Minetest-WorldEditAdditions/worldeditadditions_commands/commands/scale.lua

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local wea = worldeditadditions
local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
local function parse_scale_component(val)
local result = tonumber(val)
if result then return true, result end
if string.find(val, "/") then
local parts = wea_c.split(val, "/", true)
local a = tonumber(parts[1])
local b = tonumber(parts[2])
if not b then return false, "Invalid number after the forward slash in scale component." end
if not a then return false, "Invalid number before the forward slash in scale component." end
return true, a / b
end
if string.find(val, "%%") then
local part = tonumber(string.sub(val, 1, -2))
if not part then return false, "We thought a scale component was a percentage, but failed to parse percentage as number." end
return true, part / 100
end
return false, "Failed to parse scale component (unrecognised format - we support things like '3', '0.5', '1/10', or '33%' without quotes)."
end
-- ███████ ██████ █████ ██ ███████
-- ██ ██ ██ ██ ██ ██
-- ███████ ██ ███████ ██ █████
-- ██ ██ ██ ██ ██ ██
-- ███████ ██████ ██ ██ ███████ ███████
wea_c.register_command("scale", {
params = "<axis> <scale_factor> | <factor_x> [<factor_y> <factor_z> [<anchor_x> <anchor_y> <anchor_z>]]",
description = "Combined scale up / down. Takes either an axis name + a scale factor (e.g. y 3 or -z 2; negative values swap the anchor point for the scale operation), or 3 scale factor values for x, y, and z respectively. In the latter mode, a set of anchors can also be specified, which indicate which size the scale operation should be anchored to.",
privs = { worldedit = true },
require_pos = 2,
parse = function(params_text)
if not params_text then params_text = "" end
local parts = wea_c.split_shell(params_text)
local scale = Vector3.new(1, 1, 1)
local anchor = Vector3.new(1, 1, 1)
if #parts == 2 then
if not (parts[1] == "x" or parts[1] == "y" or parts[1] == "z"
2021-07-30 19:05:45 +02:00
or parts[1] == "-x" or parts[1] == "-y" or parts[1] == "-z") then
return false, "Error: Got 2 arguments, but the first doesn't look like the name of an axis."
end
local axis = parts[1]
local success, factor = parse_scale_component(parts[2])
if not success then return success, "Error: Invalid scale factor. Details: "..factor end
if axis:sub(1, 1) == "-" then
axis = axis:sub(2, 2)
anchor[axis] = -1
end
-- BUG: POTENTIAL BUG HERE
scale[axis] = factor
elseif #parts >= 3 then
local success, val = parse_scale_component(parts[1])
if not success then return false, "Error: x axis scale factor wasn't a number. Details: "..val end
scale.x = val
success, val = parse_scale_component(parts[2])
if not success then return false, "Error: y axis scale factor wasn't a number. Details: "..val end
scale.y = val
success, val = parse_scale_component(parts[3])
if not success then return false, "Error: z axis scale factor wasn't a number. Details: "..val end
scale.z = val
else
local success, val = parse_scale_component(parts[1])
if not success then
return false, "Error: scale factor wasn't a number. Details: "..val
end
scale.x = val
scale.y = val
scale.z = val
end
if #parts == 6 then
local val = tonumber(parts[4])
if not val then return false, "Error: x axis anchor wasn't a number." end
anchor.x = val
val = tonumber(parts[5])
if not val then return false, "Error: y axis anchor wasn't a number." end
anchor.y = val
val = tonumber(parts[6])
if not val then return false, "Error: z axis anchor wasn't a number." end
anchor.z = val
end
if scale.x == 0 then return false, "Error: x scale factor was 0" end
if scale.y == 0 then return false, "Error: y scale factor was 0" end
if scale.z == 0 then return false, "Error: z scale factor was 0" end
if anchor.x == 0 then return false, "Error: x axis anchor was 0" end
if anchor.y == 0 then return false, "Error: y axis anchor was 0" end
if anchor.z == 0 then return false, "Error: z axis anchor was 0" end
return true, scale, anchor
end,
nodes_needed = function(name, scale, anchor)
local volume = worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
local factor = math.ceil(math.abs(scale.x))
* math.ceil(math.abs(scale.y))
* math.ceil(math.abs(scale.z))
return volume * factor
end,
func = function(name, scale, anchor)
local start_time = wea_c.get_ms_time()
local pos1, pos2 = Vector3.sort(worldedit.pos1[name], worldedit.pos2[name])
local success, stats = wea.scale(
pos1, pos2,
scale, anchor
)
if not success then return success, stats end
wea_c.pos.set1(name, stats.pos1)
wea_c.pos.set2(name, stats.pos2)
-- worldedit.pos1[name] = stats.pos1
-- worldedit.pos2[name] = stats.pos2
-- worldedit.marker_update(name)
local time_taken = wea_c.get_ms_time() - start_time
minetest.log("action", name.." used //scale at "..pos1.." - "..pos2..", updating "..stats.updated.." nodes in "..time_taken.."s")
return true, stats.updated.." nodes updated in " .. wea_c.format.human_time(time_taken)
end
})