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https://github.com/sbrl/Minetest-WorldEditAdditions.git
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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.
50 lines
1.7 KiB
Lua
50 lines
1.7 KiB
Lua
local wea = worldeditadditions
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local Vector3 = wea.Vector3
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--- Given a manip object and associates, generates a 2D x/z heightmap.
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-- Note that pos1 and pos2 should have already been pushed through
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-- worldedit.sort_pos(pos1, pos2) before passing them to this function.
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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 manip VoxelManip The VoxelManip object.
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-- @param area area The associated area object.
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-- @param data table The associated data object.
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-- @return table,table The ZERO-indexed heightmap data (as 1 single flat array), followed by the size of the heightmap in the form { z = size_z, x = size_x }.
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local function make_heightmap(pos1, pos2, manip, area, data)
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-- z y x (in reverse for little-endian machines) is the preferred loop order, but that isn't really possible here
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local heightmap = {}
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local hi = 0
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local changes = { updated = 0, skipped_columns = 0 }
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for z = pos1.z, pos2.z, 1 do
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for x = pos1.x, pos2.x, 1 do
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local found_node = false
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-- Scan each column top to bottom
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for y = pos2.y+1, pos1.y, -1 do
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local i = area:index(x, y, z)
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if not (wea.is_airlike(data[i]) or wea.is_liquidlike(data[i])) then
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-- It's the first non-airlike node in this column
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-- Start heightmap values from 1 (i.e. there's at least 1 node in the column)
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heightmap[hi] = (y - pos1.y) + 1
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found_node = true
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break
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end
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end
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if not found_node then heightmap[hi] = -1 end
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hi = hi + 1
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end
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end
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local heightmap_size = Vector3.new(
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(pos2.x - pos1.x) + 1, -- x
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0, -- y
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(pos2.z - pos1.z) + 1 -- z
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)
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return heightmap, heightmap_size
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end
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return make_heightmap
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