initial wea.revolve() implementation

....but it's not tested or hooked up yet.
Next up: a chat command definition so we can test it.
This commit is contained in:
Starbeamrainbowlabs 2023-01-21 03:24:44 +00:00
parent 87812679d9
commit 392708b190
Signed by: sbrl
GPG key ID: 1BE5172E637709C2
2 changed files with 71 additions and 1 deletions

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@ -0,0 +1,70 @@
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
-- ██████ ███████ ██ ██ ██████ ██ ██ ██ ███████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██████ █████ ██ ██ ██ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ███████ ████ ██████ ███████ ████ ███████
--- Make <times> copies of the region defined by pos1-pos2 at equal angles around a circle.
-- The defined region works best if it's a thin slice that's 1 or 2 blocks thick.
-- For example, if one provided a times value of 3, copies would be rotated 0, 120, and 240 degrees.
-- TODO: implement support to rotate around arbitrary axes.
-- @param pos1 Vector3 The first position defining the source region.
-- @param pos2 Vector3 The second position defining the source region.
-- @param origin Vector3 The pivot point to rotate around.
-- @param times number The number of equally-spaces copies to make.
function worldeditadditions.revolve(pos1, pos2, origin, times)
local rotation_radians = wea_c.range(0, 1, 1 / times)
local pos1_source, pos2_source = Vector3.sort(pos1, pos2)
-- HACK: with some maths this could be much more efficient.
local pos1_target, pos2_target = wea_c.table.unpack(wea_c.table.reduce({
Vector3.rotate3d(origin, pos1_source, Vector3.new(0, 0, math.pi / 2)),
Vector3.rotate3d(origin, pos2_source, Vector3.new(0, 0, math.pi / 2)),
Vector3.rotate3d(origin, pos1_source, Vector3.new(0, 0, math.pi)),
Vector3.rotate3d(origin, pos2_source, Vector3.new(0, 0, math.pi)),
Vector3.rotate3d(origin, pos1_source, Vector3.new(0, 0, -math.pi / 2)),
Vector3.rotate3d(origin, pos2_source, Vector3.new(0, 0, -math.pi / 2)),
}, function(acc, next)
return { next:expand_region(acc[1], acc[2]) }
end, { pos1_source, pos2_source }))
-- Fetch the nodes in the specified area
local manip_source, area_source = worldedit.manip_helpers.init(pos1_source, pos2_source)
local data_source = manip:get_data()
local manip_target, area_target = worldedit.manip_helpers.init(pos1_target, pos2_target)
local data_target = manip:get_data()
local changed = 0
for z = pos2_source.z, pos1_source.z, -1 do
for y = pos2_source.y, pos1_source.y, -1 do
for x = pos2_source.x, pos1_source.x, -1 do
for index, rotation in ipairs(rotation_radians) do
local pos_source = Vector3.new(x, y, z)
local pos_target = Vector3.rotate3d(
origin,
pos_source,
Vector3.new(0, 0, rotation) -- rotate on Z axis only
)
local i_source = area_source:index(x, y, z)
local i_target = area_target:index(pos_target.x, pos_target.y, pos_target.z)
-- TODO: Rotate notes as appropriate
data_target[i_target] = data_source[i_source]
changed = changed + 1
end
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip_target, data_target)
return true, changed
end

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@ -12,4 +12,4 @@ local function table_reduce(tbl, func, initial_value)
return acc return acc
end end
return table_reduce return table_reduce