Minetest-WorldEditAdditions/worldeditadditions/lib/move.lua

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--- Copies a region to another location, potentially overwriting the exiting region.
-- @module worldeditadditions.copy
local wea = worldeditadditions
local Vector3 = wea.Vector3
-- ███ ███ ██████ ██ ██ ███████
-- ████ ████ ██ ██ ██ ██ ██
-- ██ ████ ██ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ██████ ████ ███████
function worldeditadditions.move(source_pos1, source_pos2, target_pos1, target_pos2)
source_pos1, source_pos2 = Vector3.sort(source_pos1, source_pos2)
target_pos1, target_pos2 = Vector3.sort(target_pos1, target_pos2)
local offset = source_pos1:subtract(target_pos1)
-- {source,target}_pos2 will always have the highest co-ordinates now
local node_id_air = minetest.get_content_id("air")
-- Fetch the nodes in the source area
local manip_source, area_source = worldedit.manip_helpers.init(source_pos1, source_pos2)
local data_source = manip_source:get_data()
-- Fetch a manip for the target area
local manip_target, area_target = worldedit.manip_helpers.init(target_pos1, target_pos2)
local data_target = manip_target:get_data()
-- z y x is the preferred loop order (because CPU cache, since then we're iterating linearly through the data array backwards. This only holds true for little-endian machines however)
for z = source_pos2.z, source_pos1.z, -1 do
for y = source_pos2.y, source_pos1.y, -1 do
for x = source_pos2.x, source_pos1.x, -1 do
local source = Vector3.new(x, y, z)
local source_i = area_source:index(x, y, z)
local target = source:subtract(offset)
local target_i = area_target:index(target.x, target.y, target.z)
data_target[target_i] = data_source[source_i]
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data_source[source_i] = node_id_air
end
end
end
-- Save the modified nodes back to disk & return
-- Note that we save the source region *first* to avoid issues with overlap
worldedit.manip_helpers.finish(manip_source, data_source)
worldedit.manip_helpers.finish(manip_target, data_target)
return true, worldedit.volume(target_pos1, target_pos2)
end