diff options
Diffstat (limited to 'worldedit')
| -rw-r--r-- | worldedit/primitives.lua | 47 | 
1 files changed, 29 insertions, 18 deletions
| diff --git a/worldedit/primitives.lua b/worldedit/primitives.lua index fe22fff..9b86cd8 100644 --- a/worldedit/primitives.lua +++ b/worldedit/primitives.lua @@ -92,49 +92,60 @@ end  -- @param pos Position to center base of cylinder at.
  -- @param axis Axis ("x", "y", or "z")
  -- @param length Cylinder length.
 --- @param radius Cylinder radius.
 +-- @param radius1 Cylinder base radius.
 +-- @param radius2 Cylinder top radius.
  -- @param node_name Name of node to make cylinder of.
  -- @param hollow Whether the cylinder should be hollow.
  -- @return The number of nodes added.
 -function worldedit.cylinder(pos, axis, length, radius, node_name, hollow)
 +function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
  	local other1, other2 = worldedit.get_axis_others(axis)
 +	-- Backwards compatibility
 +	if type(radius2) == "string" then
 +		hollow = node_name
 +		node_name = radius2
 +		radius2 = radius1 -- straight cylinder
 +	end
 +
  	-- Handle negative lengths
  	local current_pos = {x=pos.x, y=pos.y, z=pos.z}
  	if length < 0 then
  		length = -length
  		current_pos[axis] = current_pos[axis] - length
 +		radius1, radius2 = radius2, radius1
  	end
  	-- Set up voxel manipulator
 -	local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length)
 +	local manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length)
  	local data = mh.get_empty_data(area)
 -	-- Add cylinder
 +	-- Add desired shape (anything inbetween cylinder & cone)
  	local node_id = minetest.get_content_id(node_name)
 -	local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
  	local stride = {x=1, y=area.ystride, z=area.zstride}
  	local offset = {
  		x = current_pos.x - area.MinEdge.x,
  		y = current_pos.y - area.MinEdge.y,
  		z = current_pos.z - area.MinEdge.z,
  	}
 -	local min_slice, max_slice = offset[axis], offset[axis] + length - 1
  	local count = 0
 -	for index2 = -radius, radius do
 -		-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
 -		local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
 -		for index3 = -radius, radius do
 -			local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
 -			local squared = index2 * index2 + index3 * index3
 -			if squared <= max_radius and (not hollow or squared >= min_radius) then
 -				-- Position is in cylinder
 -				-- Add column along axis
 -				for index1 = min_slice, max_slice do
 -					local vi = new_index3 + index1 * stride[axis]
 +	for i = 0, length - 1 do
 +		-- Calulate radius for this "height" in the cylinder
 +		local radius = radius1 + (radius2 - radius1) * (i - 1) / (length - 1)
 +		radius = math.floor(radius + 0.5) -- round
 +		local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
 +
 +		for index2 = -radius, radius do
 +			-- Offset contributed by other axis 1 plus 1 to make it 1-indexed
 +			local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
 +			for index3 = -radius, radius do
 +				local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
 +				local squared = index2 * index2 + index3 * index3
 +				if squared <= max_radius and (not hollow or squared >= min_radius) then
 +					-- Position is in cylinder, add node here
 +					local vi = new_index3 + (offset[axis] + i) * stride[axis]
  					data[vi] = node_id
 +					count = count + 1
  				end
 -				count = count + length
  			end
  		end
  	end
 | 
