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server-nalc/mods/WorldEdit/worldedit/primitives.lua

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2014-10-28 18:01:32 +01:00
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 offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
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 offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = -radius, radius do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
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
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
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 offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
local squared = x * x + y * y + z * z
if squared >= min_radius and squared <= max_radius then --position is on surface of sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
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)
--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
local miny, maxy = 0, radius
if radius < 0 then
radius = -radius
miny, maxy = -radius, 0
end
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local max_radius = radius * (radius + 1)
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local zstride, ystride = area.zstride, area.ystride
local count = 0
for z = -radius, radius do
local newz = (z + offsetz) * zstride + 1 --offset contributed by z plus 1 to make it 1-indexed
for y = miny, maxy do
local newy = newz + (y + offsety) * ystride
for x = -radius, radius do
if x * x + y * y + z * z <= max_radius then --position is inside sphere
local i = newy + (x + offsetx)
nodes[i] = node_id
count = count + 1
end
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)
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
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + 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 stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
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)
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
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
[other1]=currentpos[other1] - radius,
[other2]=currentpos[other2] - radius
}
local pos2 = {
[axis]=currentpos[axis] + length - 1,
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + 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 stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
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, axis, height, nodename)
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
local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}
local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}
--handle inverted pyramids
local startaxis, endaxis, step
if height > 0 then
height = height - 1
step = 1
pos1[axis] = pos[axis] --upper half of box
else
height = height + 1
step = -1
pos2[axis] = pos[axis] --lower half of box
end
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
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 stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}
local size = height * step
local count = 0
for index1 = 0, height, step do --go through each level of the pyramid
local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
for index2 = -size, size do
local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
for index3 = -size, size do
local i = newindex2 + (index3 + offset[other2]) * stride[other2]
nodes[i] = node_id
end
end
count = count + (size * 2 + 1) ^ 2
size = size - 1
end
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end
--adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added
worldedit.spiral = function(pos, length, height, spacer, nodename)
local extent = math.ceil(length / 2)
local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}
local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
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
--set up variables
local node_id = minetest.get_content_id(nodename)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z
local i = offsetz * stride.z + offsety * stride.y + offsetx + 1
--add first column
local count = height
local column = i
for y = 1, height do
nodes[column] = node_id
column = column + stride.y
end
--add spiral segments
local strideaxis, strideother = stride.x, stride.z
local sign = -1
local segment_length = 0
spacer = spacer + 1
for segment = 1, math.floor(length / spacer) * 2 do --go through each segment except the last
if segment % 2 == 1 then --change sign and length every other turn starting with the first
sign = -sign
segment_length = segment_length + spacer
end
for index = 1, segment_length do --fill segment
i = i + strideaxis * sign --move along the direction of the segment
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
strideaxis, strideother = strideother, strideaxis --swap axes
end
--add shorter final segment
sign = -sign
for index = 1, segment_length do
i = i + strideaxis * sign
local column = i
for y = 1, height do --add column
nodes[column] = node_id
column = column + stride.y
end
end
count = count + segment_length * height
--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()
return count
end