316 lines
9.8 KiB
Lua
316 lines
9.8 KiB
Lua
--- Functions for creating primitive shapes.
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-- @module worldedit.primitives
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local mh = worldedit.manip_helpers
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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,
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vector.new(math.floor(width / 2), 0, math.floor(length / 2)))
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local endpos = vector.add(basepos,
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vector.new(width - 1, height - 1, length - 1))
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local manip, area = mh.init(basepos, endpos)
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local data = mh.get_empty_data(area)
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-- Add cube
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local node_id = minetest.get_content_id(node_name)
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local count = 0
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local iterfunc
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if hollow then
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iterfunc = mh.iterp_hollowcuboid(area, basepos, endpos)
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else
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iterfunc = area:iterp(basepos, endpos)
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end
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for vi in iterfunc do
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data[vi] = node_id
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count = count + 1
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end
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mh.finish(manip, data)
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return count
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end
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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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local data = mh.get_empty_data(area)
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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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mh.finish(manip, data)
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return count
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end
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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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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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-- 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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mh.finish(manip, data)
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return count
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end
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--- Adds a cylinder.
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-- @param pos Position to center base of cylinder at.
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-- @param axis Axis ("x", "y", or "z")
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-- @param length Cylinder length.
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-- @param radius1 Cylinder base radius.
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-- @param radius2 Cylinder top radius.
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-- @param node_name Name of node to make cylinder of.
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-- @param hollow Whether the cylinder should be hollow.
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-- @return The number of nodes added.
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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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-- 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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-- Handle negative lengths
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local current_pos = vector.new(pos)
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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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-- 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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-- 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 = vector.new(1, area.ystride, area.zstride)
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local offset = vector.subtract(current_pos, area.MinEdge)
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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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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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mh.finish(manip, data)
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return count
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end
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--- Adds a pyramid.
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-- @param pos Position to center base of pyramid at.
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-- @param axis Axis ("x", "y", or "z")
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-- @param height Pyramid height.
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-- @param node_name Name of node to make pyramid of.
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-- @param hollow Whether the pyramid should be hollow.
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-- @return The number of nodes added.
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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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-- 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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-- 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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-- Add pyramid
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local node_id = minetest.get_content_id(node_name)
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local stride = vector.new(1, area.ystride, area.zstride)
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local offset = vector.subtract(pos, area.MinEdge)
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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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mh.finish(manip, data)
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return count
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end
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--- Adds a spiral.
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-- @param pos Position to center spiral at.
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-- @param length Spral length.
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-- @param height Spiral height.
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-- @param spacer Space between walls.
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-- @param node_name Name of node to make spiral of.
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-- @return Number of nodes added.
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-- TODO: Add axis option.
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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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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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-- Set up variables
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local node_id = minetest.get_content_id(node_name)
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local stride = vector.new(1, area.ystride, area.zstride)
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local offset = vector.subtract(pos, area.MinEdge)
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local i = offset.z * stride.z + offset.y * stride.y + offset.x + 1
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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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-- 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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-- 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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mh.finish(manip, data)
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return count
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end
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