Minetest-WorldEditAdditions/worldeditadditions/lib/walls.lua

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local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
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-- ██ ██ █████ ██ ██ ███████
-- ██ ██ ██ ██ ██ ██ ██
-- ██ █ ██ ███████ ██ ██ ███████
-- ██ ███ ██ ██ ██ ██ ██ ██
-- ███ ███ ██ ██ ███████ ███████ ███████
--- Creates vertical walls on the inside of the defined region.
-- @apipath worldeditadditions.walls
-- @param pos1 Vector Position 1 of the defined region,
-- @param pos2 Vector Position 2 of the defined region.
-- @param node_name string The name of the node to use to create the walls with.
-- @param thickness number? The thickness of the walls to create. Default: 1
function worldeditadditions.walls(pos1, pos2, node_name, thickness)
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pos1, pos2 = Vector3.sort(pos1, pos2)
if not thickness then thickness = 1 end
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-- pos2 will always have the highest co-ordinates now
-- Fetch the nodes in the specified area
local manip, area = worldedit.manip_helpers.init(pos1, pos2)
local data = manip:get_data()
local node_id = minetest.get_content_id(node_name)
-- z y x is the preferred loop order (because CPU cache I'd guess, since then we're iterating linearly through the data array)
local count_replaced = 0
for z = pos2.z, pos1.z, -1 do
for y = pos2.y, pos1.y, -1 do
for x = pos2.x, pos1.x, -1 do
if math.abs(x - pos1.x) < thickness
or math.abs(x - pos2.x) < thickness
or math.abs(z - pos1.z) < thickness
or math.abs(z - pos2.z) < thickness then
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data[area:index(x, y, z)] = node_id
count_replaced = count_replaced + 1
end
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return true, count_replaced
end