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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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--- Fills an ellipsoidal area around the given position with the target node.
-- The resulting ellipsoid may optionally be hollow (in which case
-- nodes inside the ellipsoid are left untouched).
-- @param position Vector3 The centre position of the ellipsoid.
-- @param radius Vector3 The radius of the ellipsoid in all 3 dimensions.
-- @param target_node string The name of the node to use to fill the ellipsoid.
-- @param hollow bool Whether the ellipsoid should be hollow or not.
-- @returns number The number of nodes filled to create the (optionally hollow) ellipsoid. This number will be lower with hollow ellipsoids, since the internals of an ellipsoid aren't altered.
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function worldeditadditions . ellipsoid ( position , radius , target_node , hollow )
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radius = Vector3.clone ( radius )
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-- position = { x, y, z }
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local hollow_inner_radius = radius - 1
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-- Fetch the nodes in the specified area
-- OPTIMIZE: We should be able to calculate a more efficient box-area here
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local manip , area = worldedit.manip_helpers . init_radius ( position , math.max ( radius.x , radius.y , radius.z ) )
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local data = manip : get_data ( )
local node_id = minetest.get_content_id ( target_node )
local stride_z , stride_y = area.zstride , area.ystride
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local count = 0 -- The number of nodes replaced
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local idx_z_base = area : index ( position.x - radius.x , position.y - radius.y , position.z - radius.z ) -- initial z offset
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for z = - radius.z , radius.z do
local idx_y_base = idx_z_base
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for y = - radius.y , radius.y do
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local i = idx_y_base
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for x = - radius.x , radius.x do
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local here = Vector3.new ( x , y , z )
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-- If we're inside the ellipse, then fill it in
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local comp = here / radius
local ellipsoid_dist = Vector3.dot ( comp , comp )
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if ellipsoid_dist <= 1 then
local place_ok = not hollow ;
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if not place_ok then
-- It must be hollow! Do some additional calculations.
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local h_comp = here / hollow_inner_radius
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-- It's only ok to place it if it's outside our inner ellipse
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place_ok = Vector3.dot ( h_comp , h_comp ) >= 1
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end
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if place_ok then
data [ i ] = node_id
count = count + 1
end
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end
i = i + 1
end
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idx_y_base = idx_y_base + stride_y
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end
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idx_z_base = idx_z_base + stride_z
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end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers . finish ( manip , data )
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return count
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end