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initial wea.revolve() implementation
....but it's not tested or hooked up yet. Next up: a chat command definition so we can test it.
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2 changed files with 71 additions and 1 deletions
70
worldeditadditions/lib/revolve.lua
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70
worldeditadditions/lib/revolve.lua
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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-- ██████ ███████ ██ ██ ██████ ██ ██ ██ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██████ █████ ██ ██ ██ ██ ██ ██ ██ █████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ███████ ████ ██████ ███████ ████ ███████
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--- Make <times> copies of the region defined by pos1-pos2 at equal angles around a circle.
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-- The defined region works best if it's a thin slice that's 1 or 2 blocks thick.
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-- For example, if one provided a times value of 3, copies would be rotated 0, 120, and 240 degrees.
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-- TODO: implement support to rotate around arbitrary axes.
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-- @param pos1 Vector3 The first position defining the source region.
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-- @param pos2 Vector3 The second position defining the source region.
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-- @param origin Vector3 The pivot point to rotate around.
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-- @param times number The number of equally-spaces copies to make.
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function worldeditadditions.revolve(pos1, pos2, origin, times)
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local rotation_radians = wea_c.range(0, 1, 1 / times)
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local pos1_source, pos2_source = Vector3.sort(pos1, pos2)
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-- HACK: with some maths this could be much more efficient.
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local pos1_target, pos2_target = wea_c.table.unpack(wea_c.table.reduce({
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Vector3.rotate3d(origin, pos1_source, Vector3.new(0, 0, math.pi / 2)),
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Vector3.rotate3d(origin, pos2_source, Vector3.new(0, 0, math.pi / 2)),
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Vector3.rotate3d(origin, pos1_source, Vector3.new(0, 0, math.pi)),
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Vector3.rotate3d(origin, pos2_source, Vector3.new(0, 0, math.pi)),
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Vector3.rotate3d(origin, pos1_source, Vector3.new(0, 0, -math.pi / 2)),
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Vector3.rotate3d(origin, pos2_source, Vector3.new(0, 0, -math.pi / 2)),
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}, function(acc, next)
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return { next:expand_region(acc[1], acc[2]) }
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end, { pos1_source, pos2_source }))
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-- Fetch the nodes in the specified area
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local manip_source, area_source = worldedit.manip_helpers.init(pos1_source, pos2_source)
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local data_source = manip:get_data()
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local manip_target, area_target = worldedit.manip_helpers.init(pos1_target, pos2_target)
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local data_target = manip:get_data()
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local changed = 0
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for z = pos2_source.z, pos1_source.z, -1 do
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for y = pos2_source.y, pos1_source.y, -1 do
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for x = pos2_source.x, pos1_source.x, -1 do
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for index, rotation in ipairs(rotation_radians) do
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local pos_source = Vector3.new(x, y, z)
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local pos_target = Vector3.rotate3d(
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origin,
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pos_source,
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Vector3.new(0, 0, rotation) -- rotate on Z axis only
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)
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local i_source = area_source:index(x, y, z)
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local i_target = area_target:index(pos_target.x, pos_target.y, pos_target.z)
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-- TODO: Rotate notes as appropriate
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data_target[i_target] = data_source[i_source]
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changed = changed + 1
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end
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end
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end
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end
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-- Save the modified nodes back to disk & return
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worldedit.manip_helpers.finish(manip_target, data_target)
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return true, changed
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end
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