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-rw-r--r--worldedit/worldedit_infinity/depends.txt1
-rw-r--r--worldedit/worldedit_infinity/init.lua103
2 files changed, 0 insertions, 104 deletions
diff --git a/worldedit/worldedit_infinity/depends.txt b/worldedit/worldedit_infinity/depends.txt
deleted file mode 100644
index c4f6871..0000000
--- a/worldedit/worldedit_infinity/depends.txt
+++ /dev/null
@@ -1 +0,0 @@
-worldedit?
diff --git a/worldedit/worldedit_infinity/init.lua b/worldedit/worldedit_infinity/init.lua
deleted file mode 100644
index 8bd3a05..0000000
--- a/worldedit/worldedit_infinity/init.lua
+++ /dev/null
@@ -1,103 +0,0 @@
-worldedit = rawget(_G, "worldedit") or {}
-local minetest = minetest --local copy of global
-
-local get_pointed = function(pos, nearest, distance)
- if distance > 100 then
- return false
- end
-
- --check for collision with node
- local nodename = minetest.get_node(pos).name
- if nodename ~= "air"
- and nodename ~= "default:water_source"
- and nodename ~= "default:water_flowing" then
- if nodename ~= "ignore" then
- return nearest
- end
- return false
- end
-end
-
-local use = function(itemstack, user, pointed_thing)
- if pointed_thing.type == "nothing" then --pointing at nothing
- local placepos = worldedit.raytrace(user:getpos(), user:get_look_dir(), get_pointed)
- if placepos then --extended reach
- pointed_thing.type = "node"
- pointed_thing.under = nil --wip
- pointed_thing.above = nil --wip
- end
- end
- return minetest.item_place_node(itemstack, user, pointed_thing)
-end
---
-
-worldedit.raytrace = function(pos, dir, callback)
- local base = {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
- local stepx, stepy, stepz = 0, 0, 0
- local componentx, componenty, componentz = 0, 0, 0
- local intersectx, intersecty, intersectz = 0, 0, 0
-
- if dir.x == 0 then
- intersectx = math.huge
- elseif dir.x > 0 then
- stepx = 1
- componentx = 1 / dir.x
- intersectx = ((base.x - pos.x) + 1) * componentx
- else
- stepx = -1
- componentx = 1 / -dir.x
- intersectx = (pos.x - base.x) * componentx
- end
- if dir.y == 0 then
- intersecty = math.huge
- elseif dir.y > 0 then
- stepy = 1
- componenty = 1 / dir.y
- intersecty = ((base.y - pos.y) + 1) * componenty
- else
- stepy = -1
- componenty = 1 / -dir.y
- intersecty = (pos.y - base.y) * componenty
- end
- if dir.z == 0 then
- intersectz = math.huge
- elseif dir.z > 0 then
- stepz = 1
- componentz = 1 / dir.z
- intersectz = ((base.z - pos.z) + 1) * componentz
- else
- stepz = -1
- componentz = 1 / -dir.z
- intersectz = (pos.z - base.z) * componentz
- end
-
- local distance = 0
- local nearest = {x=base.x, y=base.y, z=base.z}
- while true do
- local values = {callback(base, nearest, distance)}
- if #values > 0 then
- return unpack(values)
- end
-
- nearest.x, nearest.y, nearest.z = base.x, base.y, base.z
- if intersectx < intersecty then
- if intersectx < intersectz then
- base.x = base.x + stepx
- distance = intersectx
- intersectx = intersectx + componentx
- else
- base.z = base.z + stepz
- distance = intersectz
- intersectz = intersectz + componentz
- end
- elseif intersecty < intersectz then
- base.y = base.y + stepy
- distance = intersecty
- intersecty = intersecty + componenty
- else
- base.z = base.z + stepz
- distance = intersectz
- intersectz = intersectz + componentz
- end
- end
-end