mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-23 15:53:00 +00:00
70 lines
2.4 KiB
Lua
70 lines
2.4 KiB
Lua
local wea = worldeditadditions
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local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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--- Applies the given brush with the given height and size to the given position.
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-- @param pos1 Vector3 The position at which to apply the brush.
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-- @param brush_name string The name of the brush to apply.
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-- @param brush_size Vector3 The size of the brush application. Values are interpreted on the X/Y coordinates, and NOT X/Z!
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-- @param height number The height of the brush application.
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-- @returns bool, string|{ added: number, removed: number } A bool indicating whether the operation was successful or not, followed by either an error message as a string (if it was not successful) or a table of statistics (if it was successful).
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local function apply(pos1, brush_name, brush_size, height)
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-- 1: Get & validate brush
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local success, brush, brush_size_actual = wea.sculpt.make_brush(brush_name, brush_size)
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if not success then return success, brush end
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-- print(wea.sculpt.make_preview(brush, brush_size_actual))
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local brush_size_terrain = Vector3.new(
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brush_size_actual.x,
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0,
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brush_size_actual.y
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)
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local brush_size_radius = (brush_size_terrain / 2):floor()
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-- To try and make sure we catch height variations
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local buffer = Vector3.new(0, math.min(height*2, 100), 0)
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local pos1_compute = pos1 - brush_size_radius - buffer
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local pos2_compute = pos1 + brush_size_radius + Vector3.new(0, height, 0) + buffer
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pos1_compute, pos2_compute = Vector3.sort(
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pos1_compute,
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pos2_compute
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)
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-- 2: Fetch the nodes in the specified area, extract heightmap
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local manip, area = worldedit.manip_helpers.init(pos1_compute, pos2_compute)
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local data = manip:get_data()
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local heightmap, heightmap_size = wea_c.terrain.make_heightmap(
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pos1_compute, pos2_compute,
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manip, area,
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data
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)
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local heightmap_orig = wea_c.table.shallowcopy(heightmap)
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local success2, added, removed = wea.sculpt.apply_heightmap(
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brush, brush_size_actual,
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height,
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(heightmap_size / 2):floor(),
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heightmap, heightmap_size
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)
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if not success2 then return success2, added end
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-- 3: Save back to disk & return
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local success3, stats = wea_c.terrain.apply_heightmap_changes(
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pos1_compute, pos2_compute,
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area, data,
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heightmap_orig, heightmap,
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heightmap_size
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)
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if not success3 then return success2, stats end
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worldedit.manip_helpers.finish(manip, data)
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return true, stats
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end
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return apply
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