local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 -- ███████ ██ ██ ██ ██████ ███████ ██████ ██ ██████ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- █████ ██ ██ ██ ██████ ███████ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ███████ ███████ ███████ ██ ██ ███████ ██████ ██ ██████ -- -- █████ ██████ ██████ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ███████ ██████ ██████ ██ ████ -- ██ ██ ██ ██ ██ ██ -- ██ ██ ██ ██ ███████ ██ --- Similar to cubeapply, except that it takes 2 positions and only keeps an ellipsoid-shaped area defined by the boundaries of the defined region. -- Takes a backup copy of the defined region, runs the given function, and then -- restores the bits around the edge that aren't inside the largest ellipsoid that will fit inside the defined region. -- @param {Position} pos1 The 1st position defining the region boundary -- @param {Position} pos2 The 2nd positioon defining the region boundary -- @param {Function} func The function to call that performs the action in question. It is expected that the given function will accept no arguments. function worldeditadditions.ellipsoidapply(pos1, pos2, func) local time_taken_all = wea_c.get_ms_time() pos1, pos2 = Vector3.sort(pos1, pos2) -- pos2 will always have the highest co-ordinates now -- Fetch the nodes in the specified area local manip_before, area_before = worldedit.manip_helpers.init(pos1, pos2) local data_before = manip_before:get_data() local time_taken_fn = wea_c.get_ms_time() func() time_taken_fn = wea_c.get_ms_time() - time_taken_fn local manip_after, area_after = worldedit.manip_helpers.init(pos1, pos2) local data_after = manip_after:get_data() local radius = (pos2 - pos1) / 2 local e_centre = pos2 - radius 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 comp = (Vector3.new(x, y, z) - e_centre) / radius local distance_mult = Vector3.dot(comp, comp) -- Roll everything that's outside the ellipse back if distance_mult > 1 then data_after[area_after:index(x, y, z)] = data_before[area_before:index(x, y, z)] end end end end -- Save the modified nodes back to disk & return -- No need to save - this function doesn't actually change anything worldedit.manip_helpers.finish(manip_after, data_after) time_taken_all = wea_c.get_ms_time() - time_taken_all return true, { all = time_taken_all, fn = time_taken_fn } end