currentpos[axis] = currentpos[axis] - length\r
end\r
\r
+ --make area stay loaded\r
+ local manip = minetest.get_voxel_manip()\r
+ local pos1 = {\r
+ [axis]=currentpos[axis],\r
+ [other1]=currentpos[other1] - radius,\r
+ [other2]=currentpos[other2] - radius\r
+ }\r
+ local pos2 = {\r
+ [axis]=currentpos[axis] + length - 1,\r
+ [other1]=currentpos[other1] + radius,\r
+ [other2]=currentpos[other2] + radius\r
+ }\r
+ manip:read_from_map(pos1, pos2)\r
+\r
--create schematic for single node column along the axis\r
- local node = {name=nodename, param1=0, param2=0}\r
+ local node = {name=nodename, param1=255, param2=0}\r
local nodes = {}\r
for i = 1, length do\r
nodes[i] = node\r
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}\r
local min_slice, max_slice = offset[axis], offset[axis] + length - 1\r
local count = 0\r
- for axis1 = -radius, radius do\r
- local newaxis1 = (axis1 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed\r
- for axis2 = -radius, radius do\r
- local newaxis2 = newaxis1 + (axis2 + offset[other2]) * stride[other2]\r
- if axis1 * axis1 + axis2 * axis2 <= max_radius then\r
- for slice = min_slice, max_slice do\r
- local i = newaxis2 + slice * stride[axis] + 1\r
+ for index2 = -radius, radius do\r
+ local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed\r
+ for index3 = -radius, radius do\r
+ local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]\r
+ if index2 * index2 + index3 * index3 <= max_radius then\r
+ for index1 = min_slice, max_slice do --add column along axis\r
+ local i = newindex3 + index1 * stride[axis]\r
nodes[i] = node_id\r
end\r
count = count + length\r
\r
--adds a pyramid centered at `pos` with height `height`, composed of `nodename`, returning the number of nodes added\r
worldedit.pyramid = function(pos, axis, height, nodename)\r
- local pos1 = {x=pos.x - height, y=pos.y, z=pos.z - height}\r
+ local other1, other2\r
+ if axis == "x" then\r
+ other1, other2 = "y", "z"\r
+ elseif axis == "y" then\r
+ other1, other2 = "x", "z"\r
+ else --axis == "z"\r
+ other1, other2 = "x", "y"\r
+ end\r
+\r
+ local pos1 = {x=pos.x - height, y=pos.y - height, z=pos.z - height}\r
local pos2 = {x=pos.x + height, y=pos.y + height, z=pos.z + height}\r
\r
+ --handle inverted pyramids\r
+ local startaxis, endaxis, step\r
+ if height > 0 then\r
+ height = height - 1\r
+ step = 1\r
+ pos1[axis] = pos[axis] --upper half of box\r
+ else\r
+ height = height + 1\r
+ step = -1\r
+ pos2[axis] = pos[axis] --lower half of box\r
+ end\r
+\r
--set up voxel manipulator\r
local manip = minetest.get_voxel_manip()\r
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)\r
nodes[i] = ignore\r
end\r
\r
- --handle inverted pyramids\r
- height = height - 1\r
- local size = height\r
- local step = -1\r
- if height < 0 then\r
- size = 0\r
- step = 1\r
- end\r
---wip: support arbitrary axes\r
--fill selected area with node\r
local node_id = minetest.get_content_id(nodename)\r
- local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z\r
- local zstride, ystride = area.zstride, area.ystride\r
+ local stride = {x=1, y=area.ystride, z=area.zstride}\r
+ local offset = {x=pos.x - emerged_pos1.x, y=pos.y - emerged_pos1.y, z=pos.z - emerged_pos1.z}\r
+ local size = height * step\r
local count = 0\r
- for y = 0, height do --go through each level of the pyramid\r
- local newy = (y + offsety) * ystride + 1 --offset contributed by y plus 1 to make it 1-indexed\r
- for z = -size, size do\r
- local newz = newy + (z + offsetz) * zstride\r
- for x = -size, size do\r
- local i = newz + (x + offsetx)\r
+ for index1 = 0, height, step do --go through each level of the pyramid\r
+ local newindex1 = (index1 + offset[axis]) * stride[axis] + 1 --offset contributed by axis plus 1 to make it 1-indexed\r
+ for index2 = -size, size do\r
+ local newindex2 = newindex1 + (index2 + offset[other1]) * stride[other1]\r
+ for index3 = -size, size do\r
+ local i = newindex2 + (index3 + offset[other2]) * stride[other2]\r
nodes[i] = node_id\r
end\r
end\r
- size = size + step\r
- count = count + ((height - y) * 2 + 1) ^ 2\r
+ count = count + (size * 2 + 1) ^ 2\r
+ size = size - 1\r
end\r
\r
--update map nodes\r
return count\r
end\r
\r
---adds a spiral centered at `pos` with width `width`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added\r
-worldedit.spiral = function(pos, width, height, spacer, nodename, env) --wip: rewrite this whole thing, nobody can understand it anyways\r
- -- spiral matrix - http://rosettacode.org/wiki/Spiral_matrix#Lua\r
- av, sn = math.abs, function(s) return s~=0 and s/av(s) or 0 end\r
- local function sindex(z, x) -- returns the value at (x, z) in a spiral that starts at 1 and goes outwards\r
- if z == -x and z >= x then return (2*z+1)^2 end\r
- local l = math.max(av(z), av(x))\r
- return (2*l-1)^2+4*l+2*l*sn(x+z)+sn(z^2-x^2)*(l-(av(z)==l and sn(z)*x or sn(x)*z)) -- OH GOD WHAT\r
+--adds a spiral centered at `pos` with side length `length`, height `height`, space between walls `spacer`, composed of `nodename`, returning the number of nodes added\r
+worldedit.spiral = function(pos, length, height, spacer, nodename)\r
+ local extent = math.ceil(length / 2)\r
+ local pos1 = {x=pos.x - extent, y=pos.y, z=pos.z - extent}\r
+ local pos2 = {x=pos.x + extent, y=pos.y + height, z=pos.z + extent}\r
+\r
+ --set up voxel manipulator\r
+ local manip = minetest.get_voxel_manip()\r
+ local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)\r
+ local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})\r
+\r
+ --fill emerged area with ignore\r
+ local nodes = {}\r
+ local ignore = minetest.get_content_id("ignore")\r
+ for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do\r
+ nodes[i] = ignore\r
+ end\r
+\r
+ --\r
+ local node_id = minetest.get_content_id(nodename)\r
+ local stride = {x=1, y=area.ystride, z=area.zstride}\r
+ local offsetx, offsety, offsetz = pos.x - emerged_pos1.x, pos.y - emerged_pos1.y, pos.z - emerged_pos1.z\r
+ local i = offsetz * stride.z + offsety * stride.y + offsetx + 1\r
+\r
+ --add first column\r
+ local column = i\r
+ for y = 1, height do\r
+ nodes[column] = node_id\r
+ column = column + stride.y\r
end\r
- local function spiralt(side)\r
- local ret, id, start, stop = {}, 0, math.floor((-side+1)/2), math.floor((side-1)/2)\r
- for i = 1, side do\r
- for j = 1, side do\r
- local id = side^2 - sindex(stop - i + 1,start + j - 1)\r
- ret[id] = {x=i,z=j}\r
+\r
+ --add spiral segments\r
+ local axis, other = "x", "z"\r
+ local sign = 1\r
+ local count = height\r
+ for segment = 1, length / spacer - 1 do --go through each segment except the last\r
+ for index = 1, segment * spacer do --fill segment\r
+ i = i + stride[axis] * sign\r
+ local column = i\r
+ for y = 1, height do --add column\r
+ nodes[column] = node_id\r
+ column = column + stride.y\r
end\r
+ count = count + height\r
+ end\r
+ axis, other = other, axis --swap axes\r
+ if segment % 2 == 1 then --change sign every other turn\r
+ sign = -sign\r
end\r
- return ret\r
end\r
- if env == nil then env = minetest.env end\r
- -- connect the joined parts\r
- local spiral = spiralt(width)\r
- height = tonumber(height)\r
- if height < 1 then height = 1 end\r
- spacer = tonumber(spacer)-1\r
- if spacer < 1 then spacer = 1 end\r
- local count = 0\r
- local node = {name=nodename}\r
- local np,lp\r
- for y=0,height do\r
- lp = nil\r
- for _,v in ipairs(spiral) do\r
- np = {x=pos.x+v.x*spacer, y=pos.y+y, z=pos.z+v.z*spacer}\r
- if lp~=nil then\r
- if lp.x~=np.x then \r
- if lp.x<np.x then \r
- for i=lp.x+1,np.x do\r
- env:add_node({x=i, y=np.y, z=np.z}, node)\r
- count = count + 1\r
- end\r
- else\r
- for i=np.x,lp.x-1 do\r
- env:add_node({x=i, y=np.y, z=np.z}, node)\r
- count = count + 1\r
- end\r
- end\r
- end\r
- if lp.z~=np.z then \r
- if lp.z<np.z then \r
- for i=lp.z+1,np.z do\r
- env:add_node({x=np.x, y=np.y, z=i}, node)\r
- count = count + 1\r
- end\r
- else\r
- for i=np.z,lp.z-1 do\r
- env:add_node({x=np.x, y=np.y, z=i}, node)\r
- count = count + 1\r
- end\r
- end\r
- end\r
- end\r
- lp = np\r
+\r
+ --add shorter final segment\r
+ for index = 1, (math.floor(length / spacer) - 2) * spacer do\r
+ i = i + stride[axis] * sign\r
+ local column = i\r
+ for y = 1, height do --add column\r
+ nodes[column] = node_id\r
+ column = column + stride.y\r
end\r
+ count = count + height\r
end\r
+print(minetest.serialize(nodes))\r
+ --update map nodes\r
+ manip:set_data(nodes)\r
+ manip:write_to_map()\r
+ manip:update_map()\r
+\r
return count\r
-end\r
+end
\ No newline at end of file