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apply: use wea.sculpt.apply_heightmap()
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parent
b0c3d34dd0
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bbafca2020
@ -34,28 +34,22 @@ local function apply(pos1, brush_name, height, brush_size)
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)
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local heightmap_orig = wea.table.shallowcopy(heightmap)
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for z = pos2_compute.z, pos1_compute.z, -1 do
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for x = pos2_compute.x, pos1_compute.x, -1 do
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local next_index = 1 -- We use table.insert() in make_weighted
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local placed_node = false
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local hi = (z-pos1_compute.z)*heightmap_size.x + (x-pos1_compute.x)
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local offset = brush[hi] * height
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if height > 0 then offset = math.floor(offset)
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else offset = math.ceil(offset) end
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heightmap[hi] = heightmap[hi] + offset
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end
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end
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local success2, added, removed = wea.sculpt.apply_heightmap(
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brush, brush_size_actual,
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height,
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(heightmap_size / 2):floor(),
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heightmap, heightmap_size
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)
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if not success2 then return success2, added end
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-- 3: Save back to disk & return
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local success2, stats = wea.apply_heightmap_changes(
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local success3, stats = wea.apply_heightmap_changes(
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pos1_compute, pos2_compute,
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area, data,
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heightmap_orig, heightmap,
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heightmap_size
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)
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if not success2 then return success2, stats end
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if not success3 then return success2, stats end
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worldedit.manip_helpers.finish(manip, data)
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