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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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--- Copies a region to another location, potentially overwriting the exiting region.
-- @module worldeditadditions.copy
-- ██████ ██████ ██████ ██ ██
-- ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██ ██████ ████
-- ██ ██ ██ ██ ██
-- ██████ ██████ ██ ██
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function worldeditadditions . copy ( source_pos1 , source_pos2 , target_pos1 , target_pos2 , airapply )
if airapply == nil then airapply = false end
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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
-- 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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-- 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)
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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 )
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local target = source - offset
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local target_i = area_target : index ( target.x , target.y , target.z )
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local should_replace = true
if airapply then
should_replace = wea_c.is_airlike ( data_target [ target_i ] )
end
if should_replace then
data_target [ target_i ] = data_source [ source_i ]
end
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end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers . finish ( manip_target , data_target )
return true , worldedit.volume ( target_pos1 , target_pos2 )
end