1 --- Generic node manipulations.
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2 -- @module worldedit.manipulations
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4 local mh = worldedit.manip_helpers
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7 --- Sets a region to `node_names`.
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10 -- @param node_names Node name or list of node names.
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11 -- @return The number of nodes set.
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12 function worldedit.set(pos1, pos2, node_names)
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13 pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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15 local manip, area = mh.init(pos1, pos2)
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16 local data = mh.get_empty_data(area)
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18 if type(node_names) == "string" then -- Only one type of node
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19 local id = minetest.get_content_id(node_names)
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20 -- Fill area with node
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21 for i in area:iterp(pos1, pos2) do
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24 else -- Several types of nodes specified
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26 for i, v in ipairs(node_names) do
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27 node_ids[i] = minetest.get_content_id(v)
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29 -- Fill area randomly with nodes
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30 local id_count, rand = #node_ids, math.random
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31 for i in area:iterp(pos1, pos2) do
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32 data[i] = node_ids[rand(id_count)]
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36 mh.finish(manip, data)
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38 return worldedit.volume(pos1, pos2)
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41 --- Sets param2 of a region.
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44 -- @param param2 Value of param2 to set
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45 -- @return The number of nodes set.
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46 function worldedit.set_param2(pos1, pos2, param2)
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47 pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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49 local manip, area = mh.init(pos1, pos2)
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50 local param2_data = manip:get_param2_data()
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52 -- Set param2 for every node
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53 for i in area:iterp(pos1, pos2) do
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54 param2_data[i] = param2
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58 manip:set_param2_data(param2_data)
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59 manip:write_to_map()
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62 return worldedit.volume(pos1, pos2)
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65 --- Replaces all instances of `search_node` with `replace_node` in a region.
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66 -- When `inverse` is `true`, replaces all instances that are NOT `search_node`.
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67 -- @return The number of nodes replaced.
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68 function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)
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69 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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71 local manip, area = mh.init(pos1, pos2)
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72 local data = manip:get_data()
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74 local search_id = minetest.get_content_id(search_node)
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75 local replace_id = minetest.get_content_id(replace_node)
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80 for i in area:iterp(pos1, pos2) do
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81 if data[i] == search_id then
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82 data[i] = replace_id
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87 for i in area:iterp(pos1, pos2) do
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88 if data[i] ~= search_id then
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89 data[i] = replace_id
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95 mh.finish(manip, data)
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101 --- Duplicates a region `amount` times with offset vector `direction`.
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102 -- Stacking is spread across server steps, one copy per step.
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103 -- @return The number of nodes stacked.
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104 function worldedit.stack2(pos1, pos2, direction, amount, finished)
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106 local translated = {x=0, y=0, z=0}
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107 local function next_one()
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110 translated.x = translated.x + direction.x
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111 translated.y = translated.y + direction.y
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112 translated.z = translated.z + direction.z
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113 worldedit.copy2(pos1, pos2, translated)
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114 minetest.after(0, next_one)
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122 return worldedit.volume(pos1, pos2) * amount
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126 --- Copies a region along `axis` by `amount` nodes.
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129 -- @param axis Axis ("x", "y", or "z")
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131 -- @return The number of nodes copied.
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132 function worldedit.copy(pos1, pos2, axis, amount)
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133 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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135 local dim = vector.add(vector.subtract(pos2, pos1), 1)
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136 if amount > 0 and amount < dim[axis] then
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137 -- Source and destination region are overlapping and moving needs to
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138 -- happen in reverse.
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139 -- FIXME: I can't be bothered, so just defer to the legacy code for now.
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140 return worldedit.legacy_copy(pos1, pos2, axis, amount)
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143 local off = {x=0, y=0, z=0}
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145 return worldedit.copy2(pos1, pos2, off)
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148 -- This function is not offical part of the API and may be removed at any time.
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149 function worldedit.legacy_copy(pos1, pos2, axis, amount)
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150 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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152 worldedit.keep_loaded(pos1, pos2)
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154 local get_node, get_meta, set_node = minetest.get_node,
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155 minetest.get_meta, minetest.set_node
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156 -- Copy things backwards
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159 while pos.x >= pos1.x do
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161 while pos.y >= pos1.y do
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163 while pos.z >= pos1.z do
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164 local node = get_node(pos) -- Obtain current node
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165 local meta = get_meta(pos):to_table() -- Get meta of current node
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166 local value = pos[axis] -- Store current position
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167 pos[axis] = value + amount -- Move along axis
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168 set_node(pos, node) -- Copy node to new position
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169 get_meta(pos):from_table(meta) -- Set metadata of new node
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170 pos[axis] = value -- Restore old position
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177 return worldedit.volume(pos1, pos2)
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180 --- Copies a region by offset vector `off`.
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184 -- @return The number of nodes copied.
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185 function worldedit.copy2(pos1, pos2, off)
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186 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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188 local src_manip, src_area = mh.init(pos1, pos2)
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189 local src_stride = {x=1, y=src_area.ystride, z=src_area.zstride}
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190 local src_offset = vector.subtract(pos1, src_area.MinEdge)
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192 local dpos1 = vector.add(pos1, off)
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193 local dpos2 = vector.add(pos2, off)
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194 local dim = vector.add(vector.subtract(pos2, pos1), 1)
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196 local dst_manip, dst_area = mh.init(dpos1, dpos2)
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197 local dst_stride = {x=1, y=dst_area.ystride, z=dst_area.zstride}
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198 local dst_offset = vector.subtract(dpos1, dst_area.MinEdge)
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200 local function do_copy(src_data, dst_data)
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201 for z = 0, dim.z-1 do
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202 local src_index_z = (src_offset.z + z) * src_stride.z + 1 -- +1 for 1-based indexing
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203 local dst_index_z = (dst_offset.z + z) * dst_stride.z + 1
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204 for y = 0, dim.y-1 do
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205 local src_index_y = src_index_z + (src_offset.y + y) * src_stride.y
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206 local dst_index_y = dst_index_z + (dst_offset.y + y) * dst_stride.y
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207 -- Copy entire row at once
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208 local src_index_x = src_index_y + src_offset.x
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209 local dst_index_x = dst_index_y + dst_offset.x
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210 for x = 0, dim.x-1 do
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211 dst_data[dst_index_x + x] = src_data[src_index_x + x]
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218 local src_data = src_manip:get_data()
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219 local dst_data = dst_manip:get_data()
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220 do_copy(src_data, dst_data)
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221 dst_manip:set_data(dst_data)
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224 src_manip:get_light_data(src_data)
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225 dst_manip:get_light_data(dst_data)
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226 do_copy(src_data, dst_data)
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227 dst_manip:set_light_data(dst_data)
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230 src_manip:get_param2_data(src_data)
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231 dst_manip:get_param2_data(dst_data)
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232 do_copy(src_data, dst_data)
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233 dst_manip:set_param2_data(dst_data)
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235 mh.finish(dst_manip)
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240 local get_meta = minetest.get_meta
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241 for z = 0, dim.z-1 do
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242 for y = 0, dim.y-1 do
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243 for x = 0, dim.x-1 do
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244 local pos = {x=pos1.x+x, y=pos1.y+y, z=pos1.z+z}
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245 local meta = get_meta(pos):to_table()
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246 pos = vector.add(pos, off)
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247 get_meta(pos):from_table(meta)
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252 return worldedit.volume(pos1, pos2)
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255 --- Moves a region along `axis` by `amount` nodes.
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256 -- @return The number of nodes moved.
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257 function worldedit.move(pos1, pos2, axis, amount)
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258 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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260 worldedit.keep_loaded(pos1, pos2)
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262 --- TODO: Move slice by slice using schematic method in the move axis
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263 -- and transfer metadata in separate loop (and if the amount is
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264 -- greater than the length in the axis, copy whole thing at a time and
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265 -- erase original after, using schematic method).
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266 local get_node, get_meta, set_node, remove_node = minetest.get_node,
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267 minetest.get_meta, minetest.set_node, minetest.remove_node
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268 -- Copy things backwards when negative to avoid corruption.
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269 --- FIXME: Lots of code duplication here.
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273 while pos.x <= pos2.x do
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275 while pos.y <= pos2.y do
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277 while pos.z <= pos2.z do
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278 local node = get_node(pos) -- Obtain current node
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279 local meta = get_meta(pos):to_table() -- Get metadata of current node
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280 remove_node(pos) -- Remove current node
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281 local value = pos[axis] -- Store current position
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282 pos[axis] = value + amount -- Move along axis
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283 set_node(pos, node) -- Move node to new position
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284 get_meta(pos):from_table(meta) -- Set metadata of new node
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285 pos[axis] = value -- Restore old position
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295 while pos.x >= pos1.x do
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297 while pos.y >= pos1.y do
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299 while pos.z >= pos1.z do
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300 local node = get_node(pos) -- Obtain current node
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301 local meta = get_meta(pos):to_table() -- Get metadata of current node
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302 remove_node(pos) -- Remove current node
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303 local value = pos[axis] -- Store current position
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304 pos[axis] = value + amount -- Move along axis
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305 set_node(pos, node) -- Move node to new position
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306 get_meta(pos):from_table(meta) -- Set metadata of new node
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307 pos[axis] = value -- Restore old position
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315 return worldedit.volume(pos1, pos2)
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319 --- Duplicates a region along `axis` `amount` times.
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320 -- Stacking is spread across server steps, one copy per step.
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323 -- @param axis Axis direction, "x", "y", or "z".
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325 -- @return The number of nodes stacked.
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326 function worldedit.stack(pos1, pos2, axis, count)
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327 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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328 local length = pos2[axis] - pos1[axis] + 1
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334 local copy = worldedit.copy
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336 local function next_one()
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339 amount = amount + length
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340 copy(pos1, pos2, axis, amount)
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341 minetest.after(0, next_one)
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345 return worldedit.volume(pos1, pos2) * count
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349 --- Stretches a region by a factor of positive integers along the X, Y, and Z
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350 -- axes, respectively, with `pos1` as the origin.
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353 -- @param stretch_x Amount to stretch along X axis.
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354 -- @param stretch_y Amount to stretch along Y axis.
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355 -- @param stretch_z Amount to stretch along Z axis.
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356 -- @return The number of nodes scaled.
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357 -- @return The new scaled position 1.
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358 -- @return The new scaled position 2.
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359 function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)
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360 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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362 -- Prepare schematic of large node
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363 local get_node, get_meta, place_schematic = minetest.get_node,
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364 minetest.get_meta, minetest.place_schematic
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365 local placeholder_node = {name="", param1=255, param2=0}
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367 for i = 1, stretch_x * stretch_y * stretch_z do
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368 nodes[i] = placeholder_node
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370 local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}
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372 local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1
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375 x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,
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376 y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,
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377 z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,
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379 worldedit.keep_loaded(pos1, new_pos2)
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381 local pos = {x=pos2.x, y=0, z=0}
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382 local big_pos = {x=0, y=0, z=0}
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383 while pos.x >= pos1.x do
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385 while pos.y >= pos1.y do
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387 while pos.z >= pos1.z do
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388 local node = get_node(pos) -- Get current node
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389 local meta = get_meta(pos):to_table() -- Get meta of current node
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391 -- Calculate far corner of the big node
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392 local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x
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393 local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y
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394 local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z
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396 -- Create large node
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397 placeholder_node.name = node.name
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398 placeholder_node.param2 = node.param2
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399 big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z
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400 place_schematic(big_pos, schematic)
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402 -- Fill in large node meta
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403 if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then
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404 -- Node has meta fields
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405 for x = 0, size_x do
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406 for y = 0, size_y do
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407 for z = 0, size_z do
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408 big_pos.x = pos_x + x
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409 big_pos.y = pos_y + y
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410 big_pos.z = pos_z + z
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411 -- Set metadata of new node
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412 get_meta(big_pos):from_table(meta)
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423 return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2
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427 --- Transposes a region between two axes.
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428 -- @return The number of nodes transposed.
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429 -- @return The new transposed position 1.
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430 -- @return The new transposed position 2.
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431 function worldedit.transpose(pos1, pos2, axis1, axis2)
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432 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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435 local extent1, extent2 = pos2[axis1] - pos1[axis1], pos2[axis2] - pos1[axis2]
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437 if extent1 > extent2 then
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438 compare = function(extent1, extent2)
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439 return extent1 > extent2
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442 compare = function(extent1, extent2)
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443 return extent1 < extent2
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447 -- Calculate the new position 2 after transposition
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448 local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}
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449 new_pos2[axis1] = pos1[axis1] + extent2
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450 new_pos2[axis2] = pos1[axis2] + extent1
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452 local upper_bound = {x=pos2.x, y=pos2.y, z=pos2.z}
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453 if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end
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454 if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end
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455 worldedit.keep_loaded(pos1, upper_bound)
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457 local pos = {x=pos1.x, y=0, z=0}
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458 local get_node, get_meta, set_node = minetest.get_node,
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459 minetest.get_meta, minetest.set_node
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460 while pos.x <= pos2.x do
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462 while pos.y <= pos2.y do
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464 while pos.z <= pos2.z do
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465 local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]
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466 if compare(extent1, extent2) then -- Transpose only if below the diagonal
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467 local node1 = get_node(pos)
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468 local meta1 = get_meta(pos):to_table()
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469 local value1, value2 = pos[axis1], pos[axis2] -- Save position values
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470 pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents
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471 local node2 = get_node(pos)
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472 local meta2 = get_meta(pos):to_table()
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473 set_node(pos, node1)
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474 get_meta(pos):from_table(meta1)
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475 pos[axis1], pos[axis2] = value1, value2 -- Restore position values
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476 set_node(pos, node2)
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477 get_meta(pos):from_table(meta2)
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485 return worldedit.volume(pos1, pos2), pos1, new_pos2
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489 --- Flips a region along `axis`.
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490 -- @return The number of nodes flipped.
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491 function worldedit.flip(pos1, pos2, axis)
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492 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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494 worldedit.keep_loaded(pos1, pos2)
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496 --- TODO: Flip the region slice by slice along the flip axis using schematic method.
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497 local pos = {x=pos1.x, y=0, z=0}
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498 local start = pos1[axis] + pos2[axis]
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499 pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)
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500 local get_node, get_meta, set_node = minetest.get_node,
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501 minetest.get_meta, minetest.set_node
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502 while pos.x <= pos2.x do
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504 while pos.y <= pos2.y do
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506 while pos.z <= pos2.z do
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507 local node1 = get_node(pos)
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508 local meta1 = get_meta(pos):to_table()
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509 local value = pos[axis] -- Save position
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510 pos[axis] = start - value -- Shift position
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511 local node2 = get_node(pos)
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512 local meta2 = get_meta(pos):to_table()
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513 set_node(pos, node1)
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514 get_meta(pos):from_table(meta1)
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515 pos[axis] = value -- Restore position
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516 set_node(pos, node2)
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517 get_meta(pos):from_table(meta2)
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524 return worldedit.volume(pos1, pos2)
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528 --- Rotates a region clockwise around an axis.
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531 -- @param axis Axis ("x", "y", or "z").
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532 -- @param angle Angle in degrees (90 degree increments only).
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533 -- @return The number of nodes rotated.
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534 -- @return The new first position.
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535 -- @return The new second position.
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536 function worldedit.rotate(pos1, pos2, axis, angle)
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537 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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539 local other1, other2 = worldedit.get_axis_others(axis)
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540 angle = angle % 360
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543 if angle == 90 then
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544 worldedit.flip(pos1, pos2, other1)
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545 count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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546 elseif angle == 180 then
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547 worldedit.flip(pos1, pos2, other1)
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548 count = worldedit.flip(pos1, pos2, other2)
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549 elseif angle == 270 then
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550 worldedit.flip(pos1, pos2, other2)
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551 count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)
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553 error("Only 90 degree increments are supported!")
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555 return count, pos1, pos2
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559 --- Rotates all oriented nodes in a region clockwise around the Y axis.
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562 -- @param angle Angle in degrees (90 degree increments only).
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563 -- @return The number of nodes oriented.
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564 function worldedit.orient(pos1, pos2, angle)
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565 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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566 local registered_nodes = minetest.registered_nodes
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568 local wallmounted = {
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569 [90] = {0, 1, 5, 4, 2, 3, 0, 0},
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570 [180] = {0, 1, 3, 2, 5, 4, 0, 0},
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571 [270] = {0, 1, 4, 5, 3, 2, 0, 0}
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574 [90] = { 1, 2, 3, 0, 13, 14, 15, 12, 17, 18, 19, 16,
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575 9, 10, 11, 8, 5, 6, 7, 4, 23, 20, 21, 22},
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576 [180] = { 2, 3, 0, 1, 10, 11, 8, 9, 6, 7, 4, 5,
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577 18, 19, 16, 17, 14, 15, 12, 13, 22, 23, 20, 21},
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578 [270] = { 3, 0, 1, 2, 19, 16, 17, 18, 15, 12, 13, 14,
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579 7, 4, 5, 6, 11, 8, 9, 10, 21, 22, 23, 20}
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582 angle = angle % 360
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586 if angle % 90 ~= 0 then
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587 error("Only 90 degree increments are supported!")
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589 local wallmounted_substitution = wallmounted[angle]
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590 local facedir_substitution = facedir[angle]
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592 worldedit.keep_loaded(pos1, pos2)
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595 local get_node, swap_node = minetest.get_node, minetest.swap_node
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596 local pos = {x=pos1.x, y=0, z=0}
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597 while pos.x <= pos2.x do
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599 while pos.y <= pos2.y do
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601 while pos.z <= pos2.z do
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602 local node = get_node(pos)
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603 local def = registered_nodes[node.name]
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605 local paramtype2 = def.paramtype2
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606 if paramtype2 == "wallmounted" or
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607 paramtype2 == "colorwallmounted" then
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608 local orient = node.param2 % 8
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609 node.param2 = node.param2 - orient +
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610 wallmounted_substitution[orient + 1]
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611 swap_node(pos, node)
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613 elseif paramtype2 == "facedir" or
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614 paramtype2 == "colorfacedir" then
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615 local orient = node.param2 % 32
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616 node.param2 = node.param2 - orient +
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617 facedir_substitution[orient + 1]
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618 swap_node(pos, node)
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632 --- Attempts to fix the lighting in a region.
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633 -- @return The number of nodes updated.
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634 function worldedit.fixlight(pos1, pos2)
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635 local pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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637 local vmanip = minetest.get_voxel_manip(pos1, pos2)
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638 vmanip:write_to_map()
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639 vmanip:update_map() -- this updates the lighting
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641 return worldedit.volume(pos1, pos2)
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645 --- Clears all objects in a region.
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646 -- @return The number of objects cleared.
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647 function worldedit.clear_objects(pos1, pos2)
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648 pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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650 worldedit.keep_loaded(pos1, pos2)
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652 -- Offset positions to include full nodes (positions are in the center of nodes)
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653 local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5
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654 local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5
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656 -- Center of region
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658 x = pos1x + ((pos2x - pos1x) / 2),
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659 y = pos1y + ((pos2y - pos1y) / 2),
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660 z = pos1z + ((pos2z - pos1z) / 2)
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662 -- Bounding sphere radius
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663 local radius = math.sqrt(
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664 (center.x - pos1x) ^ 2 +
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665 (center.y - pos1y) ^ 2 +
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666 (center.z - pos1z) ^ 2)
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668 for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do
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669 local entity = obj:get_luaentity()
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670 -- Avoid players and WorldEdit entities
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671 if not obj:is_player() and (not entity or
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672 not entity.name:find("^worldedit:")) then
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673 local pos = obj:get_pos()
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674 if pos.x >= pos1x and pos.x <= pos2x and
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675 pos.y >= pos1y and pos.y <= pos2y and
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676 pos.z >= pos1z and pos.z <= pos2z then
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