mirror of
https://github.com/sbrl/Minetest-WorldEditAdditions.git
synced 2024-11-25 08:33:00 +00:00
90 lines
3.3 KiB
Lua
90 lines
3.3 KiB
Lua
local wea_c = worldeditadditions_core
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local Vector3 = wea_c.Vector3
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--- Flood-fill command for complex lakes etc.
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-- @module worldeditadditions.floodfill
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function worldeditadditions.floodfill(start_pos, radius, replace_node)
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start_pos = Vector3.clone(start_pos)
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-- Calculate the area we want to modify
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local pos1 = start_pos + Vector3.new(radius, 0, radius)
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local pos2 = start_pos - Vector3.new(radius, radius, radius)
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pos1, pos2 = Vector3.sort(pos1, pos2)
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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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-- Setup for the floodfill operation itself
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local start_pos_index = area:index(start_pos.x, start_pos.y, start_pos.z)
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local search_id = data[start_pos_index]
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local replace_id = minetest.get_content_id(replace_node)
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local radius_sq = radius*radius
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if search_id == replace_id then
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return false
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end
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local count = 0
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local remaining_nodes = wea_c.Queue.new() remaining_nodes:enqueue(start_pos_index)
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-- Do the floodfill
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while remaining_nodes:is_empty() == false do
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local cur = remaining_nodes:dequeue()
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-- Replace this node
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data[cur] = replace_id
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count = count + 1
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-- Check all the nearby nodes
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-- We don't need to go upwards here, since we're filling in lake-style
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local xplus = cur + 1 -- +X
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if data[xplus] == search_id and
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(Vector3.clone(area:position(xplus)) - start_pos):length_squared() < radius_sq and
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not remaining_nodes:contains(xplus) then
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-- minetest.log("action", "[floodfill] [+X] index " .. xplus .. " is a " .. data[xplus] .. ", searching for a " .. search_id)
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remaining_nodes:enqueue(xplus)
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end
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local xminus = cur - 1 -- -X
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if data[xminus] == search_id and
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(Vector3.clone(area:position(xminus)) - start_pos):length_squared() < radius_sq and
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not remaining_nodes:contains(xminus) then
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-- minetest.log("action", "[floodfill] [-X] index " .. xminus .. " is a " .. data[xminus] .. ", searching for a " .. search_id)
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remaining_nodes:enqueue(xminus)
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end
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local zplus = cur + area.zstride -- +Z
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if data[zplus] == search_id and
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(Vector3.clone(area:position(zplus)) - start_pos):length_squared() < radius_sq and
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not remaining_nodes:contains(zplus) then
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-- minetest.log("action", "[floodfill] [+Z] index " .. zplus .. " is a " .. data[zplus] .. ", searching for a " .. search_id)
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remaining_nodes:enqueue(zplus)
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end
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local zminus = cur - area.zstride -- -Z
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if data[zminus] == search_id and
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(Vector3.clone(area:position(zminus)) - start_pos):length_squared() < radius_sq and
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not remaining_nodes:contains(zminus) then
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-- minetest.log("action", "[floodfill] [-Z] index " .. zminus .. " is a " .. data[zminus] .. ", searching for a " .. search_id)
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remaining_nodes:enqueue(zminus)
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end
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local yminus = cur - area.ystride -- -Y
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if data[yminus] == search_id and
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(Vector3.clone(area:position(yminus)) - start_pos):length_squared() < radius_sq and
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not remaining_nodes:contains(yminus) then
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-- minetest.log("action", "[floodfill] [-Y] index " .. yminus .. " is a " .. data[yminus] .. ", searching for a " .. search_id)
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remaining_nodes:enqueue(yminus)
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end
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count = count + 1
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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 count
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end
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