Minetest-WorldEditAdditions/worldeditadditions/lib/layers.lua

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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
-- ██ █████ ██ ██ ███████ ██████ ███████
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-- ██ ███████ ████ █████ ██████ ███████
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-- ███████ ██ ██ ██ ███████ ██ ██ ███████
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local function print_slopes(slopemap, width)
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local copy = wea_c.table.shallowcopy(slopemap)
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for key,value in pairs(copy) do
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copy[key] = wea_c.round(math.deg(value), 2)
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end
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wea_c.format.array_2d(copy, width)
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end
--- Replaces the non-air nodes in each column with a list of nodes from top to bottom.
-- @param pos1 Vector Position 1 of the region to operate on
-- @param pos2 Vector Position 2 of the region to operate on
-- @param node_weights string[]
-- @param min_slope number?
-- @param max_slope number?
-- @returns table<string,number>
function worldeditadditions.layers(pos1, pos2, node_weights, min_slope, max_slope)
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pos1, pos2 = Vector3.sort(pos1, pos2)
if not min_slope then min_slope = math.rad(0) end
if not max_slope then max_slope = math.rad(180) end
-- pos2 will always have the highest co-ordinates now
-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
local node_id_ignore = minetest.get_content_id("ignore")
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local node_ids, node_ids_count = wea_c.unwind_node_list(node_weights)
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local heightmap, heightmap_size = wea_c.terrain.make_heightmap(
pos1, pos2,
manip, area, data
)
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local slopemap = wea_c.terrain.calculate_slopes(heightmap, heightmap_size)
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-- wea_c.format.array_2d(heightmap, heightmap_size.x)
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-- print_slopes(slopemap, heightmap_size.x)
--luacheck:ignore 311
heightmap = nil -- Just in case Lua wants to garbage collect it
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-- minetest.log("action", "pos1: " .. pos1)
-- minetest.log("action", "pos2: " .. pos2)
-- for i,v in ipairs(node_ids) do
-- print("[layer] i", i, "node id", v)
-- end
-- z y x is the preferred loop order, but that isn't really possible here
local changes = { replaced = 0, skipped_columns = 0, skipped_columns_slope = 0 }
for z = pos2.z, pos1.z, -1 do
for x = pos2.x, pos1.x, -1 do
local next_index = 1 -- We use table.insert() in make_weighted
local placed_node = false
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local hi = (z-pos1.z)*heightmap_size.x + (x-pos1.x)
-- print("DEBUG hi", hi, "x", x, "z", z, "slope", slopemap[hi], "as deg", math.deg(slopemap[hi]))
-- Again, Lua 5.1 doesn't have a continue statement :-/
if slopemap[hi] >= min_slope and slopemap[hi] <= max_slope then
for y = pos2.y, pos1.y, -1 do
local i = area:index(x, y, z)
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local is_air = wea_c.is_airlike(data[i])
local is_ignore = data[i] == node_id_ignore
if not is_air and not is_ignore then
-- It's not an airlike node or something else odd
data[i] = node_ids[next_index]
next_index = next_index + 1
changes.replaced = changes.replaced + 1
-- If we're done replacing nodes in this column, move to the next one
if next_index > #node_ids then
break
end
end
end
else
changes.skipped_columns_slope = changes.skipped_columns_slope + 1
end
if not placed_node then
changes.skipped_columns = changes.skipped_columns + 1
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return changes
end