From ac5e801834245bcf93f720d290a36b09a2527576 Mon Sep 17 00:00:00 2001 From: Anthony Zhang Date: Fri, 12 Jul 2013 14:22:30 -0400 Subject: Even bigger speed gains by using LuaVoxelManipulator in a few choice places! Faster //set, //cylinder, etc., but plenty of room for improvements still. --- worldedit/primitives.lua | 190 ++++++++++++++++++++++++++++++----------------- 1 file changed, 123 insertions(+), 67 deletions(-) (limited to 'worldedit/primitives.lua') diff --git a/worldedit/primitives.lua b/worldedit/primitives.lua index 7582fa0..fecb6d8 100644 --- a/worldedit/primitives.lua +++ b/worldedit/primitives.lua @@ -1,100 +1,149 @@ 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() + manip:read_from_map( + {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}, + {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}, + ) + local insert = table.insert - local node = {name=nodename, param1=0, param2=0} - local ignore = {name="ignore", param1=0, param2=0} + local node_id = minetest.get_content_id(nodename) + local ignore_id = minetest.get_content_id("ignore") + local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) local nodes = {} local count = 0 - local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) for x = -radius, radius do for y = -radius, radius do for z = -radius, radius do local squared = x * x + y * y + z * z - if squared >= min_radius and squared <= max_radius then - insert(nodes, node) + if squared >= min_radius and squared <= max_radius then --surface of sphere + insert(nodes, node_id) count = count + 1 else - insert(nodes, ignore) + insert(nodes, ignore_id) end end end end - minetest.place_schematic({x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes}) + + --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() + manip:read_from_map( + {x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}, + {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}, + ) + local insert = table.insert - local node = {name=nodename, param1=0, param2=0} - local ignore = {name="ignore", param1=0, param2=0} + local node_id = minetest.get_content_id(nodename) + local ignore_id = minetest.get_content_id("ignore") + local max_radius = radius * (radius + 1) local nodes = {} local count = 0 - local max_radius = radius * (radius + 1) for x = -radius, radius do for y = -radius, radius do for z = -radius, radius do - if x * x + y * y + z * z <= max_radius then - insert(nodes, node) + if x * x + y * y + z * z <= max_radius then --inside sphere + insert(nodes, node_id) count = count + 1 else - insert(nodes, ignore) + insert(nodes, ignore_id) end end end end - minetest.place_schematic({x=pos.x - radius, y=pos.y - radius, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes}) + + --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) --wip: use bresenham sphere for maximum speed + --set up voxel manipulator + local manip = minetest.get_voxel_manip() + manip:read_from_map( + {x=pos.x - radius, y=pos.y, z=pos.z - radius}, + {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}, + ) + local insert = table.insert - local node = {name=nodename, param1=0, param2=0} - local ignore = {name="ignore", param1=0, param2=0} + local node_id = minetest.get_content_id(nodename) + local ignore_id = minetest.get_content_id("ignore") + local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) local nodes = {} local count = 0 - local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) for x = -radius, radius do for y = 0, radius do for z = -radius, radius do local squared = x * x + y * y + z * z - if squared >= min_radius and squared <= max_radius then - insert(nodes, node) + if squared >= min_radius and squared <= max_radius then --surface of dome + insert(nodes, node_id) count = count + 1 else - insert(nodes, ignore) + insert(nodes, ignore_id) end end end end - minetest.place_schematic({x=pos.x - radius, y=pos.y, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes}) + + --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() + manip:read_from_map( + {x=pos.x - radius, y=pos.y, z=pos.z - radius}, + {x=pos.x + radius, y=pos.y + radius, z=pos.z + radius}, + ) + local insert = table.insert - local node = {name=nodename, param1=0, param2=0} - local ignore = {name="ignore", param1=0, param2=0} + local node_id = minetest.get_content_id(nodename) + local ignore_id = minetest.get_content_id("ignore") + local max_radius = radius * (radius + 1) local nodes = {} local count = 0 - local max_radius = radius * (radius + 1) for x = -radius, radius do for y = 0, radius do for z = -radius, radius do - if x * x + y * y + z * z <= max_radius then - insert(nodes, node) + if x * x + y * y + z * z <= max_radius then --inside dome + insert(nodes, node_id) count = count + 1 else - insert(nodes, ignore) + insert(nodes, ignore_id) end end end end - minetest.place_schematic({x=pos.x - radius, y=pos.y, z=pos.z - radius}, {size={x=radius * 2, y=radius * 2, z=radius * 2}, data=nodes}) + + --update map nodes + manip:set_data(nodes) + manip:write_to_map() + manip:update_map() + return count end @@ -109,6 +158,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) 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 @@ -151,7 +201,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) currentpos[other1] = first1 place_schematic(currentpos, schematic) --octant 7 - count = count + (length * 8) --wip: broken because sometimes currentpos is repeated + count = count + 8 --wip: broken because sometimes currentpos is repeated --move to next location delta = delta + (offset1 * 2) + 1 @@ -161,6 +211,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) end offset1 = offset1 + 1 end + count = count * length --apply the length to the number of nodes return count end @@ -175,52 +226,57 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename, env) other1, other2 = "x", "y" end - --wip: make this faster using the schematic method by adding columns in a circle pattern like in hollow_cylinder, or by adding whole 2D slices using custom sized schematics - if env == nil then env = minetest.env end + --handle negative lengths local currentpos = {x=pos.x, y=pos.y, z=pos.z} - local node = {name=nodename} - local count = 0 - local step = 1 if length < 0 then length = -length - step = -1 + 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 - local offset1, offset2 = 0, radius - local delta = -radius - while offset1 <= offset2 do - --connect each pair of octants - currentpos[other1] = pos[other1] - offset1 - local second1, second2 = pos[other2] + offset2, pos[other2] - offset2 - for i = 0, offset1 * 2 do - currentpos[other2] = second1 - env:add_node(currentpos, node) --octant 1 to 4 - currentpos[other2] = second2 - env:add_node(currentpos, node) --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 - env:add_node(currentpos, node) --octant 2 to 3 - currentpos[other2] = second2 - env:add_node(currentpos, node) --octant 6 to 7 - currentpos[other1] = currentpos[other1] + 1 - end + nodes[i] = node + end + local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes} - count = count + (offset1 * 4) + (offset2 * 4) + 4 --wip: broken + 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 - --move to next location - delta = delta + (offset1 * 2) + 1 - offset1 = offset1 + 1 - if delta >= 0 then - offset2 = offset2 - 1 - delta = delta - (offset2 * 2) - 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 - currentpos[axis] = currentpos[axis] + step end + count = count * length --apply the length to the number of nodes return count end @@ -274,7 +330,7 @@ worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: cl end return ret end - if env == nil then env = minetest.env end + if env == nil then env = minetest.env end -- connect the joined parts local spiral = spiralt(width) height = tonumber(height) -- cgit v1.2.3