mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-16 21:12:59 +00:00
Starbeamrainbowlabs
1310dae884
This is just the start, if my plans work out. The eventual aim here is to implement a generic Heightmap2D class, just like Vector3. This will make interacting with heightmaps much easier.
100 lines
3.6 KiB
Lua
100 lines
3.6 KiB
Lua
-- ██ █████ ██ ██ ███████ ██████ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ███████ ████ █████ ██████ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ██ ██ ███████ ██ ██ ███████
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local wea = worldeditadditions
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local function print_slopes(slopemap, width)
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local copy = wea.table.shallowcopy(slopemap)
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for key,value in pairs(copy) do
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copy[key] = wea.round(math.deg(value), 2)
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end
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worldeditadditions.format.array_2d(copy, width)
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end
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--- Replaces the non-air nodes in each column with a list of nodes from top to bottom.
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-- @param pos1 Vector Position 1 of the region to operate on
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-- @param pos2 Vector Position 2 of the region to operate on
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-- @param node_weights string[]
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-- @param min_slope number?
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-- @param max_slope number?
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function worldeditadditions.layers(pos1, pos2, node_weights, min_slope, max_slope)
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pos1, pos2 = wea.Vector3.sort(pos1, pos2)
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if not min_slope then min_slope = math.rad(0) end
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if not max_slope then max_slope = math.rad(180) end
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-- pos2 will always have the highest co-ordinates now
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-- Fetch the nodes in the specified area
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local manip, area = worldedit.manip_helpers.init(pos1, pos2)
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local data = manip:get_data()
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local node_id_ignore = minetest.get_content_id("ignore")
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local node_ids, node_ids_count = wea.unwind_node_list(node_weights)
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local heightmap, heightmap_size = wea.terrain.make_heightmap(
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pos1, pos2,
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manip, area, data
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)
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local slopemap = wea.terrain.calculate_slopes(heightmap, heightmap_size)
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-- worldeditadditions.format.array_2d(heightmap, heightmap_size.x)
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-- print_slopes(slopemap, heightmap_size.x)
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--luacheck:ignore 311
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heightmap = nil -- Just in case Lua wants to garbage collect it
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-- minetest.log("action", "pos1: " .. wea.vector.tostring(pos1))
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-- minetest.log("action", "pos2: " .. wea.vector.tostring(pos2))
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-- for i,v in ipairs(node_ids) do
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-- print("[layer] i", i, "node id", v)
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-- end
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-- z y x is the preferred loop order, but that isn't really possible here
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local changes = { replaced = 0, skipped_columns = 0, skipped_columns_slope = 0 }
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for z = pos2.z, pos1.z, -1 do
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for x = pos2.x, pos1.x, -1 do
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local next_index = 1 -- We use table.insert() in make_weighted
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local placed_node = false
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local hi = (z-pos1.z)*heightmap_size.x + (x-pos1.x)
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-- print("DEBUG hi", hi, "x", x, "z", z, "slope", slopemap[hi], "as deg", math.deg(slopemap[hi]))
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-- Again, Lua 5.1 doesn't have a continue statement :-/
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if slopemap[hi] >= min_slope and slopemap[hi] <= max_slope then
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for y = pos2.y, pos1.y, -1 do
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local i = area:index(x, y, z)
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local is_air = wea.is_airlike(data[i])
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local is_ignore = data[i] == node_id_ignore
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if not is_air and not is_ignore then
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-- It's not an airlike node or something else odd
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data[i] = node_ids[next_index]
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next_index = next_index + 1
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changes.replaced = changes.replaced + 1
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-- If we're done replacing nodes in this column, move to the next one
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if next_index > #node_ids then
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break
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end
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end
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end
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else
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changes.skipped_columns_slope = changes.skipped_columns_slope + 1
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end
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if not placed_node then
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changes.skipped_columns = changes.skipped_columns + 1
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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, data)
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return changes
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end
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