Implement scale_up

Next up: testing!
This commit is contained in:
Starbeamrainbowlabs 2021-02-17 23:46:03 +00:00
parent 756c1c12f2
commit 2a268d9ff8
Signed by: sbrl
GPG key ID: 1BE5172E637709C2

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@ -11,65 +11,68 @@
-- @param direction Vector The direction to scale in - as a vector. e.g. { x = -1, y = 1, z = -1 } would mean scale in the negative x, positive y, and nevative z directions. -- @param direction Vector The direction to scale in - as a vector. e.g. { x = -1, y = 1, z = -1 } would mean scale in the negative x, positive y, and nevative z directions.
-- @return boolean, string|table Whether the operation was successful or not. If not, then an error messagea as a string is also passed. If it was, then a statistics object is returned instead. -- @return boolean, string|table Whether the operation was successful or not. If not, then an error messagea as a string is also passed. If it was, then a statistics object is returned instead.
function worldeditadditions.scale_up(pos1, pos2, scale, direction) function worldeditadditions.scale_up(pos1, pos2, scale, direction)
return false, "Error: Scaling up isn't implemented yet." pos1, pos2 = worldedit.sort_pos(pos1, pos2)
-- pos1, pos2 = worldedit.sort_pos(pos1, pos2) if (scale.x < 1 and scale.x > -1) and (scale.y < 1 and scale.y > -1) and (scale.z < 1 and scale.z > -1) then
-- if scale.x > 1 or scale.y > 1 or scale.z > 1 or scale.x < -1 or scale.y < -1 or scale.z < -1 then return false, "Error: Scale factor vectors may not mix values -1 < factor < 1 and (1 < factor or factor < -1) - in other words, you can't scale both up and down at the same time (try worldeditadditions.scale, which automatically applies such scale factor vectors as 2 successive operations)"
-- return false, "Error: Scale factor vectors may not mix values -1 < factor < 1 and (1 < factor or factor < -1) - in other words, you can't scale both up and down at the same time (try worldeditadditions.scale, which automatically applies such scale factor vectors as 2 successive operations)" end
-- end if direction.x == 0 or direction.y == 0 or direction.z == 0 then
-- if direction.x == 0 or direction.y == 0 or direction.z == 0 then return false, "Error: One of the components of the direction vector was 0 (direction components should either be greater than or less than 0 to indicate the direction to scale in.)"
-- return false, "Error: One of the components of the direction vector was 0 (direction components should either be greater than or less than 0 to indicate the direction to scale in.)" end
-- end
-- local size = vector.subtract(pos2, pos1)
-- local scale_down = {
-- x = math.floor(1 / scale.x), local pos1_big = vector.new(pos1)
-- y = math.floor(1 / scale.y), local pos2_big = vector(pos2)
-- z = math.floor(1 / scale.z)
-- } if direction.x < 1 then pos1_big.x = pos1_big.x - size.x
-- local size = vector.subtract(pos2, pos1) else pos2_big.x = pos2_big.x + size.x end
-- if direction.y < 1 then pos1_big.y = pos1_big.y - size.y
-- local data = manip:get_data() else pos2_big.y = pos2_big.y + size.y end
-- local data_copy = worldeditadditions.shallowcopy(data) if direction.z < 1 then pos1_big.z = pos1_big.z - size.z
-- else pos2_big.z = pos2_big.z + size.z end
-- local node_id_air = minetest.get_content_id("air")
--
--
-- local count = 0 -- The number of nodes replaced local manip_small, area_small = worldedit.manip_helpers.init(pos1, pos2)
-- local manip_big, area_big = worldedit.manip_helpers.init(pos1_big, pos2_big)
-- -- Zero out the area we're scaling down into local data_source = manip_small:get_data()
-- for i in area:iterp(pos1, pos2) do local data_target = manip_big:get_data()
-- data_copy[i] = node_id_air
-- end local node_id_air = minetest.get_content_id("air")
--
-- local changes = { replaced = 0 } local kern_volume = math.abs(scale.x) * math.abs(scale.y) * math.abs(scale.z)
-- for z = pos2.z, pos1.z, -1 do
-- for y = pos2.y, pos1.y, -1 do local changes = { updated = 0, scale = "scale_up" }
-- for x = pos2.x, pos1.x, -1 do for z = pos2.z, pos1.z, -1 do
-- local posi_rel = vector.subtract({ x = x, y = y, z = z }, pos1) for y = pos2.y, pos1.y, -1 do
-- for x = pos2.x, pos1.x, -1 do
-- local posi_copy = worldeditadditions.shallowcopy(posi_rel) local posi_rel = vector.subtract({ x = x, y = y, z = z }, pos1)
-- posi_copy = vector.floor(vector.divide(scale_down))
-- local kern_anchor = vector.add(
-- if direction.x < 0 then posi_copy.x = size.x - posi_copy.x end pos1_big,
-- if direction.y < 0 then posi_copy.y = size.y - posi_copy.y end vector.cross(
-- if direction.z < 0 then posi_copy.z = size.z - posi_copy.z end vector.add(posi_rel, 1),
-- scale
-- local posi_copy = vector.add(pos1, posi_copy) )
-- )
-- local i_source = area:index(x, y, z)
-- local i_target = area:index(posi_copy.x, posi_copy.y, posi_copy.z) local source_val = data_source[area_small:index(x, y, z)]
--
-- -- Technically we could save some operations here by not setting for kz = kern_anchor.z, kern_anchor.z - scale.z, -1 do
-- -- the target multiple times per copy, but the calculations for ky = kern_anchor.y, kern_anchor.y - scale.y, -1 do
-- -- above are probably a lot more taxing for kx = kern_anchor.x, kern_anchor.x - scale.x, -1 do
-- -- TODO Be more intelligent about deciding what node to replace with here data_target[area_big:index(kx, ky, kz)] = source_val
-- data_copy[i_target] = data[i_source] end
-- end end
-- end end
-- end
-- changes.updated = changes.updated + kern_volume
-- end
-- -- Save the modified nodes back to disk & return end
-- worldedit.manip_helpers.finish(manip, data_copy) end
--
-- return true, changes -- Save the region back to disk & return
worldedit.manip_helpers.finish(manip_big, data_target)
return true, changes
end end