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Add circular spirals :D
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@ -51,6 +51,7 @@ dofile(wea.modpath.."/lib/scale_up.lua")
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dofile(wea.modpath.."/lib/scale_down.lua")
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dofile(wea.modpath.."/lib/scale.lua")
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dofile(wea.modpath.."/lib/spiral_square.lua")
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dofile(wea.modpath.."/lib/spiral_circle.lua")
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dofile(wea.modpath.."/lib/conv/conv.lua")
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dofile(wea.modpath.."/lib/erode/erode.lua")
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dofile(wea.modpath.."/lib/noise/init.lua")
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86
worldeditadditions/lib/spiral_circle.lua
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86
worldeditadditions/lib/spiral_circle.lua
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@ -0,0 +1,86 @@
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local wea = worldeditadditions
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local Vector3 = wea.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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--
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-- ██████ ██ ██████ ██████ ██ ███████
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-- ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██████ ██ ██ █████
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-- ██ ██ ██ ██ ██ ██ ██
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-- ██████ ██ ██ ██ ██████ ███████ ███████
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--- Creates a circular spiral that fills the defined region.
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-- @param pos1 Vector3 The 1st position of the defined region.
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-- @param pos2 Vector3 The 2nd position of the defined region.
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-- @param target_node Vector3 The *normalised* name of the node to use to build the square spiral with.
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-- @param interval_initial number The distance between the walls of the spiral.
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-- @param acceleration=0 number Increate the interval by this number every time we hit a corner of the square spiral.
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-- @returns bool,number|string A success boolean value, followed by either the number of the nodes set or an error message string.
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function worldeditadditions.spiral_circle(pos1, pos2, target_node, interval_initial, acceleration)
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if not acceleration then acceleration = 0 end
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pos1, pos2 = Vector3.sort(pos1, pos2)
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local volume = pos2:subtract(pos1)
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local volume_half = volume:divide(2)
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print("DEBUG:spiral_square | pos1", pos1, "pos2", pos2, "target_node", target_node, "interval_initial:", interval_initial, "acceleration", acceleration)
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interval_initial = interval_initial + 1
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-- Fetch the nodes in the specified area
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local manip, area = worldedit.manip_helpers.init(pos1, pos2)
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local data = manip:get_data()
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local node_id = minetest.get_content_id(target_node)
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local count = 0 -- The number of nodes replaced
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local centre = pos2:subtract(pos1):floor():divide(2):add(pos1)
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local pos_current = centre:clone():floor()
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local interval = interval_initial
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local radius = 1
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local angle = 0
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-- local sides_acc = 0
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while pos_current:is_contained(pos1, pos2) do
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for y = pos2.y, pos1.y, -1 do
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data[area:index(
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math.floor(pos_current.x),
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y,
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math.floor(pos_current.z)
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)] = node_id
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count = count + 1
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end
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-- print("DEBUG:spiral_circle centre", centre, "bearing", Vector3.fromBearing(angle, 0, radius))
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pos_current = centre:add(Vector3.fromBearing(angle, 0, radius))
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local circumference_now = 2 * math.pi * radius
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local step = (math.pi*2)/(circumference_now*2)
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if angle < math.pi then step = step / 10 end
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angle = angle + (step)
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local acceleration_constant = 0
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if angle > math.pi / 2 then
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acceleration_constant = (interval/angle * acceleration) * step
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end
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radius = 1 + interval*(angle / (math.pi*2))
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interval = interval_initial + acceleration_constant
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print("DEBUG cpos", pos_current:multiply(1000):floor():divide(1000), "angle", math.deg(angle), "step", wea.round(math.deg(step), 3), "radius", wea.round(radius, 3), "interval", wea.round(interval, 3), "accel_const", acceleration_constant)
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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, data)
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return true, count
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end
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@ -361,6 +361,22 @@ function Vector3.max(pos1, pos2)
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)
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end
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--- Given 2 angles and a length, return a Vector3 pointing in that direction.
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-- Consider a sphere, with the 2 angles defining a point on the sphere's surface.
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-- This function returns that point as a Vector3.
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-- @source https://math.stackexchange.com/a/1881767/221181
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-- @param angle_x number The X angle.
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-- @param angle_y number The Y angle.
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-- @param length number The radius of the sphere in question.
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-- @returns Vector3 The point on the sphere defined by the aforementioned parameters.
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function Vector3.fromBearing(angle_x, angle_y, length)
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return Vector3.new( -- X and Y swapped
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length * math.cos(angle_x),
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length * math.sin(angle_x) * math.sin(angle_y),
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length * math.sin(angle_x) * math.cos(angle_y)
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)
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end
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-- ██████ ██████ ███████ ██████ █████ ████████ ██████ ██████
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