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mirror of https://github.com/Uberi/Minetest-WorldEdit.git synced 2024-11-15 07:00:17 +01:00
Minetest-WorldEdit/worldedit/primitives.lua

428 lines
14 KiB
Lua

worldedit = worldedit or {}
local minetest = minetest --local copy of global
--adds a hollow sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, -radius, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = -radius
z = z + 1
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a sphere centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.sphere = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, -radius, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = -radius
z = z + 1
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a hollow dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_dome = function(pos, radius, nodename)
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, 0, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = 0
z = z + 1
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a dome centered at `pos` with radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.dome = function(pos, radius, nodename) --wip: use bresenham sphere for maximum speed
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {x=pos.x - radius, y=pos.y, z=pos.z - radius}
local pos2 = {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
--fill emerged area with ignore
local nodes = {}
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local ystride, zstride = area.ystride, area.zstride
local x, y, z = -radius, 0, -radius
local count = 0
for i in area:iterp(pos1, pos2) do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
nodes[i] = node_id
count = count + 1
end
--move to the next position
x = x + 1
if x > radius then
x = -radius
y = y + 1
if y > radius then
y = 0
z = z + 1
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip: rewrite this using voxelmanip
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
end
--create schematic for single node column along the axis
local node = {name=nodename, param1=0, param2=0}
local nodes = {}
for i = 1, length do
nodes[i] = node
end
local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
--add columns in a circle around axis to form cylinder
local place_schematic = minetest.place_schematic
local count = 0
local offset1, offset2 = 0, radius
local delta = -radius
while offset1 <= offset2 do
--add node at each octant
local first1, first2 = pos[other1] + offset1, pos[other1] - offset1
local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
currentpos[other1], currentpos[other2] = first1, second1
place_schematic(currentpos, schematic) --octant 1
currentpos[other1] = first2
place_schematic(currentpos, schematic) --octant 4
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 5
currentpos[other1] = first1
place_schematic(currentpos, schematic) --octant 8
local first1, first2 = pos[other1] + offset2, pos[other1] - offset2
local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
currentpos[other1], currentpos[other2] = first1, second1
place_schematic(currentpos, schematic) --octant 2
currentpos[other1] = first2
place_schematic(currentpos, schematic) --octant 3
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 6
currentpos[other1] = first1
place_schematic(currentpos, schematic) --octant 7
count = count + 8 --wip: broken because sometimes currentpos is repeated
--move to next location
delta = delta + (offset1 * 2) + 1
if delta >= 0 then
offset2 = offset2 - 1
delta = delta - (offset2 * 2)
end
offset1 = offset1 + 1
end
count = count * length --apply the length to the number of nodes
return count
end
--adds a cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.cylinder = function(pos, axis, length, radius, nodename, env) --wip: rewrite this using voxelmanip
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
elseif axis == "y" then
other1, other2 = "x", "z"
else --axis == "z"
other1, other2 = "x", "y"
end
--handle negative lengths
local currentpos = {x=pos.x, y=pos.y, z=pos.z}
if length < 0 then
length = -length
currentpos[axis] = currentpos[axis] - length
end
--create schematic for single node column along the axis
local node = {name=nodename, param1=0, param2=0}
local nodes = {}
for i = 1, length do
nodes[i] = node
end
local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}
local place_schematic = minetest.place_schematic
local count = 0
local offset1, offset2 = 0, radius
local delta = -radius
while offset1 <= offset2 do
--connect each pair of octants taking advantage of symmetry along two axes
currentpos[other1] = pos[other1] - offset1
local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
for i = 0, offset1 * 2 do
currentpos[other2] = second1
place_schematic(currentpos, schematic) --octant 1 to 4
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 5 to 8
currentpos[other1] = currentpos[other1] + 1
end
currentpos[other1] = pos[other1] - offset2
local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
for i = 0, offset2 * 2 do
currentpos[other2] = second1
place_schematic(currentpos, schematic) --octant 2 to 3
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 6 to 7
currentpos[other1] = currentpos[other1] + 1
end
count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken since node positions may coincide
--move to next location
delta = delta + (offset1 * 2) + 1
offset1 = offset1 + 1
if delta >= 0 then
offset2 = offset2 - 1
delta = delta - (offset2 * 2)
end
end
count = count * length --apply the length to the number of nodes
return count
end
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added
worldedit.pyramid = function(pos, height, nodename, env) --wip: rewrite this using voxelmanip
local pos1x, pos1y, pos1z = pos.x - height, pos.y, pos.z - height
local pos2x, pos2y, pos2z = pos.x + height, pos.y + height, pos.z + height
local pos = {x=0, y=pos1y, z=0}
--wip: make this faster using base sized schematics that are then resized while moving upwards, or if that's not possible, add new rows/columns while looping
local count = 0
local node = {name=nodename}
if env == nil then env = minetest.env end
while pos.y <= pos2y do --each vertical level of the pyramid
pos.x = pos1x
while pos.x <= pos2x do
pos.z = pos1z
while pos.z <= pos2z do
env:add_node(pos, node)
pos.z = pos.z + 1
end
pos.x = pos.x + 1
end
count = count + ((pos2y - pos.y) * 2 + 1) ^ 2
pos.y = pos.y + 1
pos1x, pos2x = pos1x + 1, pos2x - 1
pos1z, pos2z = pos1z + 1, pos2z - 1
end
return count
end
--adds a spiral centered at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: clean this up
-- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua
--wip: rewrite this whole thing, nobody can understand it anyways
av, sn = math.abs, function(s) return s~=0 and s/av(s) or 0 end
local function sindex(z, x) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards
if z == -x and z >= x then return (2*z+1)^2 end
local l = math.max(av(z), av(x))
return (2*l-1)^2+4*l+2*l*sn(x+z)+sn(z^2-x^2)*(l-(av(z)==l and sn(z)*x or sn(x)*z)) -- OH GOD WHAT
end
local function spiralt(side)
local ret, id, start, stop = {}, 0, math.floor((-side+1)/2), math.floor((side-1)/2)
for i = 1, side do
for j = 1, side do
local id = side^2 - sindex(stop - i + 1,start + j - 1)
ret[id] = {x=i,z=j}
end
end
return ret
end
if env == nil then env = minetest.env end
-- connect the joined parts
local spiral = spiralt(width)
height = tonumber(height)
if height < 1 then height = 1 end
spacer = tonumber(spacer)-1
if spacer < 1 then spacer = 1 end
local count = 0
local node = {name=nodename}
local np,lp
for y=0,height do
lp = nil
for _,v in ipairs(spiral) do
np = {x=pos.x+v.x*spacer, y=pos.y+y, z=pos.z+v.z*spacer}
if lp~=nil then
if lp.x~=np.x then
if lp.x<np.x then
for i=lp.x+1,np.x do
env:add_node({x=i, y=np.y, z=np.z}, node)
count = count + 1
end
else
for i=np.x,lp.x-1 do
env:add_node({x=i, y=np.y, z=np.z}, node)
count = count + 1
end
end
end
if lp.z~=np.z then
if lp.z<np.z then
for i=lp.z+1,np.z do
env:add_node({x=np.x, y=np.y, z=i}, node)
count = count + 1
end
else
for i=np.z,lp.z-1 do
env:add_node({x=np.x, y=np.y, z=i}, node)
count = count + 1
end
end
end
end
lp = np
end
end
return count
end