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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2024-11-11 13:00:32 +01:00
Minetest-WorldEdit/worldedit/manipulations.lua
2023-06-09 14:49:58 +02:00

696 lines
20 KiB
Lua

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