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@@ -1,329 +1,329 @@
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---- Functions for creating primitive shapes.
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-
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-local mh = worldedit.manip_helpers
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-
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-
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---- Adds a cube
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-function worldedit.cube(pos, width, height, length, node_name, hollow)
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- -- Set up voxel manipulator
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- local basepos = vector.subtract(pos, {x=math.floor(width/2), y=0, z=math.floor(length/2)})
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- local manip, area = mh.init(basepos, vector.add(basepos, {x=width, y=height, z=length}))
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- local data = mh.get_empty_data(area)
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-
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- -- Add cube
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- local node_id = minetest.get_content_id(node_name)
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- local stride = {x=1, y=area.ystride, z=area.zstride}
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- local offset = vector.subtract(basepos, area.MinEdge)
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- local count = 0
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-
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- for z = 0, length-1 do
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- local index_z = (offset.z + z) * stride.z + 1 -- +1 for 1-based indexing
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- for y = 0, height-1 do
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- local index_y = index_z + (offset.y + y) * stride.y
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- for x = 0, width-1 do
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- local is_wall = z == 0 or z == length-1
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- or y == 0 or y == height-1
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- or x == 0 or x == width-1
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- if not hollow or is_wall then
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- local i = index_y + (offset.x + x)
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- data[i] = node_id
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- count = count + 1
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- end
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- end
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- end
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- end
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-
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- mh.finish(manip, data)
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- return count
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-end
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-
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---- Adds a sphere of `node_name` centered at `pos`.
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-function worldedit.sphere(pos, radius, node_name, hollow)
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- local manip, area = mh.init_radius(pos, radius)
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-
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- local data = mh.get_empty_data(area)
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-
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- -- Fill selected area with node
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- local node_id = minetest.get_content_id(node_name)
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- local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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- local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
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- local stride_z, stride_y = area.zstride, area.ystride
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- local count = 0
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- for z = -radius, radius do
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- -- Offset contributed by z plus 1 to make it 1-indexed
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- local new_z = (z + offset_z) * stride_z + 1
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- for y = -radius, radius do
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- local new_y = new_z + (y + offset_y) * stride_y
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- for x = -radius, radius do
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- local squared = x * x + y * y + z * z
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- if squared <= max_radius and (not hollow or squared >= min_radius) then
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- -- Position is on surface of sphere
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- local i = new_y + (x + offset_x)
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- data[i] = node_id
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- count = count + 1
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- end
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- end
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- end
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- end
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-
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- mh.finish(manip, data)
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-
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- return count
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-end
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-
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-
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---- Adds a dome.
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-function worldedit.dome(pos, radius, node_name, hollow)
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- local min_y, max_y = 0, radius
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- if radius < 0 then
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- radius = -radius
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- min_y, max_y = -radius, 0
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- end
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-
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- local manip, area = mh.init_axis_radius(pos, "y", radius)
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- local data = mh.get_empty_data(area)
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-
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- -- Add dome
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- local node_id = minetest.get_content_id(node_name)
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- local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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- local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
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- local stride_z, stride_y = area.zstride, area.ystride
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- local count = 0
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- for z = -radius, radius do
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- local new_z = (z + offset_z) * stride_z + 1 --offset contributed by z plus 1 to make it 1-indexed
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- for y = min_y, max_y do
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- local new_y = new_z + (y + offset_y) * stride_y
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- for x = -radius, radius do
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- local squared = x * x + y * y + z * z
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- if squared <= max_radius and (not hollow or squared >= min_radius) then
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- -- Position is in dome
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- local i = new_y + (x + offset_x)
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- data[i] = node_id
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- count = count + 1
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- end
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- end
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- end
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- end
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-
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- mh.finish(manip, data)
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-
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- return count
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-end
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-
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---- Adds a cylinder.
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-function worldedit.cylinder(pos, axis, length, radius1, radius2, node_name, hollow)
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- local other1, other2 = worldedit.get_axis_others(axis)
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-
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- -- Backwards compatibility
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- if type(radius2) == "string" then
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- hollow = node_name
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- node_name = radius2
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- radius2 = radius1 -- straight cylinder
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- end
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-
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- -- Handle negative lengths
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- local current_pos = {x=pos.x, y=pos.y, z=pos.z}
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- if length < 0 then
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- length = -length
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- current_pos[axis] = current_pos[axis] - length
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- radius1, radius2 = radius2, radius1
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- end
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-
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- -- Set up voxel manipulator
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- local manip, area = mh.init_axis_radius_length(current_pos, axis, math.max(radius1, radius2), length)
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- local data = mh.get_empty_data(area)
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-
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- -- Add desired shape (anything inbetween cylinder & cone)
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- local node_id = minetest.get_content_id(node_name)
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- local stride = {x=1, y=area.ystride, z=area.zstride}
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- local offset = {
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- x = current_pos.x - area.MinEdge.x,
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- y = current_pos.y - area.MinEdge.y,
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- z = current_pos.z - area.MinEdge.z,
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- }
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- local count = 0
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- for i = 0, length - 1 do
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- -- Calulate radius for this "height" in the cylinder
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- local radius = radius1 + (radius2 - radius1) * (i + 1) / length
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- radius = math.floor(radius + 0.5) -- round
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- local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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-
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- for index2 = -radius, radius do
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- -- Offset contributed by other axis 1 plus 1 to make it 1-indexed
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- local new_index2 = (index2 + offset[other1]) * stride[other1] + 1
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- for index3 = -radius, radius do
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- local new_index3 = new_index2 + (index3 + offset[other2]) * stride[other2]
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- local squared = index2 * index2 + index3 * index3
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- if squared <= max_radius and (not hollow or squared >= min_radius) then
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- -- Position is in cylinder, add node here
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- local vi = new_index3 + (offset[axis] + i) * stride[axis]
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- data[vi] = node_id
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- count = count + 1
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- end
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- end
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- end
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- end
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-
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- mh.finish(manip, data)
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-
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- return count
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-end
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-
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-
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---- Adds a pyramid.
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-function worldedit.pyramid(pos, axis, height, node_name, hollow)
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- local other1, other2 = worldedit.get_axis_others(axis)
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-
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- -- Set up voxel manipulator
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- -- FIXME: passing negative <radius> causes mis-sorted pos to be passed
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- -- into mh.init() which is technically not allowed but works
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- local manip, area = mh.init_axis_radius(pos, axis, height)
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- local data = mh.get_empty_data(area)
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-
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- -- Handle inverted pyramids
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- local step
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- if height > 0 then
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- height = height - 1
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- step = 1
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- else
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- height = height + 1
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- step = -1
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- end
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-
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- -- Add pyramid
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- local node_id = minetest.get_content_id(node_name)
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- local stride = {x=1, y=area.ystride, z=area.zstride}
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- local offset = {
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- x = pos.x - area.MinEdge.x,
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- y = pos.y - area.MinEdge.y,
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- z = pos.z - area.MinEdge.z,
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- }
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- local size = math.abs(height * step)
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- local count = 0
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- -- For each level of the pyramid
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- for index1 = 0, height, step do
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- -- Offset contributed by axis plus 1 to make it 1-indexed
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- local new_index1 = (index1 + offset[axis]) * stride[axis] + 1
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- for index2 = -size, size do
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- local new_index2 = new_index1 + (index2 + offset[other1]) * stride[other1]
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- for index3 = -size, size do
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- local i = new_index2 + (index3 + offset[other2]) * stride[other2]
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- if (not hollow or size - math.abs(index2) < 2 or size - math.abs(index3) < 2) then
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- data[i] = node_id
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- count = count + 1
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- end
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- end
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- end
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- size = size - 1
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- end
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-
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- mh.finish(manip, data)
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-
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- return count
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-end
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-
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---- Adds a spiral.
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-function worldedit.spiral(pos, length, height, spacer, node_name)
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- local extent = math.ceil(length / 2)
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-
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- local manip, area = mh.init_axis_radius_length(pos, "y", extent, height)
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- local data = mh.get_empty_data(area)
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-
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- -- Set up variables
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- local node_id = minetest.get_content_id(node_name)
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- local stride = {x=1, y=area.ystride, z=area.zstride}
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- local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
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- local i = offset_z * stride.z + offset_y * stride.y + offset_x + 1
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-
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- -- Add first column
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- local count = height
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- local column = i
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- for y = 1, height do
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- data[column] = node_id
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- column = column + stride.y
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- end
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-
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- -- Add spiral segments
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- local stride_axis, stride_other = stride.x, stride.z
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- local sign = -1
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- local segment_length = 0
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- spacer = spacer + 1
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- -- Go through each segment except the last
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- for segment = 1, math.floor(length / spacer) * 2 do
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- -- Change sign and length every other turn starting with the first
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- if segment % 2 == 1 then
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- sign = -sign
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- segment_length = segment_length + spacer
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- end
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- -- Fill segment
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- for index = 1, segment_length do
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- -- Move along the direction of the segment
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- i = i + stride_axis * sign
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- local column = i
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- -- Add column
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- for y = 1, height do
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- data[column] = node_id
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- column = column + stride.y
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- end
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- end
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- count = count + segment_length * height
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- stride_axis, stride_other = stride_other, stride_axis -- Swap axes
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- end
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-
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- -- Add shorter final segment
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- sign = -sign
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- for index = 1, segment_length do
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- i = i + stride_axis * sign
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- local column = i
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- -- Add column
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- for y = 1, height do
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- data[column] = node_id
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- column = column + stride.y
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- end
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- end
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- count = count + segment_length * height
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-
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- mh.finish(manip, data)
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-
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- return count
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-end
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+--- Functions for creating primitive shapes.
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+-- @module worldedit.primitives
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+
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+local mh = worldedit.manip_helpers
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+
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+
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+--- Adds a cube
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+-- @param pos Position of ground level center of cube
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+-- @param width Cube width. (x)
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+-- @param height Cube height. (y)
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+-- @param length Cube length. (z)
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+-- @param node_name Name of node to make cube of.
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+-- @param hollow Whether the cube should be hollow.
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+-- @return The number of nodes added.
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+function worldedit.cube(pos, width, height, length, node_name, hollow)
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+ -- Set up voxel manipulator
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+ local basepos = vector.subtract(pos, {x=math.floor(width/2), y=0, z=math.floor(length/2)})
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+ local manip, area = mh.init(basepos, vector.add(basepos, {x=width, y=height, z=length}))
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+ local data = mh.get_empty_data(area)
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+
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+ -- Add cube
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+ local node_id = minetest.get_content_id(node_name)
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+ local stride = {x=1, y=area.ystride, z=area.zstride}
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+ local offset = vector.subtract(basepos, area.MinEdge)
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+ local count = 0
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+
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+ for z = 0, length-1 do
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+ local index_z = (offset.z + z) * stride.z + 1 -- +1 for 1-based indexing
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+ for y = 0, height-1 do
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+ local index_y = index_z + (offset.y + y) * stride.y
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+ for x = 0, width-1 do
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+ local is_wall = z == 0 or z == length-1
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+ or y == 0 or y == height-1
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+ or x == 0 or x == width-1
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+ if not hollow or is_wall then
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+ local i = index_y + (offset.x + x)
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+ data[i] = node_id
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+ count = count + 1
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+ end
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+ end
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+ end
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+ end
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+
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+ mh.finish(manip, data)
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+ return count
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+end
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+
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+--- Adds a sphere of `node_name` centered at `pos`.
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+-- @param pos Position to center sphere at.
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+-- @param radius Sphere radius.
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+-- @param node_name Name of node to make shere of.
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+-- @param hollow Whether the sphere should be hollow.
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+-- @return The number of nodes added.
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+function worldedit.sphere(pos, radius, node_name, hollow)
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+ local manip, area = mh.init_radius(pos, radius)
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+
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+ local data = mh.get_empty_data(area)
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+
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+ -- Fill selected area with node
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+ local node_id = minetest.get_content_id(node_name)
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+ local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
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+ local offset_x, offset_y, offset_z = pos.x - area.MinEdge.x, pos.y - area.MinEdge.y, pos.z - area.MinEdge.z
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+ local stride_z, stride_y = area.zstride, area.ystride
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+ local count = 0
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+ for z = -radius, radius do
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+ -- Offset contributed by z plus 1 to make it 1-indexed
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+ local new_z = (z + offset_z) * stride_z + 1
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+ for y = -radius, radius do
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+ local new_y = new_z + (y + offset_y) * stride_y
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+ for x = -radius, radius do
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+ local squared = x * x + y * y + z * z
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+ if squared <= max_radius and (not hollow or squared >= min_radius) then
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+ -- Position is on surface of sphere
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+ local i = new_y + (x + offset_x)
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+ data[i] = node_id
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+ count = count + 1
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+ end
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+ end
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+ end
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+ end
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+
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+ mh.finish(manip, data)
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+
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+ return count
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+end
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+
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+
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+--- Adds a dome.
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+-- @param pos Position to center dome at.
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+-- @param radius Dome radius. Negative for concave domes.
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+-- @param node_name Name of node to make dome of.
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+-- @param hollow Whether the dome should be hollow.
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+-- @return The number of nodes added.
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+-- TODO: Add axis option.
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+function worldedit.dome(pos, radius, node_name, hollow)
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+ local min_y, max_y = 0, radius
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+ if radius < 0 then
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+ radius = -radius
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+ min_y, max_y = -radius, 0
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+ end
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+
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|
+ 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 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, 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, math.max(radius1, radius2), length)
|
|
|
+ local data = mh.get_empty_data(area)
|
|
|
+
|
|
|
+ -- Add desired shape (anything inbetween cylinder & cone)
|
|
|
+ local node_id = minetest.get_content_id(node_name)
|
|
|
+ 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 count = 0
|
|
|
+ for i = 0, length - 1 do
|
|
|
+ -- Calulate radius for this "height" in the cylinder
|
|
|
+ local radius = radius1 + (radius2 - radius1) * (i + 1) / length
|
|
|
+ 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
|
|
|
+ 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.
|
|
|
+-- @param hollow Whether the pyramid should be hollow.
|
|
|
+-- @return The number of nodes added.
|
|
|
+function worldedit.pyramid(pos, axis, height, node_name, hollow)
|
|
|
+ local other1, other2 = worldedit.get_axis_others(axis)
|
|
|
+
|
|
|
+ -- Set up voxel manipulator
|
|
|
+ -- FIXME: passing negative <radius> causes mis-sorted pos to be passed
|
|
|
+ -- into mh.init() which is technically not allowed but works
|
|
|
+ local manip, area = mh.init_axis_radius(pos, axis, height)
|
|
|
+ local data = mh.get_empty_data(area)
|
|
|
+
|
|
|
+ -- Handle inverted pyramids
|
|
|
+ local 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]
|
|
|
+ if (not hollow or size - math.abs(index2) < 2 or size - math.abs(index3) < 2) then
|
|
|
+ data[i] = node_id
|
|
|
+ count = count + 1
|
|
|
+ end
|
|
|
+ end
|
|
|
+ end
|
|
|
+ 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
|