Minetest-WorldEditAdditions/worldeditadditions/lib/subdivide.lua

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local wea_c = worldeditadditions_core
local wea = worldeditadditions
local Vector3 = wea_c.Vector3
---
-- @module worldeditadditions
-- ███████ ██ ██ ██████ ██████ ██ ██ ██ ██ ██████ ███████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ███████ ██ ██ ██████ ██ ██ ██ ██ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ███████ ██████ ██████ ██████ ██ ████ ██ ██████ ███████
-- NOTE this isn't a trip dash --- 'cause it's local-only to this file
-- Counts the number of chunks in the given area.
-- Maths is now done properly. Values from this new implementation were tested
-- with 1000 random pos1, pos2, and chunk_size combinations and found to be identical.
-- @internal
-- @param pos1 Vector3 Position 1 of the defined region.
-- @param pos2 Vector3 Position 2 of the defined region.
-- @param chunk_size Vector3 Size of the chunks to subdivide into..
local function count_chunks(pos1, pos2, chunk_size)
-- Assume pos1 & pos2 are sorted
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local dimensions = Vector3.new(
pos2.x - pos1.x + 1,
pos2.y - pos1.y + 1,
pos2.z - pos1.z + 1
)
-- print("[new] dimensions", dimensions.x, dimensions.y, dimensions.z)
return math.ceil(dimensions.x / chunk_size.x)
* math.ceil(dimensions.y / chunk_size.y)
* math.ceil(dimensions.z / chunk_size.z)
end
local function merge_stats(a, b)
for key,value in pairs(a) do
if not b[key] then b[key] = 0 end
b[key] = a[key] + b[key]
end
end
local function make_stats_obj(state)
return {
chunks_total = state.chunks_total,
chunks_completed = state.chunks_completed,
chunk_size = state.chunk_size,
volume_nodes = state.volume_nodes,
emerge = state.stats_emerge,
times = state.times,
eta = state.eta,
emerge_overhead = state.emerge_overhead
}
end
local function subdivide_step_complete(state)
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state.times.total = wea_c.get_ms_time() - state.times.start
state.callback_complete(
state.pos1,
state.pos2,
make_stats_obj(state)
)
end
local function subdivide_step_beforeload(state)
state.cpos.z = state.cpos.z - (state.chunk_size.z + 1)
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if state.cpos.z < state.pos1.z then
state.cpos.z = state.pos2.z
state.cpos.y = state.cpos.y - (state.chunk_size.y + 1)
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if state.cpos.y < state.pos1.y then
state.cpos.y = state.pos2.y
state.cpos.x = state.cpos.x - (state.chunk_size.x + 1)
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if state.cpos.x < state.pos1.x then
subdivide_step_complete(state)
return
end
end
end
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state.cpos2 = Vector3.new(state.cpos.x, state.cpos.y, state.cpos.z)
state.cpos1 = Vector3.new(
state.cpos.x - state.chunk_size.x,
state.cpos.y - state.chunk_size.y,
state.cpos.z - state.chunk_size.z
)
if state.cpos1.x < state.pos1.x then state.cpos1.x = state.pos1.x end
if state.cpos1.y < state.pos1.y then state.cpos1.y = state.pos1.y end
if state.cpos1.z < state.pos1.z then state.cpos1.z = state.pos1.z end
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state.times.emerge_last = wea_c.get_ms_time()
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-- print("[BEFORE_EMERGE] c1", state.cpos1, "c2", state.cpos2, "volume", worldedit.volume(state.cpos1, state.cpos2))
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wea_c.emerge_area(state.cpos1, state.cpos2, state.__afterload, state)
end
local function subdivide_step_afterload(state_emerge, state_ours)
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-- print("[AFTER_EMERGE] c1", state_ours.cpos1, "c2", state_ours.cpos2, "volume", worldedit.volume(state_ours.cpos1, state_ours.cpos2))
state_ours.times.emerge_last = wea_c.get_ms_time() - state_ours.times.emerge_last
table.insert(state_ours.times.emerge, state_ours.times.emerge_last)
if #state_ours.times.emerge > 25 then
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state_ours.times.emerge = wea_c.table.get_last(state_ours.times.emerge, 100)
end
state_ours.times.emerge_total = state_ours.times.emerge_total + state_ours.times.emerge_last
merge_stats(state_emerge.stats, state_ours.stats_emerge)
state_ours.chunks_completed = state_ours.chunks_completed + 1
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local callback_last = wea_c.get_ms_time()
state_ours.callback_subblock(
state_ours.cpos1,
state_ours.cpos2,
make_stats_obj(state_ours)
)
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state_ours.times.callback_last = wea_c.get_ms_time() - callback_last
table.insert(state_ours.times.callback, state_ours.times.callback_last)
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state_ours.times.step_last = wea_c.get_ms_time() - state_ours.times.step_start_abs
table.insert(state_ours.times.steps, state_ours.times.step_last)
if #state_ours.times.steps > 25 then
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state_ours.times.steps = wea_c.table.get_last(state_ours.times.steps, 100)
end
state_ours.times.steps_total = state_ours.times.steps_total + state_ours.times.step_last
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state_ours.times.step_start_abs = wea_c.get_ms_time()
state_ours.eta = wea_c.eta(
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state_ours.times.steps,
state_ours.chunks_completed,
state_ours.chunks_total
)
if state_ours.chunks_completed > 0 then
state_ours.emerge_overhead = state_ours.times.emerge_total / state_ours.times.steps_total
end
minetest.after(0, state_ours.__beforeload, state_ours)
end
--- Calls the given callback function once for each block in the defined area.
-- This function is asynchronous, as it also uses minetest.emerge_area() to
-- ensure that the blocks are loaded before calling the callback function.
-- The callback functions will be passed the following arguments: pos1, pos2, stats
-- pos1 and pos2 refer to the defined region of just the local block.
-- stats is an table of statistics resembling the following:
-- { chunks_completed, chunks_total, emerge = { ... }, times = { emerge = {}, emerge_last, callback = {}, callback_last, steps = {}, step_last } }
-- The emerge property contains a table that holds a running total of statistics
-- about what Minetest did to emerge the requested blocks in the world.
-- callback_complete is called at the end of the process, and pos1 + pos2 will be set to that of the entire region.
-- @param pos1 Vector The first position defining the area to emerge.
-- @param pos2 Vector The second position defining the area to emerge.
-- @param chunk_size Vector The size of the chunks to subdivide into.
-- @param callback function The callback to call for each block.
-- @param callback function The callback to call upon completion.
function worldeditadditions.subdivide(pos1, pos2, chunk_size, callback_subblock, callback_complete)
pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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local chunks_total = count_chunks(pos1, pos2, chunk_size)
chunk_size.x = chunk_size.x - 1 -- WorldEdit regions are inclusive
chunk_size.y = chunk_size.y - 1 -- WorldEdit regions are inclusive
chunk_size.z = chunk_size.z - 1 -- WorldEdit regions are inclusive
local state = {
pos1 = pos1, pos2 = pos2,
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-- Note that we start 1 over on the Z axis because we increment *before* calling the callback, so if we don't fiddle it here, we'll miss the first chunk
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cpos = Vector3.new(pos2.x, pos2.y, pos2.z + chunk_size.z + 1),
-- The size of a single subblock
chunk_size = chunk_size,
-- The total number of nodes in the defined region
volume_nodes = worldedit.volume(pos1, pos2),
stats_emerge = {},
times = {
-- Total time per step
steps_total = 0,
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steps = {}, step_last = 0, step_start_abs = wea_c.get_ms_time(),
-- Time per step spent on mineteest.emerge_area()
emerge_total = 0,
emerge = {}, emerge_last = 0,
-- Timme per step spent running the callback
callback = {}, callback_last = 0,
-- The start time (absolute)
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start = wea_c.get_ms_time(),
-- The eta (in ms) until we're done
eta = 0
},
-- The percentage of the total time spent so far waiting for Minetest to emerge blocks. Updated every step.
emerge_overhead = 0,
-- The total number of chunks
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chunks_total = chunks_total,
-- The number of chunks processed so far
chunks_completed = 0,
callback_subblock = callback_subblock,
callback_complete = callback_complete,
__beforeload = subdivide_step_beforeload,
__afterload = subdivide_step_afterload
}
subdivide_step_beforeload(state)
end