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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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worldeditadditions_core.register_command ( " rotate+ " , {
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params = " <axis> <degrees> [<axis> <degrees> ...] [origin|o [<pos_number>]] " ,
description = " Rotates the defined region arounnd the given axis by the given number of degrees. Angles are NOT limited to 90-degree increments. When multiple axes and angles are specified, these transformations are applied in order. If o [<pos_number>] is specified, then the specific position number (default: 3) is considered a custom rotation origin instead of the centre of the region. CAUTION: Rotating large areas of memory by 45° can be memory intensive! " ,
privs = { worldedit = true } ,
require_pos = 2 ,
parse = function ( params_text )
if not params_text then params_text = " " end
local parts = wea_c.split_shell ( params_text )
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print ( " DEBUG:rotate/parse parts " , wea_c.inspect ( parts ) )
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local mode_store
local mode = " AXIS "
local success , axis_next , angle
local origin = " __AUTO__ "
local rotlist = { }
for i , part in ipairs ( parts ) do
if part == " origin " or part == " o " then
mode_store = mode
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-- If the NEXT item is a number, then parse it.
if i < # parts and tonumber ( parts [ i + 1 ] ) ~= nil then
mode = " ORIGIN "
else
-- If not, then default to pos3 and continue in the original mode
origin = 3
end
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elseif mode == " ORIGIN " then
origin = tonumber ( part )
if not origin or origin < 1 then
return false , " Error: Expected positive integer as the WorldEditAdditions position that should be considered the origin point for rotation operation. "
end
origin = math.floor ( origin )
mode = mode_store
mode_store = nil
elseif mode == " AXIS " then
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success , axis_next = wea_c.parse . axes_rotation.axis_name ( part )
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if not success then return success , axis_next end
mode = " ANGLE "
elseif mode == " ANGLE " then
angle = part
-- 1: Determine if radians; strip suffix
local pos_rad = part : find ( " ra?d?$ " )
if pos_rad then
angle = angle : sub ( 1 , pos_rad - 1 )
end
-- 2: Parse as number
angle = tonumber ( angle )
if not angle then
return false , " Error: Expected numerical angle value, but found ' " .. tostring ( part ) .. " '. "
end
-- 3: Convert degrees → radians
if not pos_rad then
-- We have degrees! Convert em to radians 'cauuse mathematics
angle = math.rad ( angle )
end
-- 4: Add to rotlist
table.insert ( rotlist , {
axis = axis_next ,
rad = angle
} )
-- 5: Change mode and continue
mode = " AXIS "
else
return false , " Error: Unknown parsing mode " .. tostring ( mode ) .. " . This is a bug. "
end
end
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print ( " DEBUG:rotate/parse ORIGIN " , origin , " rotlist " , wea_c.inspect ( rotlist ) )
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return true , origin , rotlist
end ,
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nodes_needed = function ( name , origin , rotlist )
-- BUG: .......this is a good question, actually. This naïve is flawed, since if we rotate by e.g. 45° we could end up replacing more nodes than if we rotate by 90° increments. This is further complicated by the allowance of a custom point of origin.
return Vector3.volume ( wea_c.pos . get1 ( name ) , wea_c.pos . get2 ( name ) ) * 2
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end ,
func = function ( name , origin , rotlist )
local start_time = wea_c.get_ms_time ( )
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-------------------------------------------------
local pos_origin = wea_c.pos . get ( name , origin )
local pos1 , pos2 = wea_c.pos . get1 ( name ) , wea_c.pos . get2 ( name )
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local success , stats = worldeditadditions.rotate (
pos1 , pos2 ,
pos_origin ,
rotlist
)
if not success then return success , stats end
-------------------------------------------------
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local time_taken = wea_c.get_ms_time ( ) - start_time
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minetest.log ( " action " , name .. " used //rotate at " .. pos1 .. " - " .. pos2 .. " with origin " .. pos_origin .. " , rotating " .. stats.count_rotated .. " nodes in " .. time_taken .. " s " )
return true , stats.count_rotated .. " nodes rotated through " .. tostring ( # rotlist ) .. " rotations in " .. wea_c.format . human_time ( time_taken )
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end
} )