Minetest-WorldEditAdditions/worldeditadditions/lib/layers.lua

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-- ██ █████ ██ ██ ███████ ██████ ███████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ███████ ████ █████ ██████ ███████
-- ██ ██ ██ ██ ██ ██ ██ ██
-- ███████ ██ ██ ██ ███████ ██ ██ ███████
local wea = worldeditadditions
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local function print_slopes(slopemap, width)
local copy = wea.table.shallowcopy(slopemap)
for key,value in pairs(copy) do
copy[key] = wea.round(math.deg(value), 2)
end
worldeditadditions.format.array_2d(copy, width)
end
--- Replaces the non-air nodes in each column with a list of nodes from top to bottom.
-- @param pos1 Vector Position 1 of the region to operate on
-- @param pos2 Vector Position 2 of the region to operate on
-- @param node_weights string[]
-- @param min_slope number?
-- @param max_slope number?
function worldeditadditions.layers(pos1, pos2, node_weights, min_slope, max_slope)
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pos1, pos2 = wea.Vector3.sort(pos1, pos2)
if not min_slope then min_slope = math.rad(0) end
if not max_slope then max_slope = math.rad(180) end
-- 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_ignore = minetest.get_content_id("ignore")
local node_ids, node_ids_count = wea.unwind_node_list(node_weights)
local heightmap, heightmap_size = wea.make_heightmap(
pos1, pos2,
manip, area, data
)
local slopemap = wea.calculate_slopes(heightmap, heightmap_size)
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worldeditadditions.format.array_2d(heightmap, heightmap_size.x)
print_slopes(slopemap, heightmap_size.x)
--luacheck:ignore 311
heightmap = nil -- Just in case Lua wants to garbage collect it
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-- minetest.log("action", "pos1: " .. wea.vector.tostring(pos1))
-- minetest.log("action", "pos2: " .. wea.vector.tostring(pos2))
-- for i,v in ipairs(node_ids) do
-- print("[layer] i", i, "node id", v)
-- end
-- z y x is the preferred loop order, but that isn't really possible here
local changes = { replaced = 0, skipped_columns = 0, skipped_columns_slope = 0 }
for z = pos2.z, pos1.z, -1 do
for x = pos2.x, pos1.x, -1 do
local next_index = 1 -- We use table.insert() in make_weighted
local placed_node = false
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local hi = (z-pos1.z)*heightmap_size.x + (x-pos1.x)
-- print("DEBUG hi", hi, "x", x, "z", z, "slope", slopemap[hi], "as deg", math.deg(slopemap[hi]))
-- Again, Lua 5.1 doesn't have a continue statement :-/
if slopemap[hi] >= min_slope and slopemap[hi] <= max_slope then
for y = pos2.y, pos1.y, -1 do
local i = area:index(x, y, z)
local is_air = wea.is_airlike(data[i])
local is_ignore = data[i] == node_id_ignore
if not is_air and not is_ignore then
-- It's not an airlike node or something else odd
data[i] = node_ids[next_index]
next_index = next_index + 1
changes.replaced = changes.replaced + 1
-- If we're done replacing nodes in this column, move to the next one
if next_index > #node_ids then
break
end
end
end
else
changes.skipped_columns_slope = changes.skipped_columns_slope + 1
end
if not placed_node then
changes.skipped_columns = changes.skipped_columns + 1
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip, data)
return changes
end