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https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-30 10:52:59 +00:00
59 lines
2.7 KiB
Lua
59 lines
2.7 KiB
Lua
local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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---
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-- @module worldeditadditions.sculpt
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--- Applies the given brush at the given x/z position to the given heightmap.
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-- Important: Where a Vector3 is mentioned in the parameter list, it reall MUST
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-- be a Vector3 instance.
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-- Also important: Remember that the position there is RELATIVE TO THE HEIGHTMAP'S origin (0, 0) and is on the X and Z axes!
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-- @param brush table The ZERO-indexed brush to apply. Values should be normalised to be between 0 and 1.
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-- @param brush_size Vector3 The size of the brush on the x/y axes.
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-- @pram height number The multiplier to apply to each brush pixel value just before applying it. Negative values are allowed - this will cause a subtraction operation instead of an addition.
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-- @param position Vector3 The position RELATIVE TO THE HEIGHTMAP on the x/z coordinates to centre the brush application on.
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-- @param heightmap table The heightmap to apply the brush to. See worldeditadditions.make_heightmap for how to obtain one of these.
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-- @param heightmap_size Vector3 The size of the aforementioned heightmap. See worldeditadditions.make_heightmap for more information.
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-- @returns true,number,number|false,string If the operation was not successful, then false followed by an error message as a string is returned. If it was successful however, 3 values are returned: true, then the number of nodes added, then the number of nodes removed.
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local function apply_heightmap(brush, brush_size, height, position, heightmap, heightmap_size)
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-- Convert brush_size to match the scheme used in the heightmap
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brush_size = brush_size:clone()
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brush_size.z = brush_size.y
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brush_size.y = 0
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local brush_radius = (brush_size/2):ceil() - 1
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local pos_start = (position - brush_radius)
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:clamp(Vector3.new(0, 0, 0), heightmap_size)
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local pos_end = (pos_start + brush_size)
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:clamp(Vector3.new(0, 0, 0), heightmap_size)
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local added = 0
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local removed = 0
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-- TODO: Make the strength of the brush depend on the height of the nodes in the heightmap?
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-- Iterate over the heightmap and apply the brush
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-- Note that we do not iterate over the brush, because we don't know if the
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-- brush actually fits inside the region.... O.o
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for z = pos_end.z - 1, pos_start.z, -1 do
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for x = pos_end.x - 1, pos_start.x, -1 do
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local hi = z*heightmap_size.x + x
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local pos_brush = Vector3.new(x, 0, z) - pos_start
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local bi = pos_brush.z*brush_size.x + pos_brush.x
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local adjustment = math.floor(brush[bi]*height)
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if adjustment > 0 then
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added = added + adjustment
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elseif adjustment < 0 then
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removed = removed + math.abs(adjustment)
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end
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heightmap[hi] = heightmap[hi] + adjustment
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end
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end
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return true, added, removed
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end
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return apply_heightmap
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