diff options
author | ShadowNinja <shadowninja@minetest.net> | 2014-10-29 22:47:08 -0400 |
---|---|---|
committer | ShadowNinja <shadowninja@minetest.net> | 2015-02-01 15:56:16 -0500 |
commit | bb8456b71119ca6303b9e9706829a84dc7f81ab3 (patch) | |
tree | 919026712fb25b847ef8d09626400bbf0fd556eb /worldedit/manipulations.lua | |
parent | 1f277147ca03788b784ee13fb1dd4e07889b4b59 (diff) |
Cleanup and fixup
Non-stylistic changes:
* Add LuaDoc/LDoc support.
* Fix `clear_objects` area size calculation.
* Fix `clear_objects` removing player objects.
* Fix shadowing of marker entity name with player name.
* Make visualization functions use `swap_node`.
* Make hidden nodes unwalkable.
* Prevent `hide` from hiding air.
* Make deprecated functions log to deprecated stream when called.
* Fixed `replaceinverse` not using normalized node names.
* Added .gitignore.
* Bump version to 1.1.
Stylistic changes:
* Change `x = function` to `function x`.
* Change comment format.
* Make missing VoxelManip error less obnoxious.
* Move `sort_pos` into `common.lua`, which is a required module.
* Remove local copies of `minetest`.
* Remove `worldedit = worldedit or {}` from modules.
* Replace replaceinverse with an inverse argument to `replace`.
* Added `error()`s on on invalid axes.
* Change `wip` to `TODO`.
* Rename `clearobjects` to `clear_objects`.
* Remove `hollow_{sphere,dome,cylinder}` and replace them with a hollow parameter to each function.
* Add helpers to reduce code duplication.
* Renamed `Chat Commands.md` to `ChatCommands.md`.
Diffstat (limited to 'worldedit/manipulations.lua')
-rw-r--r-- | worldedit/manipulations.lua | 720 |
1 files changed, 293 insertions, 427 deletions
diff --git a/worldedit/manipulations.lua b/worldedit/manipulations.lua index 2b16c32..e76cf70 100644 --- a/worldedit/manipulations.lua +++ b/worldedit/manipulations.lua @@ -1,331 +1,138 @@ -worldedit = worldedit or {}
-local minetest = minetest --local copy of global
-
--- Copies and modifies positions `pos1` and `pos2` so that each component of
--- `pos1` is less than or equal to the corresponding component of `pos2`.
--- Returns the new positions.
-worldedit.sort_pos = function(pos1, pos2)
- pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}
- pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
- if pos1.x > pos2.x then
- pos2.x, pos1.x = pos1.x, pos2.x
- end
- if pos1.y > pos2.y then
- pos2.y, pos1.y = pos1.y, pos2.y
- end
- if pos1.z > pos2.z then
- pos2.z, pos1.z = pos1.z, pos2.z
- end
- return pos1, pos2
-end
+--- Generic node manipulations.
+-- @module worldedit.manipulations
---determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume
-worldedit.volume = function(pos1, pos2)
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
- return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)
-end
+local mh = worldedit.manip_helpers
---sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled
-worldedit.set = function(pos1, pos2, nodenames)
- if type(nodenames) == "string" then
- nodenames = {nodenames}
- end
-
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
- --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})
+--- 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)
- --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 manip, area = mh.init(pos1, pos2)
+ local data = mh.get_empty_data(area)
- --fill selected area with node
- local node_ids = {}
- for i,v in ipairs(nodenames) do
- node_ids[i] = minetest.get_content_id(nodenames[i])
- end
- if #node_ids == 1 then --only one type of node
- local id = node_ids[1]
- for i in area:iterp(pos1, pos2) do nodes[i] = id end --fill area with node
- else --several types of nodes specified
+ 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 nodes[i] = node_ids[rand(id_count)] end --fill randomly with all types of specified nodes
- end
-
- --update map nodes
- manip:set_data(nodes)
- manip:write_to_map()
- manip:update_map()
-
- return worldedit.volume(pos1, pos2)
-end
-
---replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
-worldedit.replace = function(pos1, pos2, searchnode, replacenode)
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-
- --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})
-
- local nodes = manip:get_data()
- local searchnode_id = minetest.get_content_id(searchnode)
- local replacenode_id = minetest.get_content_id(replacenode)
- local count = 0
- for i in area:iterp(pos1, pos2) do --replace searchnode with replacenode
- if nodes[i] == searchnode_id then
- nodes[i] = replacenode_id
- count = count + 1
+ for i in area:iterp(pos1, pos2) do
+ data[i] = node_ids[rand(id_count)]
end
end
- --update map nodes
- manip:set_data(nodes)
- manip:write_to_map()
- manip:update_map()
+ mh.finish(manip, data)
- return count
+ return worldedit.volume(pos1, pos2)
end
---replaces all nodes other than `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced
-worldedit.replaceinverse = function(pos1, pos2, searchnode, replacenode)
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-
- --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})
-
- local nodes = manip:get_data()
- local searchnode_id = minetest.get_content_id(searchnode)
- local replacenode_id = minetest.get_content_id(replacenode)
- local count = 0
- for i in area:iterp(pos1, pos2) do --replace anything that is not searchnode with replacenode
- if nodes[i] ~= searchnode_id then
- nodes[i] = replacenode_id
- count = count + 1
- end
- end
- --update map nodes
- manip:set_data(nodes)
- manip:write_to_map()
- manip:update_map()
-
- return count
-end
-
---copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
-worldedit.copy = function(pos1, pos2, axis, amount) --wip: replace the old version below
+--- 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)
- if amount == 0 then
- return
- end
+ local manip, area = mh.init(pos1, pos2)
+ local data = manip:get_data()
- 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 search_id = minetest.get_content_id(search_node)
+ local replace_id = minetest.get_content_id(replace_node)
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+ local count = 0
- --prepare slice along axis
- local extent = {
- [axis] = 1,
- [other1]=pos2[other1] - pos1[other1] + 1,
- [other2]=pos2[other2] - pos1[other2] + 1,
- }
- local nodes = {}
- local schematic = {size=extent, data=nodes}
-
- local currentpos = {x=pos1.x, y=pos1.y, z=pos1.z}
- local stride = {x=1, y=extent.x, z=extent.x * extent.y}
- local get_node = minetest.get_node
- for index1 = 1, extent[axis] do --go through each slice
- --copy slice into schematic
- local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed
- for index2 = 1, extent[other1] do
- local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]
- for index3 = 1, extent[other2] do
- local i = newindex2 + (index3 + offset[other2]) * stride[other2]
- local node = get_node(pos)
- node.param1 = 255 --node will always appear
- nodes[i] = node
+ --- TODO: This could be shortened by checking `inverse` in the loop,
+ -- but that would have a speed penalty. Is the penalty big enough
+ -- to matter?
+ 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
-
- --copy schematic to target
- currentpos[axis] = currentpos[axis] + amount
- place_schematic(currentpos, schematic)
-
- --wip: copy meta
-
- currentpos[axis] = currentpos[axis] + 1
- end
- return worldedit.volume(pos1, pos2)
-end
-
-worldedit.copy2 = function(pos1, pos2, direction, volume)
- -- the overlap shouldn't matter as long as we
- -- 1) start at the furthest separated corner
- -- 2) complete an edge before moving inward, either edge works
- -- 3) complete a face before moving inward, similarly
- --
- -- to do this I
- -- 1) find the furthest destination in the direction, of each axis
- -- 2) call those the furthest separated corner
- -- 3) make sure to iterate inward from there
- -- 4) nested loop to make sure complete edge, complete face, then complete cube.
-
- local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
- local somemeta = get_meta(pos1) -- hax lol
- local to_table = somemeta.to_table
- local from_table = somemeta.from_table
- somemeta = nil
-
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
-
- local sx, sy, sz -- direction sign
- local ix, iy, iz -- initial destination
- local ex, ey, ez -- final destination
- local originalx, originaly, originalz -- source
- -- vim -> :'<,'>s/\<\([ioes]\?\)x\>/\1y/g
- if direction.x > 0 then
- originalx = pos2.x
- ix = originalx + direction.x
- ex = pos1.x + direction.x
- sx = -1
- elseif direction.x < 0 then
- originalx = pos1.x
- ix = originalx + direction.x
- ex = pos2.x + direction.x
- sx = 1
else
- originalx = pos1.x
- ix = originalx -- whatever
- ex = pos2.x
- sx = 1
- end
-
- if direction.y > 0 then
- originaly = pos2.y
- iy = originaly + direction.y
- ey = pos1.y + direction.y
- sy = -1
- elseif direction.y < 0 then
- originaly = pos1.y
- iy = originaly + direction.y
- ey = pos2.y + direction.y
- sy = 1
- else
- originaly = pos1.y
- iy = originaly -- whatever
- ey = pos2.y
- sy = 1
- end
-
- if direction.z > 0 then
- originalz = pos2.z
- iz = originalz + direction.z
- ez = pos1.z + direction.z
- sz = -1
- elseif direction.z < 0 then
- originalz = pos1.z
- iz = originalz + direction.z
- ez = pos2.z + direction.z
- sz = 1
- else
- originalz = pos1.z
- iz = originalz -- whatever
- ez = pos2.z
- sz = 1
- end
- -- print('copy',originalx,ix,ex,sx,originaly,iy,ey,sy,originalz,iz,ez,sz)
-
- local ox,oy,oz
-
- ox = originalx
- for x = ix, ex, sx do
- oy = originaly
- for y = iy, ey, sy do
- oz = originalz
- for z = iz, ez, sz do
- -- reusing pos1/pos2 as source/dest here
- pos1.x, pos1.y, pos1.z = ox, oy, oz
- pos2.x, pos2.y, pos2.z = x, y, z
- local node = get_node(pos1)
- local meta = to_table(get_meta(pos1)) --get meta of current node
- add_node(pos2,node)
- from_table(get_meta(pos2),meta)
- oz = oz + sz
+ for i in area:iterp(pos1, pos2) do
+ if data[i] ~= search_id then
+ data[i] = replace_id
+ count = count + 1
end
- oy = oy + sy
end
- ox = ox + sx
end
+
+ mh.finish(manip, data)
+
+ return count
end
---duplicates the region defined by positions `pos1` and `pos2` `amount` times with offset vector `direction`, returning the number of nodes stacked
-worldedit.stack2 = function(pos1, pos2, direction, amount, finished)
+
+--- Duplicates a region `amount` times with offset vector `direction`.
+-- Stacking is spread across server steps, one copy per step.
+-- @return The number of nodes stacked.
+function worldedit.stack2(pos1, pos2, direction, amount, finished)
local i = 0
- local translated = {x=0,y=0,z=0}
- local function nextone()
+ local translated = {x=0, y=0, z=0}
+ local function next_one()
if i < amount then
i = i + 1
translated.x = translated.x + direction.x
translated.y = translated.y + direction.y
translated.z = translated.z + direction.z
worldedit.copy2(pos1, pos2, translated, volume)
- minetest.after(0, nextone)
+ minetest.after(0, next_one)
else
if finished then
finished()
end
end
end
- nextone()
+ next_one()
return worldedit.volume(pos1, pos2) * amount
end
---copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied
-worldedit.copy = function(pos1, pos2, axis, amount)
+
+--- 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)
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+ worldedit.keep_loaded(pos1, pos2)
- local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
+ local get_node, get_meta, set_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node
+ -- Copy things backwards when negative to avoid corruption.
+ -- FIXME: Lots of code duplication here.
if amount < 0 then
- local pos = {x=pos1.x, y=0, z=0}
+ local pos = {}
+ pos.x = pos1.x
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) --obtain current node
- local meta = get_meta(pos):to_table() --get meta of current node
- local value = pos[axis] --store current position
- pos[axis] = value + amount --move along axis
- add_node(pos, node) --copy node to new position
- get_meta(pos):from_table(meta) --set metadata of new node
- pos[axis] = value --restore old position
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get meta of current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Copy node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
@@ -333,19 +140,20 @@ worldedit.copy = function(pos1, pos2, axis, amount) pos.x = pos.x + 1
end
else
- local pos = {x=pos2.x, y=0, z=0}
+ local pos = {}
+ pos.x = pos2.x
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) --obtain current node
- local meta = get_meta(pos):to_table() --get meta of current node
- local value = pos[axis] --store current position
- pos[axis] = value + amount --move along axis
- add_node(pos, node) --copy node to new position
- get_meta(pos):from_table(meta) --set metadata of new node
- pos[axis] = value --restore old position
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get meta of current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Copy node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
@@ -356,31 +164,38 @@ worldedit.copy = function(pos1, pos2, axis, amount) return worldedit.volume(pos1, pos2)
end
---moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved
-worldedit.move = function(pos1, pos2, axis, amount)
+
+--- 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)
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+ worldedit.keep_loaded(pos1, pos2)
- --wip: move slice by slice using schematic method in the move axis and transfer metadata in separate loop (and if the amount is greater than the length in the axis, copy whole thing at a time and erase original after, using schematic method)
- local get_node, get_meta, add_node, remove_node = minetest.get_node, minetest.get_meta, minetest.add_node, minetest.remove_node
+ --- TODO: Move slice by slice using schematic method in the move axis
+ -- and transfer metadata in separate loop (and if the amount is
+ -- greater than the length in the axis, copy whole thing at a time and
+ -- erase original after, using schematic method).
+ local get_node, get_meta, set_node, remove_node = minetest.get_node,
+ minetest.get_meta, minetest.set_node, minetest.remove_node
+ -- Copy things backwards when negative to avoid corruption.
+ --- FIXME: Lots of code duplication here.
if amount < 0 then
- local pos = {x=pos1.x, y=0, z=0}
+ local pos = {}
+ pos.x = pos1.x
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) --obtain current node
- local meta = get_meta(pos):to_table() --get metadata of current node
- remove_node(pos)
- local value = pos[axis] --store current position
- pos[axis] = value + amount --move along axis
- add_node(pos, node) --move node to new position
- get_meta(pos):from_table(meta) --set metadata of new node
- pos[axis] = value --restore old position
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get metadata of current node
+ remove_node(pos) -- Remove current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Move node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
pos.z = pos.z + 1
end
pos.y = pos.y + 1
@@ -388,20 +203,21 @@ worldedit.move = function(pos1, pos2, axis, amount) pos.x = pos.x + 1
end
else
- local pos = {x=pos2.x, y=0, z=0}
+ local pos = {}
+ pos.x = pos2.x
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) --obtain current node
- local meta = get_meta(pos):to_table() --get metadata of current node
- remove_node(pos)
- local value = pos[axis] --store current position
- pos[axis] = value + amount --move along axis
- add_node(pos, node) --move node to new position
- get_meta(pos):from_table(meta) --set metadata of new node
- pos[axis] = value --restore old position
+ local node = get_node(pos) -- Obtain current node
+ local meta = get_meta(pos):to_table() -- Get metadata of current node
+ remove_node(pos) -- Remove current node
+ local value = pos[axis] -- Store current position
+ pos[axis] = value + amount -- Move along axis
+ set_node(pos, node) -- Move node to new position
+ get_meta(pos):from_table(meta) -- Set metadata of new node
+ pos[axis] = value -- Restore old position
pos.z = pos.z - 1
end
pos.y = pos.y - 1
@@ -412,8 +228,15 @@ worldedit.move = function(pos1, pos2, axis, amount) return worldedit.volume(pos1, pos2)
end
---duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked
-worldedit.stack = function(pos1, pos2, axis, count)
+
+--- Duplicates a region along `axis` `amount` times.
+-- Stacking is spread across server steps, one copy per step.
+-- @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)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local length = pos2[axis] - pos1[axis] + 1
if count < 0 then
@@ -423,72 +246,85 @@ worldedit.stack = function(pos1, pos2, axis, count) local amount = 0
local copy = worldedit.copy
local i = 1
- function nextone()
+ function next_one()
if i <= count then
i = i + 1
amount = amount + length
copy(pos1, pos2, axis, amount)
- minetest.after(0, nextone)
+ minetest.after(0, next_one)
end
end
- nextone()
+ next_one()
return worldedit.volume(pos1, pos2) * count
end
---stretches the region defined by positions `pos1` and `pos2` by an factor of positive integers `stretchx`, `stretchy`. and `stretchz` along the X, Y, and Z axes, respectively, with `pos1` as the origin, returning the number of nodes scaled, the new scaled position 1, and the new scaled position 2
-worldedit.stretch = function(pos1, pos2, stretchx, stretchy, stretchz) --wip: test this
+
+--- 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
+ -- 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, stretchx * stretchy * stretchz do
+ for i = 1, stretch_x * stretch_y * stretch_z do
nodes[i] = placeholder_node
end
- local schematic = {size={x=stretchx, y=stretchy, z=stretchz}, data=nodes}
+ local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}
- local sizex, sizey, sizez = stretchx - 1, stretchy - 1, stretchz - 1
+ local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
local new_pos2 = {
- x=pos1.x + (pos2.x - pos1.x) * stretchx + sizex,
- y=pos1.y + (pos2.y - pos1.y) * stretchy + sizey,
- z=pos1.z + (pos2.z - pos1.z) * stretchz + sizez,
+ 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,
}
- manip:read_from_map(pos1, new_pos2)
+ worldedit.keep_loaded(pos1, new_pos2)
local pos = {x=pos2.x, y=0, z=0}
- local bigpos = {x=0, y=0, z=0}
+ local big_pos = {x=0, y=0, z=0}
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) --obtain current node
- local meta = get_meta(pos):to_table() --get meta of current node
+ 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 posx = pos1.x + (pos.x - pos1.x) * stretchx
- local posy = pos1.y + (pos.y - pos1.y) * stretchy
- local posz = pos1.z + (pos.z - pos1.z) * stretchz
+ -- 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
+ -- Create large node
placeholder_node.name = node.name
placeholder_node.param2 = node.param2
- bigpos.x, bigpos.y, bigpos.z = posx, posy, posz
- place_schematic(bigpos, schematic)
-
- --fill in large node meta
- if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then --node has meta fields
- for x = 0, sizex do
- for y = 0, sizey do
- for z = 0, sizez do
- bigpos.x, bigpos.y, bigpos.z = posx + x, posy + y, posz + z
- get_meta(bigpos):from_table(meta) --set metadata of new node
- end
- end
+ 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
@@ -497,11 +333,15 @@ worldedit.stretch = function(pos1, pos2, stretchx, stretchy, stretchz) --wip: te end
pos.x = pos.x - 1
end
- return worldedit.volume(pos1, pos2) * stretchx * stretchy * stretchz, pos1, new_pos2
+ return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
end
---transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new transposed position 1, and the new transposed position 2
-worldedit.transpose = function(pos1, pos2, axis1, axis2)
+
+--- 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
@@ -517,37 +357,36 @@ worldedit.transpose = function(pos1, pos2, axis1, axis2) end
end
- --calculate the new position 2 after transposition
+ -- Calculate the new position 2 after transposition
local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
new_pos2[axis1] = pos1[axis1] + extent2
new_pos2[axis2] = pos1[axis2] + extent1
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- local upperbound = {x=pos2.x, y=pos2.y, z=pos2.z}
- if upperbound[axis1] < new_pos2[axis1] then upperbound[axis1] = new_pos2[axis1] end
- if upperbound[axis2] < new_pos2[axis2] then upperbound[axis2] = new_pos2[axis2] end
- manip:read_from_map(pos1, upperbound)
+ local upper_bound = {x=pos2.x, y=pos2.y, z=pos2.z}
+ 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 = {x=pos1.x, y=0, z=0}
- local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
+ 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
+ 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 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()
- add_node(pos, node1)
+ set_node(pos, node1)
get_meta(pos):from_table(meta1)
- pos[axis1], pos[axis2] = value1, value2 --restore position values
- add_node(pos, node2)
+ 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
@@ -559,19 +398,20 @@ worldedit.transpose = function(pos1, pos2, axis1, axis2) return worldedit.volume(pos1, pos2), pos1, new_pos2
end
---flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped
-worldedit.flip = function(pos1, pos2, axis)
+
+--- 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)
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+ worldedit.keep_loaded(pos1, pos2)
- --wip: flip the region slice by slice along the flip axis using schematic method
+ --- TODO: Flip the region slice by slice along the flip axis using schematic method.
local pos = {x=pos1.x, y=0, z=0}
local start = pos1[axis] + pos2[axis]
pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
- local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
+ 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
@@ -579,14 +419,14 @@ worldedit.flip = function(pos1, pos2, axis) while pos.z <= pos2.z do
local node1 = get_node(pos)
local meta1 = get_meta(pos):to_table()
- local value = pos[axis]
- pos[axis] = start - value
+ local value = pos[axis] -- Save position
+ pos[axis] = start - value -- Shift position
local node2 = get_node(pos)
local meta2 = get_meta(pos):to_table()
- add_node(pos, node1)
+ set_node(pos, node1)
get_meta(pos):from_table(meta1)
- pos[axis] = value
- add_node(pos, node2)
+ pos[axis] = value -- Restore position
+ set_node(pos, node2)
get_meta(pos):from_table(meta2)
pos.z = pos.z + 1
end
@@ -597,63 +437,74 @@ worldedit.flip = function(pos1, pos2, axis) return worldedit.volume(pos1, pos2)
end
---rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated
-worldedit.rotate = function(pos1, pos2, axis, angle)
+
+--- 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 axis1, axis2
- if axis == "x" then
- axis1, axis2 = "z", "y"
- elseif axis == "y" then
- axis1, axis2 = "x", "z"
- else --axis == "z"
- axis1, axis2 = "y", "x"
- end
+ local other1, other2 = worldedit.get_axis_others(axis)
angle = angle % 360
local count
if angle == 90 then
- worldedit.flip(pos1, pos2, axis1)
- count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
+ worldedit.flip(pos1, pos2, other1)
+ count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
elseif angle == 180 then
- worldedit.flip(pos1, pos2, axis1)
- count = worldedit.flip(pos1, pos2, axis2)
+ worldedit.flip(pos1, pos2, other1)
+ count = worldedit.flip(pos1, pos2, other2)
elseif angle == 270 then
- worldedit.flip(pos1, pos2, axis2)
- count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)
+ 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 defined by the positions `pos1` and `pos2` by `angle` degrees clockwise (90 degree increment) around the Y axis, returning the number of nodes oriented
-worldedit.orient = function(pos1, pos2, angle) --wip: support 6D facedir rotation along arbitrary axis
+
+--- 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.
+-- TODO: Support 6D facedir rotation along arbitrary axis.
+function worldedit.orient(pos1, pos2, angle)
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
local registered_nodes = minetest.registered_nodes
local wallmounted = {
- [90]={[0]=0, [1]=1, [2]=5, [3]=4, [4]=2, [5]=3},
- [180]={[0]=0, [1]=1, [2]=3, [3]=2, [4]=5, [5]=4},
- [270]={[0]=0, [1]=1, [2]=4, [3]=5, [4]=3, [5]=2}
+ [90] = {[0]=0, 1, 5, 4, 2, 3},
+ [180] = {[0]=0, 1, 3, 2, 5, 4},
+ [270] = {[0]=0, 1, 4, 5, 3, 2}
}
local facedir = {
- [90]={[0]=1, [1]=2, [2]=3, [3]=0},
- [180]={[0]=2, [1]=3, [2]=0, [3]=1},
- [270]={[0]=3, [1]=0, [2]=1, [3]=2}
+ [90] = {[0]=1, 2, 3, 0},
+ [180] = {[0]=2, 3, 0, 1},
+ [270] = {[0]=3, 0, 1, 2}
}
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]
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+ worldedit.keep_loaded(pos1, pos2)
local count = 0
- local get_node, get_meta, add_node = minetest.get_node, minetest.get_meta, minetest.add_node
+ local get_node, get_meta, swap_node = minetest.get_node,
+ minetest.get_meta, minetest.swap_node
local pos = {x=pos1.x, y=0, z=0}
while pos.x <= pos2.x do
pos.y = pos1.y
@@ -666,13 +517,13 @@ worldedit.orient = function(pos1, pos2, angle) --wip: support 6D facedir rotatio if def.paramtype2 == "wallmounted" then
node.param2 = wallmounted_substitution[node.param2]
local meta = get_meta(pos):to_table()
- add_node(pos, node)
+ set_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
elseif def.paramtype2 == "facedir" then
node.param2 = facedir_substitution[node.param2]
local meta = get_meta(pos):to_table()
- add_node(pos, node)
+ set_node(pos, node)
get_meta(pos):from_table(meta)
count = count + 1
end
@@ -686,13 +537,13 @@ worldedit.orient = function(pos1, pos2, angle) --wip: support 6D facedir rotatio return count
end
---fixes the lighting in a region defined by positions `pos1` and `pos2`, returning the number of nodes updated
-worldedit.fixlight = function(pos1, pos2)
+
+--- 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)
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+ worldedit.keep_loaded(pos1, pos2)
local nodes = minetest.find_nodes_in_area(pos1, pos2, "air")
local dig_node = minetest.dig_node
@@ -702,26 +553,40 @@ worldedit.fixlight = function(pos1, pos2) return #nodes
end
---clears all objects in a region defined by the positions `pos1` and `pos2`, returning the number of objects cleared
-worldedit.clearobjects = function(pos1, pos2)
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
- --make area stay loaded
- local manip = minetest.get_voxel_manip()
- manip:read_from_map(pos1, pos2)
+--- 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)
+
+ -- Offset positions to include full nodes (positions are in the center of nodes)
+ local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
+ local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
- local pos1x, pos1y, pos1z = pos1.x, pos1.y, pos1.z
- local pos2x, pos2y, pos2z = pos2.x + 1, pos2.y + 1, pos2.z + 1
- local center = {x=(pos1x + pos2x) / 2, y=(pos1y + pos2y) / 2, z=(pos1z + pos2z) / 2} --center of region
- local radius = ((center.x - pos1x + 0.5) + (center.y - pos1y + 0.5) + (center.z - pos1z + 0.5)) ^ 0.5 --bounding sphere radius
+ -- Center of region
+ local center = {
+ x = pos1x + ((pos2x - pos1x) / 2),
+ y = pos1y + ((pos2y - pos1y) / 2),
+ z = pos1z + ((pos2z - pos1z) / 2)
+ }
+ -- Bounding sphere radius
+ local radius = math.sqrt(
+ (center.x - pos1x) ^ 2 +
+ (center.y - pos1y) ^ 2 +
+ (center.z - pos1z) ^ 2)
local count = 0
- for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do --all objects in bounding sphere
+ for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
local entity = obj:get_luaentity()
- if not (entity and entity.name:find("^worldedit:")) then --avoid WorldEdit entities
+ -- Avoid players and WorldEdit entities
+ if not obj:is_player() and (not entity or
+ not entity.name:find("^worldedit:")) then
local pos = obj:getpos()
- if pos.x >= pos1x and pos.x <= pos2x
- and pos.y >= pos1y and pos.y <= pos2y
- and pos.z >= pos1z and pos.z <= pos2z then --inside region
+ if pos.x >= pos1x and pos.x <= pos2x and
+ pos.y >= pos1y and pos.y <= pos2y and
+ pos.z >= pos1z and pos.z <= pos2z then
+ -- Inside region
obj:remove()
count = count + 1
end
@@ -729,3 +594,4 @@ worldedit.clearobjects = function(pos1, pos2) end
return count
end
+
|