local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 -- ███████ ██████ █████ ██ ███████ ██████ ██████ ██ ██ ███ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ████ ██ -- ███████ ██ ███████ ██ █████ ██ ██ ██ ██ ██ █ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ███ ██ ██ ██ ██ -- ███████ ██████ ██ ██ ███████ ███████ ███████ ██████ ██████ ███ ███ ██ ████ --- Scales the defined region down by the given scale factor in the given directions. -- @param pos1 Vector Position 1 of the defined region, -- @param pos2 Vector Position 2 of the defined region. -- @param scale Vector The scale factor - as a vector - by which to scale down. -- @param anchor Vector The direction to scale in - as a vector. e.g. { x = -1, y = 1, z = -1 } would mean scale in the negative x, positive y, and nevative z directions. -- @return boolean, string|table Whether the operation was successful or not. If not, then an error messagea as a string is also passed. If it was, then a statistics object is returned instead. function worldeditadditions.scale_down(pos1, pos2, scale, anchor) pos1, pos2 = Vector3.sort(pos1, pos2) scale = Vector3.clone(scale) if scale.x > 1 or scale.y > 1 or scale.z > 1 or scale.x < -1 or scale.y < -1 or scale.z < -1 then return false, "Error: Scale factor vectors may not mix values -1 < factor < 1 and (1 < factor or factor < -1) - in other words, you can't scale both up and down at the same time (try worldeditadditions.scale, which automatically applies such scale factor vectors as 2 successive operations)" end if anchor.x == 0 or anchor.y == 0 or anchor.z == 0 then return false, "Error: One of the components of the anchor vector was 0 (anchor components should either be greater than or less than 0 to indicate the anchor to scale in.)" end local scale_down = (1 / scale):floor() local size = pos2 - pos1 if size.x < scale_down.x or size.y < scale_down.y or size.z < scale.z then return false, "Error: Area isn't big enough to apply scale down by "..scale.."." end local size_small = (size / scale_down):floor() local manip, area = worldedit.manip_helpers.init(pos1, pos2) local data = manip:get_data() local data_copy = wea_c.table.shallowcopy(data) local node_id_air = minetest.get_content_id("air") local pos1_small = pos1:clone() local pos2_small = pos2:clone() if anchor.x < 1 then pos1_small.x = pos2_small.x - size_small.x else pos2_small.x = pos1_small.x + size_small.x end if anchor.y < 1 then pos1_small.y = pos2_small.y - size_small.y else pos2_small.y = pos1_small.y + size_small.y end if anchor.z < 1 then pos1_small.z = pos2_small.z - size_small.z else pos2_small.z = pos1_small.z + size_small.z end local stats = { updated = 0, scale = scale_down, pos1 = pos1_small, pos2 = pos2_small } -- Zero out the area we're scaling down into for i in area:iterp(pos1, pos2) do data_copy[i] = node_id_air -- We update the entire area, even though we're scaling down -- ....because we fill in the area we left behind with air stats.updated = stats.updated + 1 end for z = pos2.z, pos1.z, -1 do for y = pos2.y, pos1.y, -1 do for x = pos2.x, pos1.x, -1 do local posi_rel = Vector3.new(x, y, z) - pos1 -- local posi_copy = wea_c.table.shallowcopy(posi_rel) -- posi_copy = vector.floor(vector.divide(posi_rel/*, scale_down*/)) local posi_copy = posi_rel / scale_down if anchor.x < 0 then posi_copy.x = size.x - posi_copy.x end if anchor.y < 0 then posi_copy.y = size.y - posi_copy.y end if anchor.z < 0 then posi_copy.z = size.z - posi_copy.z end posi_copy = pos1 + posi_copy local i_source = area:index(x, y, z) local i_target = area:index(posi_copy.x, posi_copy.y, posi_copy.z) -- Technically we could save some operations here by not setting -- the target multiple times per copy, but the calculations -- above are probably a lot more taxing -- TODO Be more intelligent about deciding what node to replace with here data_copy[i_target] = data[i_source] end end end -- Save the modified nodes back to disk & return worldedit.manip_helpers.finish(manip, data_copy) return true, stats end