mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-12-29 04:00:36 +01:00
339 lines
9.4 KiB
Lua
339 lines
9.4 KiB
Lua
--- Generic node manipulations.
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-- @module worldedit.manipulations
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local mh = worldedit.manip_helpers
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--- Sets a region to `node_names`.
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-- @param pos1
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-- @param pos2
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-- @param node_names Node name or list of node names.
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-- @return The number of nodes set.
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function worldedit.set(pos1, pos2, node_names)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = mh.get_empty_data(area)
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if type(node_names) == "string" then -- Only one type of node
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local id = minetest.get_content_id(node_names)
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-- Fill area with node
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for i in area:iterp(pos1, pos2) do
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data[i] = id
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end
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else -- Several types of nodes specified
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local node_ids = {}
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for i, v in ipairs(node_names) do
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node_ids[i] = minetest.get_content_id(v)
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end
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-- Fill area randomly with nodes
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local id_count, rand = #node_ids, math.random
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for i in area:iterp(pos1, pos2) do
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data[i] = node_ids[rand(id_count)]
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end
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end
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mh.finish(manip, data)
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return worldedit.volume(pos1, pos2)
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end
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--- Sets param2 of a region.
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-- @param pos1
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-- @param pos2
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-- @param param2 Value of param2 to set
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-- @return The number of nodes set.
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function worldedit.set_param2(pos1, pos2, param2)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local param2_data = manip:get_param2_data()
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-- Set param2 for every node
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for i in area:iterp(pos1, pos2) do
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param2_data[i] = param2
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end
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-- Update map
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manip:set_param2_data(param2_data)
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manip:write_to_map()
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manip:update_map()
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return worldedit.volume(pos1, pos2)
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end
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--- Replaces all instances of `search_node` with `replace_node` in a region.
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-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
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-- @return The number of nodes replaced.
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function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local manip, area = mh.init(pos1, pos2)
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local data = manip:get_data()
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local search_id = minetest.get_content_id(search_node)
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local replace_id = minetest.get_content_id(replace_node)
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local count = 0
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if not inverse then
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for i in area:iterp(pos1, pos2) do
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if data[i] == search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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else
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for i in area:iterp(pos1, pos2) do
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if data[i] ~= search_id then
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data[i] = replace_id
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count = count + 1
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end
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end
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end
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mh.finish(manip, data)
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return count
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end
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--- Copies a region along `axis` by `amount` nodes.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis ("x", "y", or "z")
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-- @param amount
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-- @return The number of nodes copied.
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function worldedit.copy(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Decide if we need to copy stuff backwards (only applies to metadata)
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local backwards = amount > 0 and amount < (pos2[axis] - pos1[axis] + 1)
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local off = vector.new()
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off[axis] = amount
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return worldedit.copy2(pos1, pos2, off, backwards)
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end
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--- Copies a region by offset vector `off`.
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-- @param pos1
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-- @param pos2
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-- @param off
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-- @param meta_backwards (not officially part of API)
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-- @return The number of nodes copied.
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function worldedit.copy2(pos1, pos2, off, meta_backwards)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local src_manip, src_area = mh.init(pos1, pos2)
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local src_stride = vector.new(1, src_area.ystride, src_area.zstride)
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local src_offset = vector.subtract(pos1, src_area.MinEdge)
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local dpos1 = vector.add(pos1, off)
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local dpos2 = vector.add(pos2, off)
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local dim = vector.add(vector.subtract(pos2, pos1), 1)
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local dst_manip, dst_area = mh.init(dpos1, dpos2)
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local dst_stride = vector.new(1, dst_area.ystride, dst_area.zstride)
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local dst_offset = vector.subtract(dpos1, dst_area.MinEdge)
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local function do_copy(src_data, dst_data)
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for z = 0, dim.z-1 do
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local src_index_z = (src_offset.z + z) * src_stride.z + 1 -- +1 for 1-based indexing
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local dst_index_z = (dst_offset.z + z) * dst_stride.z + 1
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for y = 0, dim.y-1 do
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local src_index_y = src_index_z + (src_offset.y + y) * src_stride.y
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local dst_index_y = dst_index_z + (dst_offset.y + y) * dst_stride.y
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-- Copy entire row at once
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local src_index_x = src_index_y + src_offset.x
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local dst_index_x = dst_index_y + dst_offset.x
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for x = 0, dim.x-1 do
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dst_data[dst_index_x + x] = src_data[src_index_x + x]
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end
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end
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end
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end
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-- Copy node data
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local src_data = src_manip:get_data()
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local dst_data = dst_manip:get_data()
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do_copy(src_data, dst_data)
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dst_manip:set_data(dst_data)
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-- Copy param1
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src_manip:get_light_data(src_data)
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dst_manip:get_light_data(dst_data)
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do_copy(src_data, dst_data)
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dst_manip:set_light_data(dst_data)
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-- Copy param2
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src_manip:get_param2_data(src_data)
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dst_manip:get_param2_data(dst_data)
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do_copy(src_data, dst_data)
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dst_manip:set_param2_data(dst_data)
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mh.finish(dst_manip)
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-- Copy metadata
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local get_meta = minetest.get_meta
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if meta_backwards then
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for z = dim.z-1, 0, -1 do
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for y = dim.y-1, 0, -1 do
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for x = dim.x-1, 0, -1 do
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local pos = vector.new(pos1.x+x, pos1.y+y, pos1.z+z)
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local meta = get_meta(pos):to_table()
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pos = vector.add(pos, off)
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get_meta(pos):from_table(meta)
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end
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end
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end
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else
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for z = 0, dim.z-1 do
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for y = 0, dim.y-1 do
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for x = 0, dim.x-1 do
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local pos = vector.new(pos1.x+x, pos1.y+y, pos1.z+z)
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local meta = get_meta(pos):to_table()
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pos = vector.add(pos, off)
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get_meta(pos):from_table(meta)
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end
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end
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end
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Deletes all node metadata in the region
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-- @param pos1
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-- @param pos2
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-- @return The number of nodes that had their meta deleted.
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function worldedit.delete_meta(pos1, pos2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local meta_positions = minetest.find_nodes_with_meta(pos1, pos2)
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local get_meta = minetest.get_meta
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for _, pos in ipairs(meta_positions) do
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get_meta(pos):from_table(nil)
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end
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return #meta_positions
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end
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--- Moves a region along `axis` by `amount` nodes.
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-- @return The number of nodes moved.
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function worldedit.move(pos1, pos2, axis, amount)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local dim = vector.add(vector.subtract(pos2, pos1), 1)
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local overlap = math.abs(amount) < dim[axis]
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-- Decide if we need to copy metadata backwards
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local backwards = overlap and amount > 0
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local function nuke_area(my_off, my_dim)
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if my_dim.x == 0 or my_dim.y == 0 or my_dim.z == 0 then
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return
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end
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local my_pos1 = vector.add(pos1, my_off)
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local my_pos2 = vector.subtract(vector.add(my_pos1, my_dim), 1)
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worldedit.set(my_pos1, my_pos2, "air")
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worldedit.delete_meta(my_pos1, my_pos2)
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end
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-- Copy stuff to new location
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local off = vector.new()
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off[axis] = amount
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worldedit.copy2(pos1, pos2, off, backwards)
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-- Nuke old area
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if not overlap then
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nuke_area(vector.new(), dim)
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else
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-- Source and destination region are overlapping, which means we can't
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-- blindly delete the [pos1, pos2] area
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local leftover = vector.new(dim) -- size of the leftover slice
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leftover[axis] = math.abs(amount)
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if amount > 0 then
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nuke_area(vector.new(), leftover)
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else
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local top = vector.new() -- offset of the leftover slice from pos1
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top[axis] = dim[axis] - math.abs(amount)
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nuke_area(top, leftover)
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end
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Attempts to fix the lighting in a region.
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-- @return The number of nodes updated.
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function worldedit.fixlight(pos1, pos2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local vmanip = minetest.get_voxel_manip(pos1, pos2)
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vmanip:write_to_map()
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vmanip:update_map() -- this updates the lighting
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return worldedit.volume(pos1, pos2)
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end
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--- Clears all objects in a region.
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-- @return The number of objects cleared.
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function worldedit.clear_objects(pos1, pos2)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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worldedit.keep_loaded(pos1, pos2)
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local function should_delete(obj)
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-- Avoid players and WorldEdit entities
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if obj:is_player() then
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return false
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end
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local entity = obj:get_luaentity()
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return not (entity and entity.name:find("^worldedit:"))
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end
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-- Offset positions to include full nodes (positions are in the center of nodes)
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pos1 = vector.add(pos1, -0.5)
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pos2 = vector.add(pos2, 0.5)
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local count = 0
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if minetest.get_objects_in_area then
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local objects = minetest.get_objects_in_area(pos1, pos2)
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for _, obj in pairs(objects) do
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if should_delete(obj) then
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obj:remove()
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count = count + 1
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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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-- Fallback implementation via get_objects_inside_radius
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-- Center of region
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local center = {
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x = pos1.x + ((pos2.x - pos1.x) / 2),
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y = pos1.y + ((pos2.y - pos1.y) / 2),
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z = pos1.z + ((pos2.z - pos1.z) / 2)
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}
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-- Bounding sphere radius
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local radius = math.sqrt(
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(center.x - pos1.x) ^ 2 +
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(center.y - pos1.y) ^ 2 +
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(center.z - pos1.z) ^ 2)
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local objects = minetest.get_objects_inside_radius(center, radius)
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for _, obj in pairs(objects) do
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if should_delete(obj) then
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local pos = obj:get_pos()
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if pos.x >= pos1.x and pos.x <= pos2.x and
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pos.y >= pos1.y and pos.y <= pos2.y and
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pos.z >= pos1.z and pos.z <= pos2.z then
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-- Inside region
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obj:remove()
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count = count + 1
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end
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end
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end
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return count
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end
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