Minetest-WorldEditAdditions/worldeditadditions/floodfill.lua

67 lines
1.9 KiB
Lua

--- Flood-fill command for complex lakes etc.
-- @module worldeditadditions.floodfill
local Queue = require "queue"
local function floodfill(start_pos, radius, replace_node)
-- Calculate the area we want to modify
local pos1, pos2 = centre_pos
pos1.x = pos1.x - radius
pos1.z = pos1.z - radius
pos2.x = pos2.x + radius
pos2.y = pos2.y + radius
pos2.z = pos2.z + radius
pos1, pos2 = worldedit.sort_pos(pos1, pos2) -- Just in case
-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init()
local data = manip:get_data()
-- Setup for the floodfill operation itself
local start_pos_index = area:index(start_pos.x, start_pos.y, start_pos.z);
local search_id = data[start_pos_index]
local replace_id = minetest.get_content_id(replace_node)
local count = 0
local remaining_nodes = Queue.new()
Queue.enqueue(remaining_nodes, start_pos_index)
-- Do the floodfill
while Queue.is_empty(remaining_nodes) == false do
local cur = Queue.dequeue(remaining_nodes)
-- TODO: Check distance from start_pos
-- Replace this node
data[cur] = replace_id
count = count + 1
-- Check all the nearby nodes
-- We don't need to go upwards here, since we're filling in lake-style
if data[cur + 1] == search_id then -- +X
Queue.enqueue(remaining_nodes, cur + 1)
end
if data[cur - 1] == search_id then -- -X
Queue.enqueue(remaining_nodes, cur - 1)
end
if data[cur + area.zstride] == search_id then -- +Z
Queue.enqueue(remaining_nodes, cur + area.zstride)
end
if data[cur - area.zstride] == search_id then -- -Z
Queue.enqueue(remaining_nodes, cur - area.zstride)
end
if data[cur - area.ystride] == search_id then -- -Y
Queue.enqueue(remaining_nodes, cur - area.ystride)
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return count
end
return floodfill