-worldedit = worldedit or {}\r
-\r
---modifies positions `pos1` and `pos2` so that each component of `pos1` is less than or equal to its corresponding conent of `pos2`, returning two new positions\r
-worldedit.sort_pos = function(pos1, pos2)\r
- pos1 = {x=pos1.x, y=pos1.y, z=pos1.z}\r
- pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}\r
- if pos1.x > pos2.x then\r
- pos2.x, pos1.x = pos1.x, pos2.x\r
- end\r
- if pos1.y > pos2.y then\r
- pos2.y, pos1.y = pos1.y, pos2.y\r
- end\r
- if pos1.z > pos2.z then\r
- pos2.z, pos1.z = pos1.z, pos2.z\r
+--- Generic node manipulations.\r
+-- @module worldedit.manipulations\r
+\r
+local mh = worldedit.manip_helpers\r
+\r
+\r
+--- Sets a region to `node_names`.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param node_names Node name or list of node names.\r
+-- @return The number of nodes set.\r
+function worldedit.set(pos1, pos2, node_names)\r
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
+\r
+ local manip, area = mh.init(pos1, pos2)\r
+ local data = mh.get_empty_data(area)\r
+\r
+ if type(node_names) == "string" then -- Only one type of node\r
+ local id = minetest.get_content_id(node_names)\r
+ -- Fill area with node\r
+ for i in area:iterp(pos1, pos2) do\r
+ data[i] = id\r
+ end\r
+ else -- Several types of nodes specified\r
+ local node_ids = {}\r
+ for i, v in ipairs(node_names) do\r
+ node_ids[i] = minetest.get_content_id(v)\r
+ end\r
+ -- Fill area randomly with nodes\r
+ local id_count, rand = #node_ids, math.random\r
+ for i in area:iterp(pos1, pos2) do\r
+ data[i] = node_ids[rand(id_count)]\r
+ end\r
end\r
- return pos1, pos2\r
-end\r
\r
---determines the volume of the region defined by positions `pos1` and `pos2`, returning the volume\r
-worldedit.volume = function(pos1, pos2)\r
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
- return (pos2.x - pos1.x + 1) * (pos2.y - pos1.y + 1) * (pos2.z - pos1.z + 1)\r
+ mh.finish(manip, data)\r
+\r
+ return worldedit.volume(pos1, pos2)\r
end\r
\r
---sets a region defined by positions `pos1` and `pos2` to `nodename`, returning the number of nodes filled\r
-worldedit.set = function(pos1, pos2, nodename)\r
- local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
- local env = minetest.env\r
+--- Sets param2 of a region.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param param2 Value of param2 to set\r
+-- @return The number of nodes set.\r
+function worldedit.set_param2(pos1, pos2, param2)\r
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
\r
- local node = {name=nodename}\r
- local pos = {x=pos1.x, y=0, z=0}\r
- while pos.x <= pos2.x do\r
- pos.y = pos1.y\r
- while pos.y <= pos2.y do\r
- pos.z = pos1.z\r
- while pos.z <= pos2.z do\r
- env:add_node(pos, node)\r
- pos.z = pos.z + 1\r
- end\r
- pos.y = pos.y + 1\r
- end\r
- pos.x = pos.x + 1\r
+ local manip, area = mh.init(pos1, pos2)\r
+ local param2_data = manip:get_param2_data()\r
+\r
+ -- Set param2 for every node\r
+ for i in area:iterp(pos1, pos2) do\r
+ param2_data[i] = param2\r
end\r
+\r
+ -- Update map\r
+ manip:set_param2_data(param2_data)\r
+ manip:write_to_map()\r
+ manip:update_map()\r
+\r
return worldedit.volume(pos1, pos2)\r
end\r
\r
---replaces all instances of `searchnode` with `replacenode` in a region defined by positions `pos1` and `pos2`, returning the number of nodes replaced\r
-worldedit.replace = function(pos1, pos2, searchnode, replacenode)\r
+--- Replaces all instances of `search_node` with `replace_node` in a region.\r
+-- When `inverse` is `true`, replaces all instances that are NOT `search_node`.\r
+-- @return The number of nodes replaced.\r
+function worldedit.replace(pos1, pos2, search_node, replace_node, inverse)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
- local env = minetest.env\r
\r
- if minetest.registered_nodes[searchnode] == nil then\r
- searchnode = "default:" .. searchnode\r
- end\r
+ local manip, area = mh.init(pos1, pos2)\r
+ local data = manip:get_data()\r
+\r
+ local search_id = minetest.get_content_id(search_node)\r
+ local replace_id = minetest.get_content_id(replace_node)\r
\r
- local pos = {x=pos1.x, y=0, z=0}\r
- local node = {name=replacenode}\r
local count = 0\r
- while pos.x <= pos2.x do\r
- pos.y = pos1.y\r
- while pos.y <= pos2.y do\r
- pos.z = pos1.z\r
- while pos.z <= pos2.z do\r
- if env:get_node(pos).name == searchnode then\r
- env:add_node(pos, node)\r
- count = count + 1\r
- end\r
- pos.z = pos.z + 1\r
+\r
+ --- TODO: This could be shortened by checking `inverse` in the loop,\r
+ -- but that would have a speed penalty. Is the penalty big enough\r
+ -- to matter?\r
+ if not inverse then\r
+ for i in area:iterp(pos1, pos2) do\r
+ if data[i] == search_id then\r
+ data[i] = replace_id\r
+ count = count + 1\r
+ end\r
+ end\r
+ else\r
+ for i in area:iterp(pos1, pos2) do\r
+ if data[i] ~= search_id then\r
+ data[i] = replace_id\r
+ count = count + 1\r
end\r
- pos.y = pos.y + 1\r
end\r
- pos.x = pos.x + 1\r
end\r
+\r
+ mh.finish(manip, data)\r
+\r
return count\r
end\r
\r
---copies the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes copied\r
-worldedit.copy = function(pos1, pos2, axis, amount)\r
+\r
+--- Duplicates a region `amount` times with offset vector `direction`.\r
+-- Stacking is spread across server steps, one copy per step.\r
+-- @return The number of nodes stacked.\r
+function worldedit.stack2(pos1, pos2, direction, amount, finished)\r
+ local i = 0\r
+ local translated = {x=0, y=0, z=0}\r
+ local function next_one()\r
+ if i < amount then\r
+ i = i + 1\r
+ translated.x = translated.x + direction.x\r
+ translated.y = translated.y + direction.y\r
+ translated.z = translated.z + direction.z\r
+ worldedit.copy2(pos1, pos2, translated)\r
+ minetest.after(0, next_one)\r
+ else\r
+ if finished then\r
+ finished()\r
+ end\r
+ end\r
+ end\r
+ next_one()\r
+ return worldedit.volume(pos1, pos2) * amount\r
+end\r
+\r
+\r
+--- Copies a region along `axis` by `amount` nodes.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param axis Axis ("x", "y", or "z")\r
+-- @param amount\r
+-- @return The number of nodes copied.\r
+function worldedit.copy(pos1, pos2, axis, amount)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
- local env = minetest.env\r
\r
+ worldedit.keep_loaded(pos1, pos2)\r
+\r
+ local get_node, get_meta, set_node = minetest.get_node,\r
+ minetest.get_meta, minetest.set_node\r
+ -- Copy things backwards when negative to avoid corruption.\r
+ -- FIXME: Lots of code duplication here.\r
if amount < 0 then\r
- local pos = {x=pos1.x, y=0, z=0}\r
+ local pos = {}\r
+ pos.x = pos1.x\r
while pos.x <= pos2.x do\r
pos.y = pos1.y\r
while pos.y <= pos2.y do\r
pos.z = pos1.z\r
while pos.z <= pos2.z do\r
- local node = env:get_node(pos) --obtain current node\r
- local meta = env:get_meta(pos):to_table() --get meta of current node\r
- local value = pos[axis] --store current position\r
- pos[axis] = value + amount --move along axis\r
- env:add_node(pos, node) --copy node to new position\r
- env:get_meta(pos):from_table(meta) --set metadata of new node\r
- pos[axis] = value --restore old position\r
+ local node = get_node(pos) -- Obtain current node\r
+ local meta = get_meta(pos):to_table() -- Get meta of current node\r
+ local value = pos[axis] -- Store current position\r
+ pos[axis] = value + amount -- Move along axis\r
+ set_node(pos, node) -- Copy node to new position\r
+ get_meta(pos):from_table(meta) -- Set metadata of new node\r
+ pos[axis] = value -- Restore old position\r
pos.z = pos.z + 1\r
end\r
pos.y = pos.y + 1\r
pos.x = pos.x + 1\r
end\r
else\r
- local pos = {x=pos2.x, y=0, z=0}\r
+ local pos = {}\r
+ pos.x = pos2.x\r
while pos.x >= pos1.x do\r
pos.y = pos2.y\r
while pos.y >= pos1.y do\r
pos.z = pos2.z\r
while pos.z >= pos1.z do\r
- local node = minetest.env:get_node(pos) --obtain current node\r
- local meta = env:get_meta(pos):to_table() --get meta of current node\r
- local value = pos[axis] --store current position\r
- pos[axis] = value + amount --move along axis\r
- minetest.env:add_node(pos, node) --copy node to new position\r
- env:get_meta(pos):from_table(meta) --set metadata of new node\r
- pos[axis] = value --restore old position\r
+ local node = get_node(pos) -- Obtain current node\r
+ local meta = get_meta(pos):to_table() -- Get meta of current node\r
+ local value = pos[axis] -- Store current position\r
+ pos[axis] = value + amount -- Move along axis\r
+ set_node(pos, node) -- Copy node to new position\r
+ get_meta(pos):from_table(meta) -- Set metadata of new node\r
+ pos[axis] = value -- Restore old position\r
pos.z = pos.z - 1\r
end\r
pos.y = pos.y - 1\r
return worldedit.volume(pos1, pos2)\r
end\r
\r
---moves the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") by `amount` nodes, returning the number of nodes moved\r
-worldedit.move = function(pos1, pos2, axis, amount)\r
+--- Copies a region by offset vector `off`.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param off\r
+-- @return The number of nodes copied.\r
+function worldedit.copy2(pos1, pos2, off)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
- local env = minetest.env\r
\r
+ worldedit.keep_loaded(pos1, pos2)\r
+\r
+ local get_node, get_meta, set_node = minetest.get_node,\r
+ minetest.get_meta, minetest.set_node\r
+ local pos = {}\r
+ pos.x = pos2.x\r
+ while pos.x >= pos1.x do\r
+ pos.y = pos2.y\r
+ while pos.y >= pos1.y do\r
+ pos.z = pos2.z\r
+ while pos.z >= pos1.z do\r
+ local node = get_node(pos) -- Obtain current node\r
+ local meta = get_meta(pos):to_table() -- Get meta of current node\r
+ local newpos = vector.add(pos, off) -- Calculate new position\r
+ set_node(newpos, node) -- Copy node to new position\r
+ get_meta(newpos):from_table(meta) -- Set metadata of new node\r
+ pos.z = pos.z - 1\r
+ end\r
+ pos.y = pos.y - 1\r
+ end\r
+ pos.x = pos.x - 1\r
+ end\r
+ return worldedit.volume(pos1, pos2)\r
+end\r
+\r
+--- Moves a region along `axis` by `amount` nodes.\r
+-- @return The number of nodes moved.\r
+function worldedit.move(pos1, pos2, axis, amount)\r
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
+\r
+ worldedit.keep_loaded(pos1, pos2)\r
+\r
+ --- TODO: Move slice by slice using schematic method in the move axis\r
+ -- and transfer metadata in separate loop (and if the amount is\r
+ -- greater than the length in the axis, copy whole thing at a time and\r
+ -- erase original after, using schematic method).\r
+ local get_node, get_meta, set_node, remove_node = minetest.get_node,\r
+ minetest.get_meta, minetest.set_node, minetest.remove_node\r
+ -- Copy things backwards when negative to avoid corruption.\r
+ --- FIXME: Lots of code duplication here.\r
if amount < 0 then\r
- local pos = {x=pos1.x, y=0, z=0}\r
+ local pos = {}\r
+ pos.x = pos1.x\r
while pos.x <= pos2.x do\r
pos.y = pos1.y\r
while pos.y <= pos2.y do\r
pos.z = pos1.z\r
while pos.z <= pos2.z do\r
- local node = env:get_node(pos) --obtain current node\r
- local meta = env:get_meta(pos):to_table() --get metadata of current node\r
- env:remove_node(pos)\r
- local value = pos[axis] --store current position\r
- pos[axis] = value + amount --move along axis\r
- env:add_node(pos, node) --move node to new position\r
- env:get_meta(pos):from_table(meta) --set metadata of new node\r
- pos[axis] = value --restore old position\r
+ local node = get_node(pos) -- Obtain current node\r
+ local meta = get_meta(pos):to_table() -- Get metadata of current node\r
+ remove_node(pos) -- Remove current node\r
+ local value = pos[axis] -- Store current position\r
+ pos[axis] = value + amount -- Move along axis\r
+ set_node(pos, node) -- Move node to new position\r
+ get_meta(pos):from_table(meta) -- Set metadata of new node\r
+ pos[axis] = value -- Restore old position\r
pos.z = pos.z + 1\r
end\r
pos.y = pos.y + 1\r
pos.x = pos.x + 1\r
end\r
else\r
- local pos = {x=pos2.x, y=0, z=0}\r
+ local pos = {}\r
+ pos.x = pos2.x\r
while pos.x >= pos1.x do\r
pos.y = pos2.y\r
while pos.y >= pos1.y do\r
pos.z = pos2.z\r
while pos.z >= pos1.z do\r
- local node = env:get_node(pos) --obtain current node\r
- local meta = env:get_meta(pos):to_table() --get metadata of current node\r
- env:remove_node(pos)\r
- local value = pos[axis] --store current position\r
- pos[axis] = value + amount --move along axis\r
- env:add_node(pos, node) --move node to new position\r
- env:get_meta(pos):from_table(meta) --set metadata of new node\r
- pos[axis] = value --restore old position\r
+ local node = get_node(pos) -- Obtain current node\r
+ local meta = get_meta(pos):to_table() -- Get metadata of current node\r
+ remove_node(pos) -- Remove current node\r
+ local value = pos[axis] -- Store current position\r
+ pos[axis] = value + amount -- Move along axis\r
+ set_node(pos, node) -- Move node to new position\r
+ get_meta(pos):from_table(meta) -- Set metadata of new node\r
+ pos[axis] = value -- Restore old position\r
pos.z = pos.z - 1\r
end\r
pos.y = pos.y - 1\r
return worldedit.volume(pos1, pos2)\r
end\r
\r
---duplicates the region defined by positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z") `count` times, returning the number of nodes stacked\r
-worldedit.stack = function(pos1, pos2, axis, count)\r
+\r
+--- Duplicates a region along `axis` `amount` times.\r
+-- Stacking is spread across server steps, one copy per step.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param axis Axis direction, "x", "y", or "z".\r
+-- @param count\r
+-- @return The number of nodes stacked.\r
+function worldedit.stack(pos1, pos2, axis, count)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
local length = pos2[axis] - pos1[axis] + 1\r
if count < 0 then\r
end\r
local amount = 0\r
local copy = worldedit.copy\r
- for i = 1, count do\r
- amount = amount + length\r
- copy(pos1, pos2, axis, amount)\r
+ local i = 1\r
+ local function next_one()\r
+ if i <= count then\r
+ i = i + 1\r
+ amount = amount + length\r
+ copy(pos1, pos2, axis, amount)\r
+ minetest.after(0, next_one)\r
+ end\r
end\r
- return worldedit.volume(pos1, pos2)\r
+ next_one()\r
+ return worldedit.volume(pos1, pos2) * count\r
+end\r
+\r
+\r
+--- Stretches a region by a factor of positive integers along the X, Y, and Z\r
+-- axes, respectively, with `pos1` as the origin.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param stretch_x Amount to stretch along X axis.\r
+-- @param stretch_y Amount to stretch along Y axis.\r
+-- @param stretch_z Amount to stretch along Z axis.\r
+-- @return The number of nodes scaled.\r
+-- @return The new scaled position 1.\r
+-- @return The new scaled position 2.\r
+function worldedit.stretch(pos1, pos2, stretch_x, stretch_y, stretch_z)\r
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
+\r
+ -- Prepare schematic of large node\r
+ local get_node, get_meta, place_schematic = minetest.get_node,\r
+ minetest.get_meta, minetest.place_schematic\r
+ local placeholder_node = {name="", param1=255, param2=0}\r
+ local nodes = {}\r
+ for i = 1, stretch_x * stretch_y * stretch_z do\r
+ nodes[i] = placeholder_node\r
+ end\r
+ local schematic = {size={x=stretch_x, y=stretch_y, z=stretch_z}, data=nodes}\r
+\r
+ local size_x, size_y, size_z = stretch_x - 1, stretch_y - 1, stretch_z - 1\r
+\r
+ local new_pos2 = {\r
+ x = pos1.x + (pos2.x - pos1.x) * stretch_x + size_x,\r
+ y = pos1.y + (pos2.y - pos1.y) * stretch_y + size_y,\r
+ z = pos1.z + (pos2.z - pos1.z) * stretch_z + size_z,\r
+ }\r
+ worldedit.keep_loaded(pos1, new_pos2)\r
+\r
+ local pos = {x=pos2.x, y=0, z=0}\r
+ local big_pos = {x=0, y=0, z=0}\r
+ while pos.x >= pos1.x do\r
+ pos.y = pos2.y\r
+ while pos.y >= pos1.y do\r
+ pos.z = pos2.z\r
+ while pos.z >= pos1.z do\r
+ local node = get_node(pos) -- Get current node\r
+ local meta = get_meta(pos):to_table() -- Get meta of current node\r
+\r
+ -- Calculate far corner of the big node\r
+ local pos_x = pos1.x + (pos.x - pos1.x) * stretch_x\r
+ local pos_y = pos1.y + (pos.y - pos1.y) * stretch_y\r
+ local pos_z = pos1.z + (pos.z - pos1.z) * stretch_z\r
+\r
+ -- Create large node\r
+ placeholder_node.name = node.name\r
+ placeholder_node.param2 = node.param2\r
+ big_pos.x, big_pos.y, big_pos.z = pos_x, pos_y, pos_z\r
+ place_schematic(big_pos, schematic)\r
+\r
+ -- Fill in large node meta\r
+ if next(meta.fields) ~= nil or next(meta.inventory) ~= nil then\r
+ -- Node has meta fields\r
+ for x = 0, size_x do\r
+ for y = 0, size_y do\r
+ for z = 0, size_z do\r
+ big_pos.x = pos_x + x\r
+ big_pos.y = pos_y + y\r
+ big_pos.z = pos_z + z\r
+ -- Set metadata of new node\r
+ get_meta(big_pos):from_table(meta)\r
+ end\r
+ end\r
+ end\r
+ end\r
+ pos.z = pos.z - 1\r
+ end\r
+ pos.y = pos.y - 1\r
+ end\r
+ pos.x = pos.x - 1\r
+ end\r
+ return worldedit.volume(pos1, pos2) * stretch_x * stretch_y * stretch_z, pos1, new_pos2\r
end\r
\r
---transposes a region defined by the positions `pos1` and `pos2` between the `axis1` and `axis2` axes, returning the number of nodes transposed, the new position 1, and the new position 2\r
-worldedit.transpose = function(pos1, pos2, axis1, axis2)\r
+\r
+--- Transposes a region between two axes.\r
+-- @return The number of nodes transposed.\r
+-- @return The new transposed position 1.\r
+-- @return The new transposed position 2.\r
+function worldedit.transpose(pos1, pos2, axis1, axis2)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
\r
local compare\r
end\r
end\r
\r
- --calculate the new position 2 after transposition\r
- local newpos2 = {x=pos1.x, y=pos1.y, z=pos1.z}\r
- newpos2[axis1] = pos1[axis1] + extent2\r
- newpos2[axis2] = pos1[axis2] + extent1\r
+ -- Calculate the new position 2 after transposition\r
+ local new_pos2 = {x=pos2.x, y=pos2.y, z=pos2.z}\r
+ new_pos2[axis1] = pos1[axis1] + extent2\r
+ new_pos2[axis2] = pos1[axis2] + extent1\r
+\r
+ local upper_bound = {x=pos2.x, y=pos2.y, z=pos2.z}\r
+ if upper_bound[axis1] < new_pos2[axis1] then upper_bound[axis1] = new_pos2[axis1] end\r
+ if upper_bound[axis2] < new_pos2[axis2] then upper_bound[axis2] = new_pos2[axis2] end\r
+ worldedit.keep_loaded(pos1, upper_bound)\r
\r
local pos = {x=pos1.x, y=0, z=0}\r
- local env = minetest.env\r
+ local get_node, get_meta, set_node = minetest.get_node,\r
+ minetest.get_meta, minetest.set_node\r
while pos.x <= pos2.x do\r
pos.y = pos1.y\r
while pos.y <= pos2.y do\r
pos.z = pos1.z\r
while pos.z <= pos2.z do\r
local extent1, extent2 = pos[axis1] - pos1[axis1], pos[axis2] - pos1[axis2]\r
- if compare(extent1, extent2) then --transpose only if below the diagonal\r
- local node1 = env:get_node(pos)\r
- local meta1 = env:get_meta(pos):to_table()\r
- local value1, value2 = pos[axis1], pos[axis2] --save position values\r
- pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 --swap axis extents\r
- local node2 = env:get_node(pos)\r
- local meta2 = env:get_meta(pos):to_table()\r
- env:add_node(pos, node1)\r
- env:get_meta(pos):from_table(meta1)\r
- pos[axis1], pos[axis2] = value1, value2 --restore position values\r
- env:add_node(pos, node2)\r
- env:get_meta(pos):from_table(meta2)\r
+ if compare(extent1, extent2) then -- Transpose only if below the diagonal\r
+ local node1 = get_node(pos)\r
+ local meta1 = get_meta(pos):to_table()\r
+ local value1, value2 = pos[axis1], pos[axis2] -- Save position values\r
+ pos[axis1], pos[axis2] = pos1[axis1] + extent2, pos1[axis2] + extent1 -- Swap axis extents\r
+ local node2 = get_node(pos)\r
+ local meta2 = get_meta(pos):to_table()\r
+ set_node(pos, node1)\r
+ get_meta(pos):from_table(meta1)\r
+ pos[axis1], pos[axis2] = value1, value2 -- Restore position values\r
+ set_node(pos, node2)\r
+ get_meta(pos):from_table(meta2)\r
end\r
pos.z = pos.z + 1\r
end\r
end\r
pos.x = pos.x + 1\r
end\r
- return worldedit.volume(pos1, pos2), pos1, newpos2\r
+ return worldedit.volume(pos1, pos2), pos1, new_pos2\r
end\r
\r
---flips a region defined by the positions `pos1` and `pos2` along the `axis` axis ("x" or "y" or "z"), returning the number of nodes flipped\r
-worldedit.flip = function(pos1, pos2, axis)\r
+\r
+--- Flips a region along `axis`.\r
+-- @return The number of nodes flipped.\r
+function worldedit.flip(pos1, pos2, axis)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
\r
+ worldedit.keep_loaded(pos1, pos2)\r
+\r
+ --- TODO: Flip the region slice by slice along the flip axis using schematic method.\r
local pos = {x=pos1.x, y=0, z=0}\r
local start = pos1[axis] + pos2[axis]\r
pos2[axis] = pos1[axis] + math.floor((pos2[axis] - pos1[axis]) / 2)\r
- local env = minetest.env\r
+ local get_node, get_meta, set_node = minetest.get_node,\r
+ minetest.get_meta, minetest.set_node\r
while pos.x <= pos2.x do\r
pos.y = pos1.y\r
while pos.y <= pos2.y do\r
pos.z = pos1.z\r
while pos.z <= pos2.z do\r
- local node1 = env:get_node(pos)\r
- local meta1 = env:get_meta(pos):to_table()\r
- local value = pos[axis]\r
- pos[axis] = start - value\r
- local node2 = env:get_node(pos)\r
- local meta2 = env:get_meta(pos):to_table()\r
- env:add_node(pos, node1)\r
- env:get_meta(pos):from_table(meta1)\r
- pos[axis] = value\r
- env:add_node(pos, node2)\r
- env:get_meta(pos):from_table(meta2)\r
+ local node1 = get_node(pos)\r
+ local meta1 = get_meta(pos):to_table()\r
+ local value = pos[axis] -- Save position\r
+ pos[axis] = start - value -- Shift position\r
+ local node2 = get_node(pos)\r
+ local meta2 = get_meta(pos):to_table()\r
+ set_node(pos, node1)\r
+ get_meta(pos):from_table(meta1)\r
+ pos[axis] = value -- Restore position\r
+ set_node(pos, node2)\r
+ get_meta(pos):from_table(meta2)\r
pos.z = pos.z + 1\r
end\r
pos.y = pos.y + 1\r
return worldedit.volume(pos1, pos2)\r
end\r
\r
---rotates a region defined by the positions `pos1` and `pos2` by `angle` degrees clockwise around axis `axis` (90 degree increment), returning the number of nodes rotated\r
-worldedit.rotate = function(pos1, pos2, axis, angle)\r
+\r
+--- Rotates a region clockwise around an axis.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param axis Axis ("x", "y", or "z").\r
+-- @param angle Angle in degrees (90 degree increments only).\r
+-- @return The number of nodes rotated.\r
+-- @return The new first position.\r
+-- @return The new second position.\r
+function worldedit.rotate(pos1, pos2, axis, angle)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
\r
- local axis1, axis2\r
- if axis == "x" then\r
- axis1, axis2 = "z", "y"\r
- elseif axis == "y" then\r
- axis1, axis2 = "x", "z"\r
- else --axis == "z"\r
- axis1, axis2 = "y", "x"\r
- end\r
+ local other1, other2 = worldedit.get_axis_others(axis)\r
angle = angle % 360\r
\r
local count\r
if angle == 90 then\r
- worldedit.flip(pos1, pos2, axis1)\r
- count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)\r
+ worldedit.flip(pos1, pos2, other1)\r
+ count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)\r
elseif angle == 180 then\r
- worldedit.flip(pos1, pos2, axis1)\r
- count = worldedit.flip(pos1, pos2, axis2)\r
+ worldedit.flip(pos1, pos2, other1)\r
+ count = worldedit.flip(pos1, pos2, other2)\r
elseif angle == 270 then\r
- worldedit.flip(pos1, pos2, axis2)\r
- count, pos1, pos2 = worldedit.transpose(pos1, pos2, axis1, axis2)\r
+ worldedit.flip(pos1, pos2, other2)\r
+ count, pos1, pos2 = worldedit.transpose(pos1, pos2, other1, other2)\r
+ else\r
+ error("Only 90 degree increments are supported!")\r
end\r
return count, pos1, pos2\r
end\r
\r
---digs a region defined by positions `pos1` and `pos2`, returning the number of nodes dug\r
-worldedit.dig = function(pos1, pos2)\r
+\r
+--- Rotates all oriented nodes in a region clockwise around the Y axis.\r
+-- @param pos1\r
+-- @param pos2\r
+-- @param angle Angle in degrees (90 degree increments only).\r
+-- @return The number of nodes oriented.\r
+-- TODO: Support 6D facedir rotation along arbitrary axis.\r
+function worldedit.orient(pos1, pos2, angle)\r
local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
- local env = minetest.env\r
+ local registered_nodes = minetest.registered_nodes\r
+\r
+ local wallmounted = {\r
+ [90] = {[0]=0, 1, 5, 4, 2, 3},\r
+ [180] = {[0]=0, 1, 3, 2, 5, 4},\r
+ [270] = {[0]=0, 1, 4, 5, 3, 2}\r
+ }\r
+ local facedir = {\r
+ [90] = {[0]=1, 2, 3, 0},\r
+ [180] = {[0]=2, 3, 0, 1},\r
+ [270] = {[0]=3, 0, 1, 2}\r
+ }\r
+\r
+ angle = angle % 360\r
+ if angle == 0 then\r
+ return 0\r
+ end\r
+ if angle % 90 ~= 0 then\r
+ error("Only 90 degree increments are supported!")\r
+ end\r
+ local wallmounted_substitution = wallmounted[angle]\r
+ local facedir_substitution = facedir[angle]\r
\r
+ worldedit.keep_loaded(pos1, pos2)\r
+\r
+ local count = 0\r
+ local set_node, get_node, get_meta, swap_node = minetest.set_node,\r
+ minetest.get_node, minetest.get_meta, minetest.swap_node\r
local pos = {x=pos1.x, y=0, z=0}\r
while pos.x <= pos2.x do\r
pos.y = pos1.y\r
while pos.y <= pos2.y do\r
pos.z = pos1.z\r
- while pos.z <= pos2.z do#\r
- local node = env:get_node(pos)\r
- if node.name == "air":\r
- env:dig_node(pos)\r
+ while pos.z <= pos2.z do\r
+ local node = get_node(pos)\r
+ local def = registered_nodes[node.name]\r
+ if def then\r
+ if def.paramtype2 == "wallmounted" then\r
+ node.param2 = wallmounted_substitution[node.param2]\r
+ local meta = get_meta(pos):to_table()\r
+ set_node(pos, node)\r
+ get_meta(pos):from_table(meta)\r
+ count = count + 1\r
+ elseif def.paramtype2 == "facedir" then\r
+ node.param2 = facedir_substitution[node.param2]\r
+ local meta = get_meta(pos):to_table()\r
+ set_node(pos, node)\r
+ get_meta(pos):from_table(meta)\r
+ count = count + 1\r
+ end\r
+ end\r
pos.z = pos.z + 1\r
end\r
pos.y = pos.y + 1\r
end\r
pos.x = pos.x + 1\r
end\r
+ return count\r
+end\r
+\r
+\r
+--- Attempts to fix the lighting in a region.\r
+-- @return The number of nodes updated.\r
+function worldedit.fixlight(pos1, pos2)\r
+ local pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
+\r
+ local vmanip = minetest.get_voxel_manip(pos1, pos2)\r
+ vmanip:write_to_map()\r
+ vmanip:update_map() -- this updates the lighting\r
+\r
return worldedit.volume(pos1, pos2)\r
-end
+end\r
+\r
+\r
+--- Clears all objects in a region.\r
+-- @return The number of objects cleared.\r
+function worldedit.clear_objects(pos1, pos2)\r
+ pos1, pos2 = worldedit.sort_pos(pos1, pos2)\r
+\r
+ worldedit.keep_loaded(pos1, pos2)\r
+\r
+ -- Offset positions to include full nodes (positions are in the center of nodes)\r
+ local pos1x, pos1y, pos1z = pos1.x - 0.5, pos1.y - 0.5, pos1.z - 0.5\r
+ local pos2x, pos2y, pos2z = pos2.x + 0.5, pos2.y + 0.5, pos2.z + 0.5\r
+\r
+ -- Center of region\r
+ local center = {\r
+ x = pos1x + ((pos2x - pos1x) / 2),\r
+ y = pos1y + ((pos2y - pos1y) / 2),\r
+ z = pos1z + ((pos2z - pos1z) / 2)\r
+ }\r
+ -- Bounding sphere radius\r
+ local radius = math.sqrt(\r
+ (center.x - pos1x) ^ 2 +\r
+ (center.y - pos1y) ^ 2 +\r
+ (center.z - pos1z) ^ 2)\r
+ local count = 0\r
+ for _, obj in pairs(minetest.get_objects_inside_radius(center, radius)) do\r
+ local entity = obj:get_luaentity()\r
+ -- Avoid players and WorldEdit entities\r
+ if not obj:is_player() and (not entity or\r
+ not entity.name:find("^worldedit:")) then\r
+ local pos = obj:getpos()\r
+ if pos.x >= pos1x and pos.x <= pos2x and\r
+ pos.y >= pos1y and pos.y <= pos2y and\r
+ pos.z >= pos1z and pos.z <= pos2z then\r
+ -- Inside region\r
+ obj:remove()\r
+ count = count + 1\r
+ end\r
+ end\r
+ end\r
+ return count\r
+end\r
+\r