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reference: add //spline
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@ -189,6 +189,21 @@ If `h` or `hollow` is specified at the end, then the resulting dome shape is mad
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```
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### `//spline <replace_node> <width_start> [<width_end=width_start> [<steps=3>]]`
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Draws a curved line, using all the currently defined points as control points. The starting and ending widths of the line can be controlled, and the width will be linearly interpolated.
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**Note:** `//spline` uses the **new** WorldEditAdditions positions! Use the [multipoint wand](#multi-point-wand) to define the control points for the resulting line.
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For those interested, WorldEditAdditions uses the [chaikin curve algorithm](https://starbeamrainbowlabs.com/blog/article.php?article=posts/196-Chaikin-Curve-Generator.html) to draw the curve.
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```weacmd
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//spline dirt 5 2
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//spline glass 3
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//spline bakedclay:violet 3
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```
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![An example of what //spline can do.](https://raw.githubusercontent.com/sbrl/Minetest-WorldEditAdditions/main/.docs/images/reference/spline.jpeg)
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## Misc
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<!--
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███ ███ ██ ███████ ██████
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@ -523,7 +538,7 @@ Currently implemented algorithms:
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Algorithm | Mode | Description
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------------|-------|-------------------
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`snowballs` | 2D | The default - based on [this blog post](https://jobtalle.com/simulating_hydraulic_erosion.html). Simulates snowballs rolling across the terrain, eroding & depositing material. Then runs a 3x3 gaussian kernel over the result (i.e. like the `//conv` / `//smoothadv` command).
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`river` | 2D | Fills in potholes and lowers pillars using a cellular automata-like algorithm that analyses the height of neighouring columns.
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`river` | 2D | Fills in potholes and lowers pillars using a cellular automata-like algorithm that analyses the height of neighbouring columns.
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Usage examples:
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@ -609,7 +624,7 @@ The following algorithms are currently available:
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Algorithm | Description
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------------|--------------------------
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`perlinmt` | **Default**.Perlin noise, backed by Minetest's inbuilt `PerlinNoise` class.
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`perlinmt` | **Default**. Perlin noise, backed by Minetest's inbuilt `PerlinNoise` class.
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`perlin` | Perlin noise, backed by a pure Lua perlin noise implementation. Functional, but currently contains artefacts I'm having difficulty tracking down.
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`sin` | A sine wave created with `math.sin()`.
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`white` | Random white noise.
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