mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-22 23:42:59 +00:00
Starbeamrainbowlabs
cf8406b80f
this is important because when rotating multiple times it can easily overwrite parts of the structure with pointless air nodes where it shouldn't do
78 lines
No EOL
3.5 KiB
Lua
78 lines
No EOL
3.5 KiB
Lua
local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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-- ██████ ███████ ██ ██ ██████ ██ ██ ██ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██████ █████ ██ ██ ██ ██ ██ ██ ██ █████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ███████ ████ ██████ ███████ ████ ███████
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--- Make <times> copies of the region defined by pos1-pos2 at equal angles around a circle.
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-- The defined region works best if it's a thin slice that's 1 or 2 blocks thick.
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-- For example, if one provided a times value of 3, copies would be rotated 0, 120, and 240 degrees.
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-- TODO: implement support to rotate around arbitrary axes.
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-- @param pos1 Vector3 The first position defining the source region.
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-- @param pos2 Vector3 The second position defining the source region.
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-- @param origin Vector3 The pivot point to rotate around.
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-- @param times number The number of equally-spaces copies to make.
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function worldeditadditions.revolve(pos1, pos2, origin, times)
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local rotation_radians = wea_c.table.filter(
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wea_c.range(0, 1, 1 / times),
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function (val) return val ~= 0 and val ~= 1 end
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)
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local pos1_source, pos2_source = Vector3.sort(pos1, pos2)
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-- HACK: with some maths this could be much more efficient.
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local pos1_target, pos2_target = wea_c.table.unpack(wea_c.table.reduce({
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Vector3.rotate3d(origin, pos1_source, Vector3.new(0, math.pi / 2, 0)),
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Vector3.rotate3d(origin, pos2_source, Vector3.new(0, math.pi / 2, 0)),
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Vector3.rotate3d(origin, pos1_source, Vector3.new(0, math.pi, 0)),
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Vector3.rotate3d(origin, pos2_source, Vector3.new(0, math.pi, 0)),
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Vector3.rotate3d(origin, pos1_source, Vector3.new(0, -math.pi / 2, 0)),
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Vector3.rotate3d(origin, pos2_source, Vector3.new(0, -math.pi / 2, 0)),
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}, function(acc, next)
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return { next:expand_region(acc[1], acc[2]) }
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end, { pos1_source, pos2_source }))
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-- Fetch the nodes in the specified area
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local manip_source, area_source = worldedit.manip_helpers.init(pos1_source, pos2_source)
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local data_source = manip_source:get_data()
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local manip_target, area_target = worldedit.manip_helpers.init(pos1_target, pos2_target)
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local data_target = manip_target:get_data()
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local changed = 0
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for z = pos2_source.z, pos1_source.z, -1 do
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for y = pos2_source.y, pos1_source.y, -1 do
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for x = pos2_source.x, pos1_source.x, -1 do
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local pos_source = Vector3.new(x, y, z)
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local i_source = area_source:index(x, y, z)
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-- Lua really sucks sometimes... a continue statement would be v useful here
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if not wea_c.is_airlike(data_source[i_source]) then
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for index, rotation in ipairs(rotation_radians) do
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local pos_target = Vector3.rotate3d(
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origin,
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pos_source,
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-- rotate on Z axis only, convert 0..1 → radians
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-- TEST on Y axis, 'cause I'm confused
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Vector3.new(0, rotation * math.pi * 2, 0)
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):floor()
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local i_target = area_target:index(pos_target.x, pos_target.y, pos_target.z)
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-- TODO: Rotate notes as appropriate
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data_target[i_target] = data_source[i_source]
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changed = changed + 1
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end
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end
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end
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end
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end
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-- Save the modified nodes back to disk & return
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worldedit.manip_helpers.finish(manip_target, data_target)
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return true, changed
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end |