local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 --- Generates torus shapes. -- @module worldeditadditions.torus --- Generates a torus shape at the given position with the given parameters. -- @param position Vector The position at which to generate the torus. -- @param major_radius number The major radius of the torus - i.e. the distance from the middle to the ring. -- @param minor_radius number The minor radius of the torus - i.e. the radius fo the ring itself. -- @param target_node string The name of the target node to generate the torus with. -- @param axes=xz string|nil The axes upon which the torus should lay flat. -- @param hollow=false boolean Whether the generated torus should be hollow or not. function worldeditadditions.torus(position, major_radius, minor_radius, target_node, axes, hollow) local matrix = {x='yz', y='xz', z='xy'} if type(axes) ~= "string" then axes = "xz" end if #axes == 1 and axes:match('[xyz]') then axes = matrix[axes] end -- position = { x, y, z } local total_radius = major_radius + minor_radius local inner_minor_radius = minor_radius - 2 local major_radius_sq = major_radius*major_radius local minor_radius_sq = minor_radius*minor_radius local inner_minor_radius_sq = inner_minor_radius*inner_minor_radius -- Fetch the nodes in the specified area -- OPTIMIZE: We should be able to calculate a more efficient box-area here -- This is complicated by the multiple possible axes though local manip, area = worldedit.manip_helpers.init_radius(position, total_radius) local data = manip:get_data() local node_id = minetest.get_content_id(target_node) local node_id_air = minetest.get_content_id("air") 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 - total_radius, position.y - total_radius, position.z - total_radius) -- initial z offset for z = -total_radius, total_radius do local z_sq = z*z local idx_y_base = idx_z_base for y = -total_radius, total_radius do local y_sq = y*y local i = idx_y_base for x = -total_radius, total_radius do local x_sq = x*x local sq = Vector3.new(x_sq, y_sq, z_sq) -- Default: xy if axes == "xz" then sq.x, sq.y, sq.z = sq.x, sq.z, sq.y elseif axes == "yz" then sq.x, sq.y, sq.z = sq.y, sq.z, sq.x end -- (x^2+y^2+z^2-(a^2+b^2))^2-4 a b (b^2-z^2) -- Where: -- (x, y, z) is the point -- a is the major radius (centre of the ring to the centre of the torus) -- b is the minor radius (radius of the ring) local comp_a = (sq.x+sq.y+sq.z - (major_radius_sq+minor_radius_sq)) local test_value = comp_a*comp_a - 4*major_radius*minor_radius*(minor_radius_sq-sq.z) -- If we're inside the torus, then fill it in if test_value <= 1 then local place_ok = not hollow; if not place_ok then -- It must be hollow! Do some additional calculations. local inner_comp_a = (sq.x+sq.y+sq.z - (major_radius_sq+inner_minor_radius_sq)) local inner_test_value = inner_comp_a*inner_comp_a - 4*major_radius*inner_minor_radius*(inner_minor_radius_sq-sq.z) -- It's only ok to place it if it's outside our inner torus place_ok = inner_test_value >= 0 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