From 888b0ebfec8c2eff9015163549a7e47443cb8665 Mon Sep 17 00:00:00 2001 From: Vanessa Ezekowitz Date: Fri, 1 Apr 2016 21:00:20 -0400 Subject: "explode" all modpacks into their individual components (you can't have a modpack buried inside a modpack) --- worldedit/primitives.lua | 273 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 273 insertions(+) create mode 100644 worldedit/primitives.lua (limited to 'worldedit/primitives.lua') diff --git a/worldedit/primitives.lua b/worldedit/primitives.lua new file mode 100644 index 0000000..962a02f --- /dev/null +++ b/worldedit/primitives.lua @@ -0,0 +1,273 @@ +--- Functions for creating primitive shapes. +-- @module worldedit.primitives + +local mh = worldedit.manip_helpers + + +--- Adds a sphere of `node_name` centered at `pos`. +-- @param pos Position to center sphere at. +-- @param radius Sphere radius. +-- @param node_name Name of node to make shere of. +-- @param hollow Whether the sphere should be hollow. +-- @return The number of nodes added. +function worldedit.sphere(pos, radius, node_name, hollow) + local manip, area = mh.init_radius(pos, radius) + + local data = mh.get_empty_data(area) + + -- Fill selected area with node + local node_id = minetest.get_content_id(node_name) + local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) + local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z + local stride_z, stride_y = area.zstride, area.ystride + local count = 0 + for z = -radius, radius do + -- Offset contributed by z plus 1 to make it 1-indexed + local new_z = (z + offset_z) * stride_z + 1 + for y = -radius, radius do + local new_y = new_z + (y + offset_y) * stride_y + for x = -radius, radius do + local squared = x * x + y * y + z * z + if squared <= max_radius and (not hollow or squared >= min_radius) then + -- Position is on surface of sphere + local i = new_y + (x + offset_x) + data[i] = node_id + count = count + 1 + end + end + end + end + + mh.finish(manip, data) + + return count +end + + +--- Adds a dome. +-- @param pos Position to center dome at. +-- @param radius Dome radius. Negative for concave domes. +-- @param node_name Name of node to make dome of. +-- @param hollow Whether the dome should be hollow. +-- @return The number of nodes added. +-- TODO: Add axis option. +function worldedit.dome(pos, radius, node_name, hollow) + local min_y, max_y = 0, radius + if radius < 0 then + radius = -radius + min_y, max_y = -radius, 0 + end + + local manip, area = mh.init_axis_radius(pos, "y", radius) + local data = mh.get_empty_data(area) + + -- Add dome + local node_id = minetest.get_content_id(node_name) + local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1) + local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z + local stride_z, stride_y = area.zstride, area.ystride + local count = 0 + for z = -radius, radius do + local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed + for y = min_y, max_y do + local new_y = new_z + (y + offset_y) * stride_y + for x = -radius, radius do + local squared = x * x + y * y + z * z + if squared <= max_radius and (not hollow or squared >= min_radius) then + -- Position is in dome + local i = new_y + (x + offset_x) + data[i] = node_id + count = count + 1 + end + end + end + end + + mh.finish(manip, data) + + return count +end + +--- Adds a cylinder. +-- @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 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) + local other1, other2 = worldedit.get_axis_others(axis) + + -- 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 + end + + -- Set up voxel manipulator + local manip, area = mh.init_axis_radius_length(current_pos, axis, radius, length) + local data = mh.get_empty_data(area) + + -- Add cylinder + 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] + data[vi] = node_id + end + count = count + length + end + end + end + + mh.finish(manip, data) + + return count +end + + +--- Adds a pyramid. +-- @param pos Position to center base of pyramid at. +-- @param axis Axis ("x", "y", or "z") +-- @param height Pyramid height. +-- @param node_name Name of node to make pyramid of. +-- @return The number of nodes added. +function worldedit.pyramid(pos, axis, height, node_name) + local other1, other2 = worldedit.get_axis_others(axis) + + -- Set up voxel manipulator + local manip, area = mh.init_axis_radius(pos, axis, + height >= 0 and height or -height) + local data = mh.get_empty_data(area) + + -- Handle inverted pyramids + local start_axis, end_axis, step + if height > 0 then + height = height - 1 + step = 1 + else + height = height + 1 + step = -1 + end + + -- Add pyramid + local node_id = minetest.get_content_id(node_name) + local stride = {x=1, y=area.ystride, z=area.zstride} + local offset = { + x = pos.x - area.MinEdge.x, + y = pos.y - area.MinEdge.y, + z = pos.z - area.MinEdge.z, + } + local size = math.abs(height * step) + local count = 0 + -- For each level of the pyramid + for index1 = 0, height, step do + -- Offset contributed by axis plus 1 to make it 1-indexed + local new_index1 = (index1 + offset[axis]) * stride[axis] + 1 + for index2 = -size, size do + local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1] + for index3 = -size, size do + local i = new_index2 + (index3 + offset[other2]) * stride[other2] + data[i] = node_id + end + end + count = count + (size * 2 + 1) ^ 2 + size = size - 1 + end + + mh.finish(manip, data) + + return count +end + +--- Adds a spiral. +-- @param pos Position to center spiral at. +-- @param length Spral length. +-- @param height Spiral height. +-- @param spacer Space between walls. +-- @param node_name Name of node to make spiral of. +-- @return Number of nodes added. +-- TODO: Add axis option. +function worldedit.spiral(pos, length, height, spacer, node_name) + local extent = math.ceil(length / 2) + + local manip, area = mh.init_axis_radius_length(pos, "y", extent, height) + local data = mh.get_empty_data(area) + + -- Set up variables + local node_id = minetest.get_content_id(node_name) + local stride = {x=1, y=area.ystride, z=area.zstride} + local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z + local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1 + + -- Add first column + local count = height + local column = i + for y = 1, height do + data[column] = node_id + column = column + stride.y + end + + -- Add spiral segments + local stride_axis, stride_other = stride.x, stride.z + local sign = -1 + local segment_length = 0 + spacer = spacer + 1 + -- Go through each segment except the last + for segment = 1, math.floor(length / spacer) * 2 do + -- Change sign and length every other turn starting with the first + if segment % 2 == 1 then + sign = -sign + segment_length = segment_length + spacer + end + -- Fill segment + for index = 1, segment_length do + -- Move along the direction of the segment + i = i + stride_axis * sign + local column = i + -- Add column + for y = 1, height do + data[column] = node_id + column = column + stride.y + end + end + count = count + segment_length * height + stride_axis, stride_other = stride_other, stride_axis -- Swap axes + end + + -- Add shorter final segment + sign = -sign + for index = 1, segment_length do + i = i + stride_axis * sign + local column = i + -- Add column + for y = 1, height do + data[column] = node_id + column = column + stride.y + end + end + count = count + segment_length * height + + mh.finish(manip, data) + + return count +end -- cgit v1.2.3