Minetest-WorldEditAdditions/worldeditadditions/lib/sculpt/apply.lua

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local wea = worldeditadditions
local Vector3 = wea.Vector3
--- Applies the given brush with the given height and size to the given position.
-- @param pos1 Vector3 The position at which to apply the brush.
-- @param brush_name string The name of the brush to apply.
-- @param height number The height of the brush application.
-- @param brush_size Vector3 The size of the brush application. Values are interpreted on the X/Y coordinates, and NOT X/Z!
-- @returns bool, string|{ added: number, removed: number } A bool indicating whether the operation was successful or not, followed by either an error message as a string (if it was not successful) or a table of statistics (if it was successful).
local function apply(pos1, brush_name, height, brush_size)
-- 1: Get & validate brush
local success, brush, brush_size_actual = wea.sculpt.make_brush(brush_name, brush_size)
if not success then return success, brush end
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print(wea.sculpt.make_preview(brush, brush_size_actual))
local brush_size_terrain = Vector3.new(
brush_size_actual.x,
0,
brush_size_actual.y
)
local brush_size_radius = (brush_size_terrain / 2):floor()
-- To try and make sure we catch height variations
local buffer = Vector3.new(0, math.min(height*2, 100), 0)
local pos1_compute = pos1 - brush_size_radius - buffer
local pos2_compute = pos1 + brush_size_radius + Vector3.new(0, height, 0) + buffer
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pos1_compute, pos2_compute = Vector3.sort(
pos1_compute,
pos2_compute
)
-- 2: Fetch the nodes in the specified area, extract heightmap
local manip, area = worldedit.manip_helpers.init(pos1_compute, pos2_compute)
local data = manip:get_data()
local heightmap, heightmap_size = wea.terrain.make_heightmap(
pos1_compute, pos2_compute,
manip, area,
data
)
local heightmap_orig = wea.table.shallowcopy(heightmap)
local success2, added, removed = wea.sculpt.apply_heightmap(
brush, brush_size_actual,
height,
(heightmap_size / 2):floor(),
heightmap, heightmap_size
)
if not success2 then return success2, added end
-- 3: Save back to disk & return
local success3, stats = wea.terrain.apply_heightmap_changes(
pos1_compute, pos2_compute,
area, data,
heightmap_orig, heightmap,
heightmap_size
)
if not success3 then return success2, stats end
worldedit.manip_helpers.finish(manip, data)
return true, stats
end
return apply