local wea = worldeditadditions local Vector3 = wea.Vector3 --- Given a manip object and associates, generates a 2D x/z heightmap. -- Note that pos1 and pos2 should have already been pushed through -- worldedit.sort_pos(pos1, pos2) before passing them to this function. -- @param pos1 Vector Position 1 of the region to operate on -- @param pos2 Vector Position 2 of the region to operate on -- @param manip VoxelManip The VoxelManip object. -- @param area area The associated area object. -- @param data table The associated data object. -- @return table,table The ZERO-indexed heightmap data (as 1 single flat array), followed by the size of the heightmap in the form { z = size_z, x = size_x }. local function make_heightmap(pos1, pos2, manip, area, data) -- z y x (in reverse for little-endian machines) is the preferred loop order, but that isn't really possible here local heightmap = {} local hi = 0 local changes = { updated = 0, skipped_columns = 0 } for z = pos1.z, pos2.z, 1 do for x = pos1.x, pos2.x, 1 do local found_node = false -- Scan each column top to bottom for y = pos2.y+1, pos1.y, -1 do local i = area:index(x, y, z) if not (wea.is_airlike(data[i]) and not wea.is_liquidlike(data[i])) then -- It's the first non-airlike node in this column -- Start heightmap values from 1 (i.e. there's at least 1 node in the column) heightmap[hi] = (y - pos1.y) + 1 found_node = true break end end if not found_node then heightmap[hi] = -1 end hi = hi + 1 end end local heightmap_size = Vector3.new( (pos2.x - pos1.x) + 1, -- x 0, -- y (pos2.z - pos1.z) + 1 -- z ) return heightmap, heightmap_size end return make_heightmap