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scube and vector population
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6 changed files with 84 additions and 8 deletions
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@ -4,7 +4,7 @@ It's about time I started a changelog! This will serve from now on as the main c
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Note to self: See the bottom of this file for the release template text.
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## v1.12 (unreleased)
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- Add `//srect` (_select rectangle_) - thanks, @VorTechnix!
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- Add `//srect` (_select rectangle_), `//scol` (_select column_), `//scube` (_select cube_) - thanks, @VorTechnix!
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- Add `//spush`, `//spop`, and `//sstack`
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- `//overlay`: Don't place nodes above water
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@ -482,6 +482,14 @@ Executes the given command, and then clips the result to the largest ellipsoid t
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//ellipsoidapply layers desert_sand sand 2 desert_sandstone 4 sandstone 10
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```
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## `//scol [<axis1> ] <length>`
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Short for _select column_. Sets the pos2 at a set distance along 1 axis from pos1. If the axis isn't specified, defaults the direction you are facing. Implementation thanks to @VorTechnix.
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```
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//scol 10
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//scol x 3
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```
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## `//srect [<axis1> [<axis2>]] <length>`
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Short for _select rectangle_. Sets the pos2 at a set distance along 2 axes from pos1. If the axes aren't specified, defaults to positive y and the direction you are facing. Implementation thanks to @VorTechnix.
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@ -491,6 +499,16 @@ Short for _select rectangle_. Sets the pos2 at a set distance along 2 axes from
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//srect -z y 25
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```
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## `//scube [<axis1> [<axis2> [<axis3>]]] <length>`
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Short for _select cube_. Sets the pos2 at a set distance along 3 axes from pos1. If the axes aren't specified, defaults to positive y, the direction you are facing and the axis to the left of facing. Implementation thanks to @VorTechnix.
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```
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//scube 5
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//scube z a y 12
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//scube x z 3
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//scube -z 12
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```
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## `//sstack`
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Displays the contents of your per-user selection stack. This stack can be pushed to and popped from rather like a stack of plates. See also `//spush` (for pushing to the selection stack) and `//spop` (for popping from the selection stack).
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@ -15,7 +15,7 @@ worldedit.register_command("scol", {
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tmp.len = tonumber(len)
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-- If len == nill cancel the operation
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if tmp.len == nil then return false, "No length specified." end
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if not tmp.len then return false, "No length specified." end
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-- If ax1 is bad send "get" order
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if ax1 == "g" then tmp.get = true
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else vec[ax1] = sn1 * tmp.len end
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55
worldeditadditions_commands/commands/selectors/scube.lua
Normal file
55
worldeditadditions_commands/commands/selectors/scube.lua
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@ -0,0 +1,55 @@
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-- ███████ ██████ ██ ██ ██████ ███████
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-- ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ██ ██ ██████ █████
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-- ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██████ ██████ ██████ ███████
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worldedit.register_command("scube", {
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params = "[<axis1> [<axis2> [<axis3>]]] <length>",
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description = "Set WorldEdit region position 2 at a set distance along 3 axes.",
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privs = { worldedit = true },
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require_pos = 1,
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parse = function(params_text)
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local wea, vec, tmp = worldeditadditions, vector.new(0, 0, 0), {}
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local find = wea.split(params_text, "%s", false)
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local ax1, ax2, ax3 = (tostring(find[1]):match('[xyz]') or "g"):sub(1,1), (tostring(find[2]):match('[xyz]') or "g"):sub(1,1),
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(tostring(find[3]):match('[xyz]') or "g"):sub(1,1)
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local sn1, sn2, sn3, len = wea.getsign(find[1]), wea.getsign(find[2]), wea.getsign(find[3]), find[table.maxn(find)]
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tmp.len = tonumber(len)
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-- If len is nill cancel the operation
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if not tmp.len then return false, "No length specified." end
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-- If axis is bad send "get" order
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if ax1 == "g" then tmp.get = true
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else vec[ax1] = sn1 * tmp.len end
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if ax2 == "g" then tmp.get = true
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else vec[ax2] = sn2 * tmp.len end
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if ax3 == "g" then tmp.get = true
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else vec[ax3] = sn3 * tmp.len end
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tmp.axes = ax1..","..ax2..","..ax3
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return true, vec, tmp
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end,
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func = function(name, vec, tmp)
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if tmp.get then
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local ax, dir = worldeditadditions.player_axis2d(name)
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local _, left, sn = worldeditadditions.axis_left(ax,dir)
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if not tmp.axes:find("x") then vec.x = tmp.len * (ax == "x" and dir or sn) end
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if not tmp.axes:find("z") then vec.z = tmp.len * (ax == "z" and dir or sn) end
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if not tmp.axes:find("y") then vec.y = tmp.len end
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end
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local p2 = vector.add(vec,worldedit.pos1[name])
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worldedit.pos2[name] = p2
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worldedit.mark_pos2(name)
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return true, "position 2 set to " .. minetest.pos_to_string(p2)
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end,
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})
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-- Tests
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-- /multi //fp set1 -63 19 -20 //scube 5
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-- /multi //fp set1 -63 19 -20 //scube z 5
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-- /multi //fp set1 -63 19 -20 //scube a z 5
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-- /multi //fp set1 -63 19 -20 //scube z a y 5
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-- /multi //fp set1 -63 19 -20 //scube -z y a 5
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-- /multi //fp set1 -63 19 -20 //scube z z 5
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-- /lua print()
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@ -11,23 +11,26 @@ worldedit.register_command("srect", {
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parse = function(params_text)
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local wea, vec, tmp = worldeditadditions, vector.new(0, 0, 0), {}
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local find = wea.split(params_text, "%s", false)
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local ax1, ax2 = (tostring(find[1]):match('[xyz]') or "g"):sub(1,1), (tostring(find[2]):match('[xyz]') or "y"):sub(1,1)
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local ax1, ax2 = (tostring(find[1]):match('[xyz]') or "g"):sub(1,1), (tostring(find[2]):match('[xyz]') or "g"):sub(1,1)
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local sn1, sn2, len = wea.getsign(find[1]), wea.getsign(find[2]), find[table.maxn(find)]
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tmp.len = tonumber(len)
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-- If len == nill cancel the operation
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if tmp.len == nil then return false, "No length specified." end
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-- If ax1 is bad send "get" order
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if not tmp.len then return false, "No length specified." end
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-- If axis is bad send "get" order
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if ax1 == "g" then tmp.get = true
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else vec[ax1] = sn1 * tmp.len end
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vec[ax2] = sn2 * tmp.len
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if ax2 == "g" then tmp.get = true
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else vec[ax2] = sn2 * tmp.len end
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tmp.axes = ax1..","..ax2
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return true, vec, tmp
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end,
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func = function(name, vec, tmp)
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if tmp.get then
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local ax, dir = worldeditadditions.player_axis2d(name)
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vec[ax] = tmp.len * dir
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if not tmp.axes:find("[xz]") then vec[ax] = tmp.len * dir end
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if not tmp.axes:find("y") then vec.y = tmp.len end
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end
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local p2 = vector.add(vec,worldedit.pos1[name])
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@ -43,7 +43,7 @@ dofile(we_c.modpath.."/commands/meta/ellipsoidapply.lua")
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dofile(we_c.modpath.."/commands/selectors/scol.lua")
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dofile(we_c.modpath.."/commands/selectors/srect.lua")
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-- dofile(we_c.modpath.."/commands/selectors/scube.lua")
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dofile(we_c.modpath.."/commands/selectors/scube.lua")
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dofile(we_c.modpath.."/commands/selectors/sstack.lua")
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dofile(we_c.modpath.."/commands/selectors/spush.lua")
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dofile(we_c.modpath.."/commands/selectors/spop.lua")
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