mirror of
https://github.com/Uberi/Minetest-WorldEdit.git
synced 2024-11-16 07:30:17 +01:00
358 lines
11 KiB
Lua
358 lines
11 KiB
Lua
--- Node transformations.
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-- @module worldedit.transformations
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worldedit.deferred_execution = function(next_one, finished)
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-- Allocate 80% of server step for execution
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local allocated_usecs =
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tonumber(minetest.settings:get("dedicated_server_step"):split(" ")[1]) * 1000000 * 0.8
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local function f()
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local deadline = minetest.get_us_time() + allocated_usecs
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repeat
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local is_done = next_one()
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if is_done then
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if finished then
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finished()
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end
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return
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end
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until minetest.get_us_time() >= deadline
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minetest.after(0, f)
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end
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f()
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end
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--- Duplicates a region `amount` times with offset vector `direction`.
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-- Stacking is spread across server steps.
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-- @return The number of nodes stacked.
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function worldedit.stack2(pos1, pos2, direction, amount, finished)
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-- Protect arguments from external changes during execution
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pos1 = vector.copy(pos1)
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pos2 = vector.copy(pos2)
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direction = vector.copy(direction)
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local i = 0
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local translated = vector.new()
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local function step()
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translated.x = translated.x + direction.x
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translated.y = translated.y + direction.y
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translated.z = translated.z + direction.z
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worldedit.copy2(pos1, pos2, translated)
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i = i + 1
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return i >= amount
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end
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worldedit.deferred_execution(step, finished)
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return worldedit.volume(pos1, pos2) * amount
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end
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--- Duplicates a region along `axis` `amount` times.
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-- Stacking is spread across server steps.
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-- @param pos1
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-- @param pos2
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-- @param axis Axis direction, "x", "y", or "z".
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-- @param count
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-- @return The number of nodes stacked.
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function worldedit.stack(pos1, pos2, axis, count, finished)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local length = pos2[axis] - pos1[axis] + 1
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if count < 0 then
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count = -count
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length = -length
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end
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local i, distance = 0, 0
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local function step()
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distance = distance + length
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worldedit.copy(pos1, pos2, axis, distance)
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i = i + 1
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return i >= count
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end
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worldedit.deferred_execution(step, finished)
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return worldedit.volume(pos1, pos2) * count
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end
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--- Stretches a region by a factor of positive integers along the X, Y, and Z
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-- axes, respectively, with `pos1` as the origin.
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-- @param pos1
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-- @param pos2
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-- @param stretch_x Amount to stretch along X axis.
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-- @param stretch_y Amount to stretch along Y axis.
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-- @param stretch_z Amount to stretch along Z axis.
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-- @return The number of nodes scaled.
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-- @return The new scaled position 1.
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-- @return The new scaled position 2.
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function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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-- Prepare schematic of large node
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local get_node, get_meta, place_schematic = minetest.get_node,
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minetest.get_meta, minetest.place_schematic
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local placeholder_node = {name="", param1=255, param2=0}
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local nodes = {}
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for i = 1, stretch_x * stretch_y * stretch_z do
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nodes[i] = placeholder_node
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end
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local schematic = {size=vector.new(stretch_x, stretch_y, stretch_z), data=nodes}
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local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
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local new_pos2 = {
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x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,
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y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,
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z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,
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}
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worldedit.keep_loaded(pos1, new_pos2)
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local pos = vector.new(pos2.x, 0, 0)
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local big_pos = vector.new()
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while pos.x >= pos1.x do
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pos.y = pos2.y
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while pos.y >= pos1.y do
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pos.z = pos2.z
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while pos.z >= pos1.z do
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local node = get_node(pos) -- Get current node
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local meta = get_meta(pos):to_table() -- Get meta of current node
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-- Calculate far corner of the big node
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local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x
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local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y
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local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z
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-- Create large node
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placeholder_node.name = node.name
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placeholder_node.param2 = node.param2
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big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z
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place_schematic(big_pos, schematic)
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-- Fill in large node meta
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if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then
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-- Node has meta fields
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for x = 0, size_x do
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for y = 0, size_y do
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for z = 0, size_z do
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big_pos.x = pos_x + x
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big_pos.y = pos_y + y
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big_pos.z = pos_z + z
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-- Set metadata of new node
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get_meta(big_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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pos.z = pos.z - 1
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end
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pos.y = pos.y - 1
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end
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pos.x = pos.x - 1
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end
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return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
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end
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--- Transposes a region between two axes.
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-- @return The number of nodes transposed.
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-- @return The new transposed position 1.
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-- @return The new transposed position 2.
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function worldedit.transpose(pos1, pos2, axis1, axis2)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local compare
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local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
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if extent1 > extent2 then
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compare = function(extent1, extent2)
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return extent1 > extent2
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end
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else
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compare = function(extent1, extent2)
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return extent1 < extent2
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end
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end
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-- Calculate the new position 2 after transposition
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local new_pos2 = vector.new(pos2)
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new_pos2[axis1] = pos1[axis1] + extent2
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new_pos2[axis2] = pos1[axis2] + extent1
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local upper_bound = vector.new(pos2)
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if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end
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if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end
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worldedit.keep_loaded(pos1, upper_bound)
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local pos = vector.new(pos1.x, 0, 0)
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
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if compare(extent1, extent2) then -- Transpose only if below the diagonal
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value1, value2 = pos[axis1], pos[axis2] -- Save position values
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pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis1], pos[axis2] = value1, value2 -- Restore position values
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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end
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return worldedit.volume(pos1, pos2), pos1, new_pos2
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end
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--- Flips a region along `axis`.
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-- @return The number of nodes flipped.
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function worldedit.flip(pos1, pos2, axis)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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worldedit.keep_loaded(pos1, pos2)
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--- TODO: Flip the region slice by slice along the flip axis using schematic method.
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local pos = vector.new(pos1.x, 0, 0)
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local start = pos1[axis] + pos2[axis]
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pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
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local get_node, get_meta, set_node = minetest.get_node,
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minetest.get_meta, minetest.set_node
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local node1 = get_node(pos)
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local meta1 = get_meta(pos):to_table()
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local value = pos[axis] -- Save position
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pos[axis] = start - value -- Shift position
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local node2 = get_node(pos)
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local meta2 = get_meta(pos):to_table()
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set_node(pos, node1)
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get_meta(pos):from_table(meta1)
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pos[axis] = value -- Restore position
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set_node(pos, node2)
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get_meta(pos):from_table(meta2)
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return worldedit.volume(pos1, pos2)
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end
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--- Rotates a region clockwise around an axis.
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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 angle Angle in degrees (90 degree increments only).
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-- @return The number of nodes rotated.
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-- @return The new first position.
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-- @return The new second position.
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function worldedit.rotate(pos1, pos2, axis, angle)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local other1, other2 = worldedit.get_axis_others(axis)
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angle = angle % 360
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local count
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if angle == 90 then
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worldedit.flip(pos1, pos2, other1)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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elseif angle == 180 then
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worldedit.flip(pos1, pos2, other1)
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count = worldedit.flip(pos1, pos2, other2)
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elseif angle == 270 then
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worldedit.flip(pos1, pos2, other2)
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count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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else
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error("Only 90 degree increments are supported!")
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end
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return count, pos1, pos2
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end
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--- Rotates all oriented nodes in a region clockwise around the Y axis.
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-- @param pos1
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-- @param pos2
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-- @param angle Angle in degrees (90 degree increments only).
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-- @return The number of nodes oriented.
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function worldedit.orient(pos1, pos2, angle)
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local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local registered_nodes = minetest.registered_nodes
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local wallmounted = {
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[90] = {0, 1, 5, 4, 2, 3, 0, 0},
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[180] = {0, 1, 3, 2, 5, 4, 0, 0},
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[270] = {0, 1, 4, 5, 3, 2, 0, 0}
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}
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local facedir = {
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[90] = { 1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16,
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9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22},
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[180] = { 2, 3, 0, 1, 10, 11, 8, 9, 6, 7, 4, 5,
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18, 19, 16, 17, 14, 15, 12, 13, 22, 23, 20, 21},
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[270] = { 3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14,
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7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}
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}
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angle = angle % 360
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if angle == 0 then
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return 0
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end
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if angle % 90 ~= 0 then
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error("Only 90 degree increments are supported!")
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end
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local wallmounted_substitution = wallmounted[angle]
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local facedir_substitution = facedir[angle]
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worldedit.keep_loaded(pos1, pos2)
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local count = 0
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local get_node, swap_node = minetest.get_node, minetest.swap_node
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local pos = vector.new(pos1.x, 0, 0)
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while pos.x <= pos2.x do
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pos.y = pos1.y
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while pos.y <= pos2.y do
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pos.z = pos1.z
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while pos.z <= pos2.z do
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local node = get_node(pos)
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local def = registered_nodes[node.name]
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if def then
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local paramtype2 = def.paramtype2
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if paramtype2 == "wallmounted" or
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paramtype2 == "colorwallmounted" then
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local orient = node.param2 % 8
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node.param2 = node.param2 - orient +
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wallmounted_substitution[orient + 1]
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swap_node(pos, node)
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count = count + 1
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elseif paramtype2 == "facedir" or
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paramtype2 == "colorfacedir" then
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local orient = node.param2 % 32
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node.param2 = node.param2 - orient +
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facedir_substitution[orient + 1]
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swap_node(pos, node)
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count = count + 1
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end
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end
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pos.z = pos.z + 1
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end
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pos.y = pos.y + 1
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end
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pos.x = pos.x + 1
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end
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return count
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end
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