mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-11-17 16:08:13 +01:00
c1aadd078d
a worldedit.deserializeAligned - new function to enable loading a region with orientation based on player orientation - (and 2 helper functions for it)
544 lines
22 KiB
Lua
544 lines
22 KiB
Lua
worldedit = worldedit or {}
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local minetest = minetest --local copy of global
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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 version of serialized data `value`, returning the version as a positive integer or 0 for unknown versions
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worldedit.valueversion = function(value)
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if value:find("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)") and not value:find("%{") then --previous list format
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return 3
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elseif value:find("^[^\"']+%{%d+%}") then
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if value:find("%[\"meta\"%]") then --previous meta flat table format
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return 2
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end
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return 1 --original flat table format
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elseif value:find("%{") then --current nested table format
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return 4
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end
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return 0 --unknown format
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end
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--converts the region defined by positions `pos1` and `pos2` into a single string, returning the serialized data and the number of nodes serialized
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worldedit.serialize = function(pos1, pos2)
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--make area stay loaded
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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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 count = 0
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local result = {}
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local get_node, get_meta = minetest.get_node, minetest.get_meta
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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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if node.name ~= "air" and node.name ~= "ignore" then
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count = count + 1
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local meta = get_meta(pos):to_table()
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--convert metadata itemstacks to itemstrings
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for name, inventory in pairs(meta.inventory) do
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for index, stack in ipairs(inventory) do
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inventory[index] = stack.to_string and stack:to_string() or stack
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end
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end
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result[count] = {
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x = pos.x - pos1.x,
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y = pos.y - pos1.y,
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z = pos.z - pos1.z,
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name = node.name,
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param1 = node.param1,
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param2 = node.param2,
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meta = meta,
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}
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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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result = minetest.serialize(result) --convert entries to a string
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return result, count
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end
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--determines the volume the nodes represented by string `value` would occupy if deserialized at `originpos`, returning the two corner positions and the number of nodes
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--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
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worldedit.allocate = function(originpos, value)
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local huge = math.huge
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local pos1x, pos1y, pos1z = huge, huge, huge
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local pos2x, pos2y, pos2z = -huge, -huge, -huge
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local version = worldedit.valueversion(value)
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if version == 1 or version == 2 then --flat table format
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--obtain the node table
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local get_tables = loadstring(value)
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if get_tables then --error loading value
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return originpos, originpos, count
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end
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local tables = get_tables()
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--transform the node table into an array of nodes
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for i = 1, #tables do
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for j, v in pairs(tables[i]) do
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if type(v) == "table" then
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tables[i][j] = tables[v[1]]
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end
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end
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end
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local nodes = tables[1]
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--check the node array
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count = #nodes
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if version == 1 then --original flat table format
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for index = 1, count do
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local entry = nodes[index]
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local pos = entry[1]
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local x, y, z = originx - pos.x, originy - pos.y, originz - pos.z
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if x < pos1x then pos1x = x end
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if y < pos1y then pos1y = y end
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if z < pos1z then pos1z = z end
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if x > pos2x then pos2x = x end
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if y > pos2y then pos2y = y end
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if z > pos2z then pos2z = z end
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end
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else --previous meta flat table format
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for index = 1, count do
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local entry = nodes[index]
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local x, y, z = originx - entry.x, originy - entry.y, originz - entry.z
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if x < pos1x then pos1x = x end
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if y < pos1y then pos1y = y end
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if z < pos1z then pos1z = z end
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if x > pos2x then pos2x = x end
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if y > pos2y then pos2y = y end
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if z > pos2z then pos2z = z end
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end
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end
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elseif version == 3 then --previous list format
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for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
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x, y, z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
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if x < pos1x then pos1x = x end
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if y < pos1y then pos1y = y end
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if z < pos1z then pos1z = z end
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if x > pos2x then pos2x = x end
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if y > pos2y then pos2y = y end
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if z > pos2z then pos2z = z end
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count = count + 1
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end
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elseif version == 4 then --current nested table format
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--wip: this is a filthy hack that works surprisingly well
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value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
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local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
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local startpos, startpos1, endpos = 1, 1
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local nodes = {}
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while true do
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startpos, endpos = escaped:find("},%s*{", startpos)
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if not startpos then
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break
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end
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local current = value:sub(startpos1, startpos)
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table.insert(nodes, minetest.deserialize("return " .. current))
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startpos, startpos1 = endpos, endpos
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end
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table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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-- The following loop sets up pos1 and pos2 to encompass the boundary of the region,
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-- and checks all nodes reference mods present in the current world. If they are not present, they are returned for processing if required.
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count = #nodes
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local missingMods = ""
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for index = 1, count do
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local entry = nodes[index]
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x, y, z = originx + entry.x, originy + entry.y, originz + entry.z
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if x < pos1x then pos1x = x end
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if y < pos1y then pos1y = y end
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if z < pos1z then pos1z = z end
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if x > pos2x then pos2x = x end
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if y > pos2y then pos2y = y end
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if z > pos2z then pos2z = z end
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local colonLoc = string.find(entry.name, ":")
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if colonLoc ~= nil then
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local curMod = entry.name:sub(0,colonLoc-1)
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if not string.find(missingMods, (curMod.. ";")) then
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if not minetest.get_modpath(curMod) then
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missingMods = missingMods.. curMod.. "; "
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end
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end
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end
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end
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if string.len(missingMods) ~= 0 then
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print("Worldedit file dependencies include the following missing mods:")
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print(missingMods)
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end
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end
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local pos1 = {x=pos1x, y=pos1y, z=pos1z}
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local pos2 = {x=pos2x, y=pos2y, z=pos2z}
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return pos1, pos2, count, missingMods
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end
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--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
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--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
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worldedit.deserialize = function(originpos, value)
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--make area stay loaded
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local pos1, pos2 = worldedit.allocate(originpos, value)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local add_node, get_meta = minetest.add_node, minetest.get_meta
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local version = worldedit.valueversion(value)
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if version == 1 or version == 2 then --original flat table format
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--obtain the node table
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local get_tables = loadstring(value)
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if not get_tables then --error loading value
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return count
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end
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local tables = get_tables()
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--transform the node table into an array of nodes
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for i = 1, #tables do
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for j, v in pairs(tables[i]) do
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if type(v) == "table" then
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tables[i][j] = tables[v[1]]
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end
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end
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end
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local nodes = tables[1]
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--load the node array
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count = #nodes
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if version == 1 then --original flat table format
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for index = 1, count do
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local entry = nodes[index]
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local pos = entry[1]
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pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
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add_node(pos, entry[2])
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end
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else --previous meta flat table format
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for index = 1, #nodes do
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local entry = nodes[index]
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entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
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add_node(entry, entry) --entry acts both as position and as node
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get_meta(entry):from_table(entry.meta)
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end
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end
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elseif version == 3 then --previous list format
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local pos = {x=0, y=0, z=0}
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local node = {name="", param1=0, param2=0}
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for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
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pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
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node.name, node.param1, node.param2 = name, param1, param2
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add_node(pos, node)
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count = count + 1
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end
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elseif version == 4 then --current nested table format
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--wip: this is a filthy hack that works surprisingly well
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value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
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local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
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local startpos, startpos1, endpos = 1, 1
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local nodes = {}
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while true do
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startpos, endpos = escaped:find("},%s*{", startpos)
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if not startpos then
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break
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end
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local current = value:sub(startpos1, startpos)
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table.insert(nodes, minetest.deserialize("return " .. current))
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startpos, startpos1 = endpos, endpos
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end
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table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
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--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
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--load the nodes
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count = #nodes
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for index = 1, count do
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local entry = nodes[index]
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entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
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add_node(entry, entry) --entry acts both as position and as node
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end
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--load the metadata
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for index = 1, count do
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local entry = nodes[index]
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get_meta(entry):from_table(entry.meta)
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end
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end
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return count
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end
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-- create a copy of a node added by worldedit.deserializeAligned, then rotate it and replace the original with the correctly aligned copy
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-- hopefully this function is not required, but is included as it may aid/improve backward compatibility if worldedit.getNewRotation doesn't work properly
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worldedit.screwdriver_handler = function(pos, axisChange)
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-- This function is hopefully not needed, but is included just in case (for old file formats)
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-- the basis of this is the minetest screwdriver function
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-- it would probably
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if axisChange == "Z" then return end
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-- create a copy of the node
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local nodeRot = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
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-- Get ready to set the param2
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local n = nodeRot.param2
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-- screwdriver uses axis direction. not sure why, but leave it there just in case...
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local axisdir = math.floor(n / 4)
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local rotation = n - axisdir * 4
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-- screwdriver uses a separate function rather than modulus. Not sure why, but this seems to work
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if axisChange == "X" then
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n = axisdir * 4 + ((rotation + 1) % 4)
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elseif axisChange == "z" then
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n = axisdir * 4 + ((rotation + 2) % 4)
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elseif axisChange == "x" then
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n = axisdir * 4 + ((rotation + 3) % 4)
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else
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n = axisdir * 4
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end
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-- now replace the node with the copied one
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nodeRot.param2 = n
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minetest.swap_node({x=pos.x, y=pos.y, z=pos.z}, nodeRot)
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end
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-- return the correct orientation for a node within a region being loaded by worldedit.deserializeAligned
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worldedit.getNewRotation = function(param2, axisChange)
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-- the basis of this is the minetest screwdriver function
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if axisChange == "Z" then return param2 end
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-- screwdriver uses axisdir. not sure why, but leave it there just in case...
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local axisdir = math.floor(param2 / 4)
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local rotation = param2 - axisdir * 4
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-- screwdriver uses a separate function rather than modulus. Not sure why, but modulus seems to work without the extra call
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if axisChange == "X" then
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param2 = axisdir * 4 + ((rotation + 1) % 4)
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elseif axisChange == "z" then
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param2 = axisdir * 4 + ((rotation + 2) % 4)
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elseif axisChange == "x" then
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param2 = axisdir * 4 + ((rotation + 3) % 4)
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end
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-- now return the new param2
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return param2
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end
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--loads the nodes represented by string `value` at position `originpos`, returning the number of nodes deserialized
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--contains code based on [table.save/table.load](http://lua-users.org/wiki/SaveTableToFile) by ChillCode, available under the MIT license (GPL compatible)
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worldedit.deserializeAligned = function(originpos, value, axis)
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--make area stay loaded
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local pos1, pos2 = worldedit.allocate(originpos, value)
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local manip = minetest.get_voxel_manip()
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manip:read_from_map(pos1, pos2)
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local huge = math.huge
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local originx, originy, originz = originpos.x, originpos.y, originpos.z
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local count = 0
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local pos1x, pos1y, pos1z = huge, huge, huge
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local pos2x, pos2y, pos2z = -huge, -huge, -huge
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local add_node, get_meta = minetest.add_node, minetest.get_meta
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local version = worldedit.valueversion(value)
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-- print ("Debug info deserializeAligned: version: ".. version)
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-- minetest.chat_send_all("Debug info deserializeAligned: version: ".. version)
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if version == 1 or version == 2 then --original flat table format
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--obtain the node table
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local get_tables = loadstring(value)
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if not get_tables then --error loading value
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return count
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end
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local tables = get_tables()
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--transform the node table into an array of nodes
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for i = 1, #tables do
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for j, v in pairs(tables[i]) do
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if type(v) == "table" then
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tables[i][j] = tables[v[1]]
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end
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end
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end
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local nodes = tables[1]
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--load the node array
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count = #nodes
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if version == 1 then --original flat table format
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print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 1")
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for index = 1, count do
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local entry = nodes[index]
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local pos = entry[1]
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if axis == "x" then
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pos.x, pos.y, pos.z = originx + pos.z, originy - pos.y, originz - pos.x
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elseif axis == "X" then
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pos.x, pos.y, pos.z = originx - pos.z, originy - pos.y, originz + pos.x
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elseif axis == "z" then
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pos.x, pos.y, pos.z = originx + pos.x, originy - pos.y, originz + pos.z
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elseif axis == "Z" then
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pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
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end
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-- pos.x, pos.y, pos.z = originx - pos.x, originy - pos.y, originz - pos.z
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if pos.x < pos1x then pos1x = pos.x end
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if pos.y < pos1y then pos1y = pos.y end
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if pos.z < pos1z then pos1z = pos.z end
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if pos.x > pos2x then pos2x = pos.x end
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if pos.y > pos2y then pos2y = pos.y end
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if pos.z > pos2z then pos2z = pos.z end
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entry[2].param2 = worldedit.getNewRotation(entry[2].param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load
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-- this has only been tested to work with version == 4
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-- I'm not sure of the format, so if it wouldn't work then disable and
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-- enable the worldedit.screwdriver_handler after the node has been added
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add_node(pos, entry[2])
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-- worldedit.screwdriver_handler({x=pos.x, y=pos.y, z=pos.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format)
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end
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else --previous meta flat table format
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print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 2")
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for index = 1, #nodes do
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local entry = nodes[index]
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if axis == "x" then
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entry.x, entry.y, entry.z = originx - entry.z, originy + entry.y, originz + entry.x
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elseif axis == "X" then
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entry.x, entry.y, entry.z = originx + entry.z, originy + entry.y, originz - entry.x
|
|
elseif axis == "z" then
|
|
entry.x, entry.y, entry.z = originx - entry.x, originy + entry.y, originz - entry.z
|
|
elseif axis == "Z" then
|
|
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
|
|
end
|
|
-- entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
|
|
|
|
|
|
if entry.x < pos1x then pos1x = entry.x end
|
|
if entry.y < pos1y then pos1y = entry.y end
|
|
if entry.z < pos1z then pos1z = entry.z end
|
|
if entry.x > pos2x then pos2x = entry.x end
|
|
if entry.y > pos2y then pos2y = entry.y end
|
|
if entry.z > pos2z then pos2z = entry.z end
|
|
|
|
entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load
|
|
-- this has only been tested to work with version == 4
|
|
-- I'm not sure of the format, so if it wouldn't work then disable and
|
|
-- enable the worldedit.screwdriver_handler after the node has been added
|
|
add_node(entry, entry) --entry acts both as position and as node
|
|
-- worldedit.screwdriver_handler({x=entry.x, y=entry.y, z=entry.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format)
|
|
|
|
get_meta(entry):from_table(entry.meta)
|
|
end
|
|
end
|
|
elseif version == 3 then --previous list format
|
|
print ("WorldEdit deserializeAligned: attempting to rotate untested file format version: 3")
|
|
local pos = {x=0, y=0, z=0}
|
|
local node = {name="", param1=0, param2=0}
|
|
for x, y, z, name, param1, param2 in value:gmatch("([+-]?%d+)%s+([+-]?%d+)%s+([+-]?%d+)%s+([^%s]+)%s+(%d+)%s+(%d+)[^\r\n]*[\r\n]*") do --match node entries
|
|
if axis == "x" then
|
|
pos.x, pos.y, pos.z = originx - tonumber(z), originy + tonumber(y), originz + tonumber(x)
|
|
elseif axis == "X" then
|
|
pos.x, pos.y, pos.z = originx + tonumber(z), originy + tonumber(y), originz - tonumber(x)
|
|
elseif axis == "z" then
|
|
pos.x, pos.y, pos.z = originx - tonumber(x), originy + tonumber(y), originz - tonumber(z)
|
|
elseif axis == "z" then
|
|
pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
|
|
end
|
|
-- pos.x, pos.y, pos.z = originx + tonumber(x), originy + tonumber(y), originz + tonumber(z)
|
|
node.name, node.param1, node.param2 = name, param1, param2
|
|
|
|
if pos.x < pos1x then pos1x = pos.x end
|
|
if pos.y < pos1y then pos1y = pos.y end
|
|
if pos.z < pos1z then pos1z = pos.z end
|
|
if pos.x > pos2x then pos2x = pos.x end
|
|
if pos.y > pos2y then pos2y = pos.y end
|
|
if pos.z > pos2z then pos2z = pos.z end
|
|
|
|
node.param2 = worldedit.getNewRotation(node.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load
|
|
-- this has only been tested to work with version == 4
|
|
-- I'm not sure of the format, so if it wouldn't work then disable and
|
|
-- enable the worldedit.screwdriver_handler after the node has been added
|
|
add_node(pos, node)
|
|
-- worldedit.screwdriver_handler({x=pos.x, y=pos.y, z=pos.z}, axis) -- this would rotate the node after it's been placed (just in case needed for old format)
|
|
count = count + 1
|
|
end
|
|
elseif version == 4 then --current nested table format
|
|
--wip: this is a filthy hack that works surprisingly well
|
|
value = value:gsub("return%s*{", "", 1):gsub("}%s*$", "", 1)
|
|
local escaped = value:gsub("\\\\", "@@"):gsub("\\\"", "@@"):gsub("(\"[^\"]*\")", function(s) return string.rep("@", #s) end)
|
|
local startpos, startpos1, endpos = 1, 1
|
|
local nodes = {}
|
|
-- loop through the loaded file, and save each piece of node information to the node table
|
|
while true do
|
|
startpos, endpos = escaped:find("},%s*{", startpos)
|
|
if not startpos then
|
|
break
|
|
end
|
|
local current = value:sub(startpos1, startpos)
|
|
table.insert(nodes, minetest.deserialize("return " .. current))
|
|
startpos, startpos1 = endpos, endpos
|
|
end
|
|
table.insert(nodes, minetest.deserialize("return " .. value:sub(startpos1)))
|
|
|
|
--local nodes = minetest.deserialize(value) --wip: this is broken for larger tables in the current version of LuaJIT
|
|
|
|
--load the nodes
|
|
count = #nodes
|
|
for index = 1, count do
|
|
local entry = nodes[index]
|
|
print("Node: name: ".. entry.name)
|
|
|
|
if axis == "x" then
|
|
entry.x, entry.y, entry.z = originx - entry.z, originy + entry.y, originz + entry.x
|
|
elseif axis == "X" then
|
|
entry.x, entry.y, entry.z = originx + entry.z, originy + entry.y, originz - entry.x
|
|
elseif axis == "z" then
|
|
entry.x, entry.y, entry.z = originx - entry.x, originy + entry.y, originz - entry.z
|
|
elseif axis == "Z" then
|
|
entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
|
|
end
|
|
-- entry.x, entry.y, entry.z = originx + entry.x, originy + entry.y, originz + entry.z
|
|
|
|
if entry.x < pos1x then pos1x = entry.x end
|
|
if entry.y < pos1y then pos1y = entry.y end
|
|
if entry.z < pos1z then pos1z = entry.z end
|
|
if entry.x > pos2x then pos2x = entry.x end
|
|
if entry.y > pos2y then pos2y = entry.y end
|
|
if entry.z > pos2z then pos2z = entry.z end
|
|
|
|
entry.param2 = worldedit.getNewRotation(entry.param2,axis) -- adjust param2 (rotation of the node) to match the overall rotation of the load
|
|
add_node(entry, entry) --entry acts both as position and as node
|
|
end
|
|
|
|
--load the metadata
|
|
for index = 1, count do
|
|
local entry = nodes[index]
|
|
get_meta(entry):from_table(entry.meta)
|
|
end
|
|
end
|
|
|
|
-- Correct pos1 and pos2 location so markers appear as they would have without rotation (ie when saved with corrected origin)
|
|
if axis == "x" then
|
|
pos1x, pos2x = pos2x, pos1x
|
|
elseif axis == "X" then
|
|
pos1z, pos2z = pos2z, pos1z
|
|
elseif axis == "z" then
|
|
pos1x, pos2x = pos2x, pos1x
|
|
pos1z, pos2z = pos2z, pos1z
|
|
end
|
|
return count, {x=pos1x, y=pos1y, z=pos1z}, {x=pos2x, y=pos2y, z=pos2z}
|
|
end
|