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--- Copies a region to another location, potentially overwriting the exiting region.
-- @module worldeditadditions.copy
local wea = worldeditadditions
local Vector3 = wea.Vector3
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function worldeditadditions . move ( source_pos1 , source_pos2 , target_pos1 , target_pos2 )
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---
-- 0: Preamble
---
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source_pos1 , source_pos2 = Vector3.sort ( source_pos1 , source_pos2 )
target_pos1 , target_pos2 = Vector3.sort ( target_pos1 , target_pos2 )
local offset = source_pos1 : subtract ( target_pos1 )
-- {source,target}_pos2 will always have the highest co-ordinates now
local node_id_air = minetest.get_content_id ( " air " )
-- Fetch the nodes in the source area
local manip_source , area_source = worldedit.manip_helpers . init ( source_pos1 , source_pos2 )
local data_source = manip_source : get_data ( )
-- Fetch a manip for the target area
local manip_target , area_target = worldedit.manip_helpers . init ( target_pos1 , target_pos2 )
local data_target = manip_target : get_data ( )
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---
-- 1: Perform Copy
---
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-- z y x is the preferred loop order (because CPU cache, since then we're iterating linearly through the data array backwards. This only holds true for little-endian machines however)
for z = source_pos2.z , source_pos1.z , - 1 do
for y = source_pos2.y , source_pos1.y , - 1 do
for x = source_pos2.x , source_pos1.x , - 1 do
local source = Vector3.new ( x , y , z )
local source_i = area_source : index ( x , y , z )
local target = source : subtract ( offset )
local target_i = area_target : index ( target.x , target.y , target.z )
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data_target [ target_i ] = data_source [ source_i ]
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end
end
end
-- Save the modified nodes back to disk & return
-- Note that we save the source region *first* to avoid issues with overlap
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-- BUG: Voxel Manipulators cover a larger area than the source area if the target position is too close the to the source, then the source will be overwritten by the target by accident.
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-- Potential solution:
-- 1. Grab source & target
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-- 2. Perform copy → target
-- 3. Save target
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-- 4. Re-grab source
-- 5. Zero out source, but avoiding touching any nodes that fall within target
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-- 6. Save source
---
-- 2: Save target
---
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worldedit.manip_helpers . finish ( manip_target , data_target )
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---
-- 3: Re-grab source
---
manip_source , area_source = worldedit.manip_helpers . init ( source_pos1 , source_pos2 )
data_source = manip_source : get_data ( )
---
-- 4: Zero out source, but avoiding touching any nodes that fall within target
---
for z = source_pos2.z , source_pos1.z , - 1 do
for y = source_pos2.y , source_pos1.y , - 1 do
for x = source_pos2.x , source_pos1.x , - 1 do
local source = Vector3.new ( x , y , z )
local source_i = area_source : index ( x , y , z )
local target = source : subtract ( offset )
local target_i = area_target : index ( target.x , target.y , target.z )
if not source : is_contained ( target_pos1 , target_pos2 ) then
data_source [ source_i ] = node_id_air
end
end
end
end
---
-- 5: Save source
---
worldedit.manip_helpers . finish ( manip_source , data_source )
---
-- 6: Finish up and return
---
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return true , worldedit.volume ( target_pos1 , target_pos2 )
end