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//rotate: use temp dest table system
this should prevent segfaults.... but it didn't completely on my system on second thought, I think it's a problem on my end rather than with the command itself ....or with MT 5.8. Who knows? Maybe if I ignore it, it will go away.
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@ -17,7 +17,6 @@ local function __compile_rotlist(rotlist)
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local rotval = Vector3.new(0, 0, 0)
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-- Assume that if it's a table, it's a Vector3 instance
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if type(rot) == "table" then
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print("DEBUG:__compile_rotlist rot is talble, ROT", weac.inspect(rot))
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rotval = rot.axis:clone()
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else
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-- Otherwise, treat it as a string
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@ -58,7 +57,6 @@ function worldeditadditions.rotate(pos1, pos2, origin, rotlist)
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-- First, rotate the defined region to find the target region
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local pos1_rot, pos2_rot = pos1:clone(), pos2:clone()
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for i, rot in ipairs(rotlist_c) do
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print("DEBUG origin", weac.inspect(origin), "pos1_rot", weac.inspect(pos1_rot), "pos2_rot", weac.inspect(pos2_rot), "rot", weac.inspect(rot))
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pos1_rot = Vector3.rotate3d(origin, pos1_rot, rot)
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pos2_rot = Vector3.rotate3d(origin, pos2_rot, rot)
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end
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@ -70,14 +68,17 @@ function worldeditadditions.rotate(pos1, pos2, origin, rotlist)
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--- 3: Check out a VoxelManipulator for the source and target regions
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-- TODO support param2 here
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local manip_src, area_src = worldedit.manip_helpers.init(pos1, pos2)
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local data_src = manip_src:get_data()
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-- TODO: grab only an area at this point for dest and a blank target table. Then copy over to the real dest later to ensure consistency. This is important because we are dealing in (potentially) non-cardinal rectangles here
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-- local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})
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-- BUT WAIT.... the we hafta write to a blank table first!
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-- We HAVE to grab a VoxelManip here, since there's no other way to confirm the actual area the VoxelManip actually loaded given VoxelManip instances can load more than you ask them for 'cause chunks are a thing
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local manip_dest, area_dest = worldedit.manip_helpers.init(pos1_dstvm, pos2_dstvm)
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local data_dest = manip_dest:get_data()
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local data_dest = {}
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-- TODO: Also carry param2 along for the ride
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@ -118,13 +119,22 @@ function worldeditadditions.rotate(pos1, pos2, origin, rotlist)
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manip_src, area_src, data_src = nil, nil, nil
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--- 6: Reinitialise the destination VoxelManip and copy data over
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-- This has the net effect of changing ONLY the nodes we rotate to, whle preserving changes from wiping the source
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manip_dest, area_dest = worldedit.manip_helpers.init(pos1_dstvm, pos2_dstvm)
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data_dest_real = manip_dest:get_data()
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--- 6: Save the destination back to disk
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for index, value in pairs(data_dest) do
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data_dest_real[index] = value
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end
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--- 7: Save the destination back to disk
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-- Note that this MUST be AFTER the source is saved to disk, since the rotated region needs to overwrite the WIPED source area to avoid leaving an unrotated copy behind
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worldedit.manip_helpers.finish(manip_dest, data_dest)
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worldedit.manip_helpers.finish(manip_dest, data_dest_real)
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--- 5: Return
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--- 8: Return
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return true, {
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count_rotated = count_rotated
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}
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