-- ███████ ██ ██ ██ ██████ ███████ ███████ █████ ██████ ██████ ██ ██ ██ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- █████ ██ ██ ██ ██████ ███████ █████ ███████ ██████ ██████ ██ ████ -- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ -- ███████ ███████ ███████ ██ ██ ███████ ███████ ██ ██ ██ ██ ███████ ██ --- 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.ellipseapply(pos1, pos2, func) pos1, pos2 = worldedit.sort_pos(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:get_data() func() local manip_after, area_after = worldedit.manip_helpers.init(pos1, pos2) local data_after = manip:get_data() local radius = { x = (pos2.x - pos1.x) / 2, y = (pos2.y - pos1.y) / 2, z = (pos2.z - pos1.z) / 2 } local e_centre = { x = pos2.x - radius.x, y = pos2.y - radius.y, z = pos2.z - radius.z } 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_x = (x - e_centre.x) / radius.x local comp_y = (y - e_centre.y) / radius.y local comp_z = (z - e_centre.z) / radius.z -- TODO finish this 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) end