-- ███████ ██ ██ ██ ██████ ███████ ███████ -- ██ ██ ██ ██ ██ ██ ██ ██ -- █████ ██ ██ ██ ██████ ███████ █████ -- ██ ██ ██ ██ ██ ██ ██ -- ███████ ███████ ███████ ██ ██ ███████ ███████ --- Fills an ellipsoidal area around the given position with the target node. -- The resulting ellipsoid may optionally be hollow (in which case -- nodes inside the ellipsoid are left untouched). -- @param position Vector3 The centre position of the ellipsoid. -- @param radius Vector3 The radius of the ellipsoid in all 3 dimensions. -- @param target_node string The name of the node to use to fill the ellipsoid. -- @param hollow bool Whether the ellipsoid should be hollow or not. -- @returns number The number of nodes filled to create the (optionally hollow) ellipsoid. This number will be lower with hollow ellipsoids, since the internals of an ellipsoid aren't altered. function worldeditadditions.ellipsoid(position, radius, target_node, hollow) -- position = { x, y, z } local hollow_inner_radius = { x = radius.x - 1, y = radius.y - 1, z = radius.z - 1 } -- Fetch the nodes in the specified area -- OPTIMIZE: We should be able to calculate a more efficient box-area here local manip, area = worldedit.manip_helpers.init_radius(position, math.max(radius.x, radius.y, radius.z)) local data = manip:get_data() local node_id = minetest.get_content_id(target_node) local stride_z, stride_y = area.zstride, area.ystride local count = 0 -- The number of nodes replaced local idx_z_base = area:index(position.x - radius.x, position.y - radius.y, position.z - radius.z) -- initial z offset for z = -radius.z, radius.z do local idx_y_base = idx_z_base for y = -radius.y, radius.y do local i = idx_y_base for x = -radius.x, radius.x do -- If we're inside the ellipse, then fill it in local x_comp, y_comp, z_comp = x/radius.x, y/radius.y, z/radius.z local ellipsoid_dist = x_comp*x_comp + y_comp*y_comp + z_comp*z_comp if ellipsoid_dist <= 1 then local place_ok = not hollow; if not place_ok then -- It must be hollow! Do some additional calculations. local hx_comp = x/hollow_inner_radius.x local hy_comp = y/hollow_inner_radius.y local hz_comp = z/hollow_inner_radius.z -- It's only ok to place it if it's outside our inner ellipse place_ok = hx_comp*hx_comp + hy_comp*hy_comp + hz_comp*hz_comp >= 1 end if place_ok then data[i] = node_id count = count + 1 end end i = i + 1 end idx_y_base = idx_y_base + stride_y end idx_z_base = idx_z_base + stride_z end -- Save the modified nodes back to disk & return worldedit.manip_helpers.finish(manip, data) return count end