta(pos):to_table() --get metadata of current node
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env:remove_node(pos)
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local value = pos[axis] --store current position
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pos[axis] = value + amount --move along axis
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env:add_node(pos, node) --move node to new position
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env:get_meta(pos):from_table(meta) --set metadata of new node
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pos[axis] = value --restore old position
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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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else
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local pos = {x=pos2.x, y=0, z=0}
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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 = env:get_node(pos) --obtain current node
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local meta = env:get_meta(pos):to_table() --get metadata of current node
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env:remove_node(pos)
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local value = pos[axis] --store current position
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pos[axis] = value + amount --move along axis
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env:add_node(pos, node) --move node to new position
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env:get_meta(pos):from_table(meta) --set metadata of new node
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pos[axis] = value --restore old position
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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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end
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return worldedit.volume(pos1, pos2)
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end
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--duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked
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worldedit.stack = function(pos1, pos2, axis, count, env)
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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 amount = 0
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local copy = worldedit.copy
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for i = 1, count do
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amount = amount + length
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copy(pos1, pos2, axis, amount, env)
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end
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return worldedit.volume(pos1, pos2)
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end
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--scales the region defined by positions `pos1` and `pos2` by an factor of positive integer `factor` with `pos1` as the origin, returning the number of nodes scaled, the new scaled position 1, and the new scaled position 2
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worldedit.scale = function(pos1, pos2, factor)
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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, minetest.get_meta, minetest.place_schematic
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local placeholder_node = {name="", param1=0, param2=0}
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local nodes = {}
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for i = 1, size ^ 3 do
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nodes[i] = placeholder_node
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end
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local schematic = {size={x=size, y=size, z=size}, data=nodes}
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local pos = {x=pos2.x, y=0, z=0}
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local bigpos = {x=0, y=0, z=0}
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size = factor - 1
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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) --obtain current node
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local meta = get_meta(pos):to_table() --get meta of current node
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local value = pos[axis] --store current position
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local posx, posy, posz = pos1.x + (pos.x - pos1.x) * factor, pos1.y + (pos.y - pos1.y) * factor, pos1.z + (pos.z - pos1.z) * factor
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--create large node
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placeholder_node[1], placeholder_node[3] = node.name, node.param2
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bigpos.x, bigpos.y, bigpos.z = posx, posy, posz
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place_schematic(bigpos, schematic)
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for x = 0, size do --fill in large node meta
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for y = 0, size do
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for z = 0, size do
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bigpos.x, bigpos.y, bigpos.z = posx + x, posy + y, posz + z
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get_meta(bigpos):from_table(meta) --set metadata of new node
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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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local newpos2 = {x=pos1.x + (pos2.x - pos1.x) * factor + size, y=pos1.y + (pos2.y - pos1.y) * factor + size, z=pos1.z + (pos2.z - pos1.z) * factor + size}
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return worldedit.volume(pos1, pos2), pos1, newpos2
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end
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--transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new transposed position 1, and the new transposed position 2
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worldedit.transpose = function(pos1, pos2, axis1, axis2, env)
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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 newpos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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newpos2[axis1] = pos1[axis1] + extent2
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newpos2[axis2] = pos1[axis2] + extent1
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local pos = {x=pos1.x, y=0, z=0}
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local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_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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add_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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add_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, newpos2
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end
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--flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped
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worldedit.flip = function(pos1, pos2, axis, env)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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--wip: flip the region slice by slice along the flip axis using schematic method
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local pos = {x=pos1.x, y=0, z=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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if env == nil then env = minetest.env end
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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 = env:get_node(pos)
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local meta1 = env:get_meta(pos):to_table()
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local value = pos[axis]
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pos[axis] = start - value
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local node2 = env:get_node(pos)
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local meta2 = env:get_meta(pos):to_table()
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env:add_node(pos, node1)
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env:get_meta(pos):from_table(meta1)
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pos[axis] = value
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env:add_node(pos, node2)
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env: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 defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated
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worldedit.rotate = function(pos1, pos2, axis, angle, env)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local axis1, axis2
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if axis == "x" then
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axis1, axis2 = "z", "y"
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elseif axis == "y" then
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axis1, axis2 = "x", "z"
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else --axis == "z"
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axis1, axis2 = "y", "x"
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end
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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, axis1, env)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2, env)
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elseif angle == 180 then
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worldedit.flip(pos1, pos2, axis1, env)
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count = worldedit.flip(pos1, pos2, axis2, env)
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elseif angle == 270 then
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worldedit.flip(pos1, pos2, axis2, env)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2, env)
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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 defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis, returning the number of nodes oriented
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worldedit.orient = function(pos1, pos2, angle, env)
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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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local wallmounted = {
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[90]={[0]=0, [1]=1, [2]=5, [3]=4, [4]=2, [5]=3},
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[180]={[0]=0, [1]=1, [2]=3, [3]=2, [4]=5, [5]=4},
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[270]={[0]=0, [1]=1, [2]=4, [3]=5, [4]=3, [5]=2}
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}
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local facedir = {
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[90]={[0]=1, [1]=2, [2]=3, [3]=0},
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[180]={[0]=2, [1]=3, [2]=0, [3]=1},
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[270]={[0]=3, [1]=0, [2]=1, [3]=2}
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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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local wallmounted_substitution = wallmounted[angle]
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local facedir_substitution = facedir[angle]
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local count = 0
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local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
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local pos = {x=pos1.x, y=0, z=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
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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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if def.paramtype2 == "wallmounted" then
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node.param2 = wallmounted_substitution[node.param2]
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local meta = get_meta(pos):to_table()
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add_node(pos, node)
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get_meta(pos):from_table(meta)
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count = count + 1
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elseif def.paramtype2 == "facedir" then
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node.param2 = facedir_substitution[node.param2]
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local meta = get_meta(pos):to_table()
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add_node(pos, node)
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get_meta(pos):from_table(meta)
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count = count + 1
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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 count
|
|
end
|
|
|
|
--fixes the lighting in a region defined by positions `pos1` and `pos2`, returning the number of nodes updated
|
|
worldedit.fixlight = function(pos1, pos2, env)
|
|
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
|
|
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
|
|
local dig_node = minetest.dig_node
|
|
for _, pos in ipairs(nodes) do
|
|
dig_node(pos)
|
|
end
|
|
return #nodes
|
|
end
|