rough sketch of the outline of StagedVoxelRegion.

This doesn't include the deltas feature yet
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Starbeamrainbowlabs 2023-08-09 03:33:56 +01:00
parent 3c7e1ef545
commit e4539edb4b
Signed by: sbrl
GPG key ID: 1BE5172E637709C2
2 changed files with 151 additions and 0 deletions

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--- File formats WorldEditAdditions supports reading and/or writing.
-- It is currently unclear which of these formats we will actually implement.
--
-- Current Status:
--
-- Format | Read | Write
-- ---------|-------|-------
-- weaschem | |
-- mtschem | |
-- we | |
--
-- @namespace worldeditadditions_core.io.FileFormats
return {
--- The WorldEditAdditions Schematic file format.
-- This format also has the ability to store deltas (aka the differences between a previous state and the current state)
WorldEditAdditions = "weaschem",
--- The optimised Minetest Schematic file format.
-- File extensions: .mtschem
MinetestSchematic = "mtschem",
--- The WorldEdit format.
-- This format takes up a lot of disk space. The use of this format is not recommended.
--
-- File extensions: .we
WorldEdit = "we"
}

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--- A region of the world that is to be or has been saved to/from disk.
-- This class exists to make moving things to/from disk easier and less complicated.
--
-- In short, use StagedVoxelRegion.NewFromVoxelManip or StagedVoxelRegion.NewFromTable to SAVE data, and StagedVoxelRegion.Load or StagedVoxelRegion.LoadIntoVoxelManip to LOAD data.
-- @class worldeditadditions_core.io.StagedVoxelRegion
local StagedVoxelRegion = {}
StagedVoxelRegion.__index = StagedVoxelRegion
StagedVoxelRegion.__name = "StagedVoxelRegion" -- A hack to allow identification in wea.inspect
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-- ███████ ████████ █████ ████████ ██ ██████
-- ██ ██ ██ ██ ██ ██ ██
-- ███████ ██ ███████ ██ ██ ██
-- ██ ██ ██ ██ ██ ██ ██
-- ███████ ██ ██ ██ ██ ██ ██████
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--- Creates a new StagedVoxelRegion from the data in a VoxelManipulator.
-- To save data, you probably want to call the save() method.
-- @param voxelmanip VoxelManipulator The voxel manipulator to take data from and save to disk.
-- @param pos1 Vector3 The position in WORLD SPACE of pos1 of the defined region to stage for saving.
-- @param pos2 Vector3 The position in WORLD SPACE of pos2 of the defined region to stage for saving.
-- @returns bool,StagedVoxelRegion A success boolean, followed by the new StagedVoxelRegion instance.
function StagedVoxelRegion.NewFromVoxelManip(voxelmanip, pos1, pos2)
end
--- Creates a new StagedVoxelRegion from the given VoxelManipulator data.
-- To save data, you probably want to call the save() method.
-- @param area VoxelArea The VoxelArea associated with the data.
-- @param data number[] A table of numbers representing the node ids.
-- @param param2 number[] A table of numbers representing the param2 data. Should exactly match the data number[] in size.
-- @param pos1 Vector3 The position in WORLD SPACE of pos1 of the defined region to stage for saving.
-- @param pos2 Vector3 The position in WORLD SPACE of pos2 of the defined region to stage for saving.
-- @returns bool,StagedVoxelRegion A success boolean, followed by the new StagedVoxelRegion instance.
function StagedVoxelRegion.NewFromTable(area, data, param2, pos1, pos2)
end
--- Creates a new StagedVoxelRegion from raw data/param2 tables.
-- @param data number[] A table of numbers representing the node ids. Must be ALREADY TRIMMED, NOT just taken straight from a VoxelManip!
-- @param param2 number[] A table of numbers representing the param2 data. Should exactly match the data number[] in size. Must be ALREADY TRIMMED, NOT just taken straight from a VoxelManip!
-- @static
-- @param pos1 Vector3 The position in WORLD SPACE of pos1 of the defined region to stage for saving.
-- @param pos2 Vector3 The position in WORLD SPACE of pos2 of the defined region to stage for saving.
-- @returns bool,StagedVoxelRegion A success boolean, followed by the new StagedVoxelRegion instance.
function StagedVoxelRegion.NewFromRaw(data, param2, pos1, pos2)
end
--- Loads voxel data from disk, returning padded arrays suitable for use with VoxelManipulator instances.
--
-- **Note:** This function DOES NOT call finish on the VoxelManipulator!
-- @static
-- @param voxelmanip VoxelManipulator The VoxelManipulator to load the data into.
-- @param filepath string The filepath to load data from.
-- @param pos1 Vector3 Position 1 in WORLD space to load the data into.
-- @param pos2 Vector3 Position 2 in WORLD space to load the data into.
-- @param format="auto" string The format that the source data is in. Default: automatic, determine from file extension. See worldeditadditions_core.io.FileFormats for more information.
-- @returns bool,table A success/failure bool, followed by TODO: The format of this table is still to be decided.
function StagedVoxelRegion.LoadIntoVoxelManip(filepath, voxelmanip, pos1, pos2, format)
end
--- Loads voxel data from disk, returning padded arrays suitable for use with VoxelManipulator instances.
--
-- **Note:** This function does NOT modify the world.
-- @static
-- @param filepath string The filepath to load data from.
-- @param voxelarea VoxelArea The VoxelArea from the target VoxelManipulator instance.
-- @param pos1 Vector3 Position 1 in WORLD space to load the data into.
-- @param pos2 Vector3 Position 2 in WORLD space to load the data into.
-- @param format="auto" string The format that the source data is in. Default: automatic, determine from file extension. See worldeditadditions_core.io.FileFormats for more information.
-- @returns bool,table A success/failure bool, followed by TODO: The format of this table is still to be decided.
function StagedVoxelRegion.Load(filepath, voxelarea, pos1, pos2, format)
end
--- Loads voxel data from disk, returning the raw UNPADDED arrays.
-- In other words, the tables returned by this function WILL NOT fit directly into a VoxelManipulator, because VoxelManipulator data/param2 tables also contain padding data (likely because VoxelManip load only chunks at a time).
--
-- **Note:** This function does NOT modify the world.
-- @static
-- @param filepath string The filepath to load data from.
-- @param pos1 Vector3 Position 1 in WORLD space to load the data into.
-- @param pos2 Vector3 Position 2 in WORLD space to load the data into.
-- @param format="auto" string The format that the source data is in. Default: automatic, determine from file extension. See worldeditadditions_core.io.FileFormats for more information.
-- @returns bool,table A success/failure bool, followed by TODO: The format of this table is still to be decided.
function StagedVoxelRegion.LoadRaw(filepath, pos1, pos2, format)
end
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-- ██████ ██ ██ ███ ██ █████ ███ ███ ██ ██████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██████ ██ ██ ████ ██ ██ ██ ██ ██ ██████
------------------------------------------------------------------------------
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--- Saves the StagedVoxelRegion to the filepath.
-- @param filepath string The filepath to save the StagedVoxelRegion to.
-- @param format="auto" string The format to save in. Default: automatic, determine from file extension. See worldeditadditions_core.io.FileFormats for more information.
-- @returns bool Whether the operation was successful or not.
function StagedVoxelRegion.save(filepath, format)
end
return StagedVoxelRegion