summaryrefslogtreecommitdiff
path: root/worldedit/manipulations.lua
blob: a6aad16ac88eba1b3ffca6b3ada4915f33889997 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
--- Generic node manipulations.
-- @module worldedit.manipulations

local mh = worldedit.manip_helpers


--- 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)

	local manip, area = mh.init(pos1, pos2)
	local data = mh.get_empty_data(area)

	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
			data[i] = node_ids[rand(id_count)]
		end
	end

	mh.finish(manip, data)

	return worldedit.volume(pos1, pos2)
end

--- Sets param2 of a region.
-- @param pos1
-- @param pos2
-- @param param2 Value of param2 to set
-- @return The number of nodes set.
function worldedit.set_param2(pos1, pos2, param2)
	pos1, pos2 = worldedit.sort_pos(pos1, pos2)

	local manip, area = mh.init(pos1, pos2)
	local param2_data = manip:get_param2_data()

	-- Set param2 for every node
	for i in area:iterp(pos1, pos2) do
		param2_data[i] = param2
	end

	-- Update map
	manip:set_param2_data(param2_data)
	manip:write_to_map()
	manip:update_map()

	return worldedit.volume(pos1, pos2)
end

--- 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)

	local manip, area = mh.init(pos1, pos2)
	local data = manip:get_data()

	local search_id = minetest.get_content_id(search_node)
	local replace_id = minetest.get_content_id(replace_node)

	local count = 0

	--- 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
	else
		for i in area:iterp(pos1, pos2) do
			if data[i] ~= search_id then
				data[i] = replace_id
				count = count + 1
			end
		end
	end

	mh.finish(manip, data)

	return count
end


--- 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 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)
			minetest.after(0, next_one)
		else
			if finished then
				finished()
			end
		end
	end
	next_one()
	return worldedit.volume(pos1, pos2) * amount
end


--- 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)

	worldedit.keep_loaded(pos1, pos2)

	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 = {}
		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
					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
			end
			pos.x = pos.x + 1
		end
	else
		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
					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
			end
			pos.x = pos.x - 1
		end
	end
	return worldedit.volume(pos1, pos2)
end

--- Copies a region by offset vector `off`.
-- @param pos1
-- @param pos2
-- @param off
-- @return The number of nodes copied.
function worldedit.copy2(pos1, pos2, off)
	local pos1, pos2 = worldedit.sort_pos(pos1, pos2)

	worldedit.keep_loaded(pos1, pos2)

	local get_node, get_meta, set_node = minetest.get_node,
			minetest.get_meta, minetest.set_node
	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 newpos = vector.add(pos, off) -- Calculate new position
				set_node(newpos, node) -- Copy node to new position
				get_meta(newpos):from_table(meta) -- Set metadata of new node
				pos.z = pos.z - 1
			end
			pos.y = pos.y - 1
		end
		pos.x = pos.x - 1
	end
	return worldedit.volume(pos1, pos2)
end

--- 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)

	worldedit.keep_loaded(pos1, pos2)

	--- 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 = {}
		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) -- 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
			end
			pos.x = pos.x + 1
		end
	else
		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) -- 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
			end
			pos.x = pos.x - 1
		end
	end
	return worldedit.volume(pos1, pos2)
end


--- 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
		count = -count
		length = -length
	end
	local amount = 0
	local copy = worldedit.copy
	local i = 1
	local function next_one()
		if i <= count then
			i = i + 1
			amount = amount + length
			copy(pos1, pos2, axis, amount)
			minetest.after(0, next_one)
		end
	end
	next_one()
	return worldedit.volume(pos1, pos2) * count
end


--- 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
	local placeholder_node = {name="", param1=255, param2=0}
	local nodes = {}
	for i = 1, stretch_x * stretch_y * stretch_z do
		nodes[i] = placeholder_node
	end
	local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}

	local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1

	local new_pos2 = {
		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,
	}
	worldedit.keep_loaded(pos1, new_pos2)

	local pos = {x=pos2.x, 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) -- Get current node
				local meta = get_meta(pos):to_table() -- Get meta of current node

				-- 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
				placeholder_node.name = node.name
				placeholder_node.param2 = node.param2
				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
			end
			pos.y = pos.y - 1
		end
		pos.x = pos.x - 1
	end
	return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
end


--- 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
	local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]

	if extent1 > extent2 then
		compare = function(extent1, extent2)
			return extent1 > extent2
		end
	else
		compare = function(extent1, extent2)
			return extent1 < extent2
		end
	end

	-- 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

	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, 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
					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 node2 = get_node(pos)
					local meta2 = get_meta(pos):to_table()
					set_node(pos, node1)
					get_meta(pos):from_table(meta1)
					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
			end
			pos.y = pos.y + 1
		end
		pos.x = pos.x + 1
	end
	return worldedit.volume(pos1, pos2), pos1, new_pos2
end


--- 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)

	worldedit.keep_loaded(pos1, pos2)

	--- 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, 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 node1 = get_node(pos)
				local meta1 = get_meta(pos):to_table()
				local value = pos[axis] -- Save position
				pos[axis] = start - value -- Shift position
				local node2 = get_node(pos)
				local meta2 = get_meta(pos):to_table()
				set_node(pos, node1)
				get_meta(pos):from_table(meta1)
				pos[axis] = value -- Restore position
				set_node(pos, node2)
				get_meta(pos):from_table(meta2)
				pos.z = pos.z + 1
			end
			pos.y = pos.y + 1
		end
		pos.x = pos.x + 1
	end
	return worldedit.volume(pos1, pos2)
end


--- 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 other1, other2 = worldedit.get_axis_others(axis)
	angle = angle % 360

	local count
	if angle == 90 then
		worldedit.flip(pos1, pos2, other1)
		count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
	elseif angle == 180 then
		worldedit.flip(pos1, pos2, other1)
		count = worldedit.flip(pos1, pos2, other2)
	elseif angle == 270 then
		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 clockwise around the Y axis.
-- @param pos1
-- @param pos2
-- @param angle Angle in degrees (90 degree increments only).
-- @return The number of nodes oriented.
function worldedit.orient(pos1, pos2, angle)
	local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
	local registered_nodes = minetest.registered_nodes

	local wallmounted = {
		[90]  = {0, 1, 5, 4, 2, 3, 0, 0},
		[180] = {0, 1, 3, 2, 5, 4, 0, 0},
		[270] = {0, 1, 4, 5, 3, 2, 0, 0}
	}
	local facedir = {
		[90]  = { 1,  2,  3,  0, 13, 14, 15, 12, 17, 18, 19, 16,
				  9, 10, 11,  8,  5,  6,  7,  4, 23, 20, 21, 22},
		[180] = { 2,  3,  0,  1, 10, 11,  8,  9,  6,  7,  4,  5,
				 18, 19, 16, 17, 14, 15, 12, 13, 22, 23, 20, 21},
		[270] = { 3,  0,  1,  2, 19, 16, 17, 18, 15, 12, 13, 14,
				  7,  4,  5,  6, 11,  8,  9, 10, 21, 22, 23, 20}
	}

	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]

	worldedit.keep_loaded(pos1, pos2)

	local count = 0
	local get_node, swap_node = minetest.get_node, minetest.swap_node
	local pos = {x=pos1.x, y=0, z=0}
	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)
				local def = registered_nodes[node.name]
				if def then
					local paramtype2 = def.paramtype2
					if paramtype2 == "wallmounted" or
							paramtype2 == "colorwallmounted" then
						local orient = node.param2 % 8
						node.param2 = node.param2 - orient +
								wallmounted_substitution[orient + 1]
						swap_node(pos, node)
						count = count + 1
					elseif paramtype2 == "facedir" or
							paramtype2 == "colorfacedir" then
						local orient = node.param2 % 32
						node.param2 = node.param2 - orient +
								facedir_substitution[orient + 1]
						swap_node(pos, node)
						count = count + 1
					end
				end
				pos.z = pos.z + 1
			end
			pos.y = pos.y + 1
		end
		pos.x = pos.x + 1
	end
	return count
end


--- 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)

	local vmanip = minetest.get_voxel_manip(pos1, pos2)
	vmanip:write_to_map()
	vmanip:update_map() -- this updates the lighting

	return worldedit.volume(pos1, pos2)
end


--- 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

	-- 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
		local entity = obj:get_luaentity()
		-- 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
				obj:remove()
				count = count + 1
			end
		end
	end
	return count
end