mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-25 16:43:05 +00:00
189 lines
7.7 KiB
Lua
189 lines
7.7 KiB
Lua
-- ███████ ██ ██ ██████ ██████ ██ ██ ██ ██ ██████ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ██ ██████ ██ ██ ██ ██ ██ ██ ██ ██ █████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██████ ██████ ██████ ██ ████ ██ ██████ ███████
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local wea_c = worldeditadditions_core
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local wea = worldeditadditions
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local Vector3 = wea_c.Vector3
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-- Counts the number of chunks in the given area.
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-- Maths is now done properly. Values from this new implementation were tested
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-- with 1000 random pos1, pos2, and chunk_size combinations and found to be identical.
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local function count_chunks(pos1, pos2, chunk_size)
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-- Assume pos1 & pos2 are sorted
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local dimensions = Vector3.new(
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pos2.x - pos1.x + 1,
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pos2.y - pos1.y + 1,
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pos2.z - pos1.z + 1
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)
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-- print("[new] dimensions", dimensions.x, dimensions.y, dimensions.z)
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return math.ceil(dimensions.x / chunk_size.x)
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* math.ceil(dimensions.y / chunk_size.y)
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* math.ceil(dimensions.z / chunk_size.z)
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end
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local function merge_stats(a, b)
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for key,value in pairs(a) do
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if not b[key] then b[key] = 0 end
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b[key] = a[key] + b[key]
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end
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end
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local function make_stats_obj(state)
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return {
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chunks_total = state.chunks_total,
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chunks_completed = state.chunks_completed,
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chunk_size = state.chunk_size,
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volume_nodes = state.volume_nodes,
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emerge = state.stats_emerge,
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times = state.times,
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eta = state.eta,
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emerge_overhead = state.emerge_overhead
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}
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end
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local function subdivide_step_complete(state)
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state.times.total = wea_c.get_ms_time() - state.times.start
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state.callback_complete(
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state.pos1,
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state.pos2,
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make_stats_obj(state)
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)
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end
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local function subdivide_step_beforeload(state)
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state.cpos.z = state.cpos.z - (state.chunk_size.z + 1)
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if state.cpos.z < state.pos1.z then
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state.cpos.z = state.pos2.z
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state.cpos.y = state.cpos.y - (state.chunk_size.y + 1)
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if state.cpos.y < state.pos1.y then
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state.cpos.y = state.pos2.y
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state.cpos.x = state.cpos.x - (state.chunk_size.x + 1)
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if state.cpos.x < state.pos1.x then
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subdivide_step_complete(state)
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return
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end
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end
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end
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state.cpos2 = Vector3.new(state.cpos.x, state.cpos.y, state.cpos.z)
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state.cpos1 = Vector3.new(
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state.cpos.x - state.chunk_size.x,
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state.cpos.y - state.chunk_size.y,
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state.cpos.z - state.chunk_size.z
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)
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if state.cpos1.x < state.pos1.x then state.cpos1.x = state.pos1.x end
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if state.cpos1.y < state.pos1.y then state.cpos1.y = state.pos1.y end
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if state.cpos1.z < state.pos1.z then state.cpos1.z = state.pos1.z end
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state.times.emerge_last = wea_c.get_ms_time()
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-- print("[BEFORE_EMERGE] c1", state.cpos1, "c2", state.cpos2, "volume", worldedit.volume(state.cpos1, state.cpos2))
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wea_c.emerge_area(state.cpos1, state.cpos2, state.__afterload, state)
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end
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local function subdivide_step_afterload(state_emerge, state_ours)
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-- print("[AFTER_EMERGE] c1", state_ours.cpos1, "c2", state_ours.cpos2, "volume", worldedit.volume(state_ours.cpos1, state_ours.cpos2))
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state_ours.times.emerge_last = wea_c.get_ms_time() - state_ours.times.emerge_last
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table.insert(state_ours.times.emerge, state_ours.times.emerge_last)
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if #state_ours.times.emerge > 25 then
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state_ours.times.emerge = wea_c.table.get_last(state_ours.times.emerge, 100)
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end
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state_ours.times.emerge_total = state_ours.times.emerge_total + state_ours.times.emerge_last
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merge_stats(state_emerge.stats, state_ours.stats_emerge)
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state_ours.chunks_completed = state_ours.chunks_completed + 1
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local callback_last = wea_c.get_ms_time()
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state_ours.callback_subblock(
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state_ours.cpos1,
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state_ours.cpos2,
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make_stats_obj(state_ours)
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)
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state_ours.times.callback_last = wea_c.get_ms_time() - callback_last
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table.insert(state_ours.times.callback, state_ours.times.callback_last)
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state_ours.times.step_last = wea_c.get_ms_time() - state_ours.times.step_start_abs
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table.insert(state_ours.times.steps, state_ours.times.step_last)
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if #state_ours.times.steps > 25 then
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state_ours.times.steps = wea_c.table.get_last(state_ours.times.steps, 100)
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end
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state_ours.times.steps_total = state_ours.times.steps_total + state_ours.times.step_last
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state_ours.times.step_start_abs = wea_c.get_ms_time()
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state_ours.eta = wea_c.eta(
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state_ours.times.steps,
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state_ours.chunks_completed,
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state_ours.chunks_total
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)
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if state_ours.chunks_completed > 0 then
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state_ours.emerge_overhead = state_ours.times.emerge_total / state_ours.times.steps_total
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end
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minetest.after(0, state_ours.__beforeload, state_ours)
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end
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--- Calls the given callback function once for each block in the defined area.
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-- This function is asynchronous, as it also uses minetest.emerge_area() to
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-- ensure that the blocks are loaded before calling the callback function.
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-- The callback functions will be passed the following arguments: pos1, pos2, stats
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-- pos1 and pos2 refer to the defined region of just the local block.
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-- stats is an table of statistics resembling the following:
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-- { chunks_completed, chunks_total, emerge = { ... }, times = { emerge = {}, emerge_last, callback = {}, callback_last, steps = {}, step_last } }
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-- The emerge property contains a table that holds a running total of statistics
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-- about what Minetest did to emerge the requested blocks in the world.
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-- callback_complete is called at the end of the process, and pos1 + pos2 will be set to that of the entire region.
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-- @param {Vector} pos1 The first position defining the area to emerge.
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-- @param {Vector} pos2 The second position defining the area to emerge.
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-- @param {Vector} chunk_size The size of the chunks to subdivide into.
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-- @param {function} callback The callback to call for each block.
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-- @param {function} callback The callback to call upon completion.
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function worldeditadditions.subdivide(pos1, pos2, chunk_size, callback_subblock, callback_complete)
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local chunks_total = count_chunks(pos1, pos2, chunk_size)
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chunk_size.x = chunk_size.x - 1 -- WorldEdit regions are inclusive
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chunk_size.y = chunk_size.y - 1 -- WorldEdit regions are inclusive
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chunk_size.z = chunk_size.z - 1 -- WorldEdit regions are inclusive
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local state = {
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pos1 = pos1, pos2 = pos2,
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-- Note that we start 1 over on the Z axis because we increment *before* calling the callback, so if we don't fiddle it here, we'll miss the first chunk
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cpos = Vector3.new(pos2.x, pos2.y, pos2.z + chunk_size.z + 1),
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-- The size of a single subblock
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chunk_size = chunk_size,
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-- The total number of nodes in the defined region
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volume_nodes = worldedit.volume(pos1, pos2),
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stats_emerge = {},
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times = {
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-- Total time per step
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steps_total = 0,
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steps = {}, step_last = 0, step_start_abs = wea_c.get_ms_time(),
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-- Time per step spent on mineteest.emerge_area()
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emerge_total = 0,
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emerge = {}, emerge_last = 0,
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-- Timme per step spent running the callback
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callback = {}, callback_last = 0,
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-- The start time (absolute)
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start = wea_c.get_ms_time(),
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-- The eta (in ms) until we're done
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eta = 0
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},
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-- The percentage of the total time spent so far waiting for Minetest to emerge blocks. Updated every step.
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emerge_overhead = 0,
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-- The total number of chunks
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chunks_total = chunks_total,
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-- The number of chunks processed so far
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chunks_completed = 0,
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callback_subblock = callback_subblock,
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callback_complete = callback_complete,
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__beforeload = subdivide_step_beforeload,
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__afterload = subdivide_step_afterload
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}
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subdivide_step_beforeload(state)
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end
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