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Implement slope constraint for //layers, but it isn't tested yet
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@ -9,6 +9,7 @@ Note to self: See the bottom of this file for the release template text.
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- Add `//airapply` for applying commands only to air nodes in the defined region
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- Add `//airapply` for applying commands only to air nodes in the defined region
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- Use [luacheck](https://github.com/mpeterv/luacheck) to find and fix a large number of bugs and other issues
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- Use [luacheck](https://github.com/mpeterv/luacheck) to find and fix a large number of bugs and other issues
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- Multiple commands: Allow using quotes (`"thing"`, `'thing'`) to quote values when splitting
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- Multiple commands: Allow using quotes (`"thing"`, `'thing'`) to quote values when splitting
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- Add optional slope constraint to `//layers` (inspired by [WorldPainter](https://worldpainter.net/))
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## v1.12: The selection tools update (26th June 2021)
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## v1.12: The selection tools update (26th June 2021)
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@ -1,8 +1,21 @@
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--- Overlap command. Places a specified node on top of each column.
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-- ██ █████ ██ ██ ███████ ██████ ███████
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-- @module worldeditadditions.layers
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ███████ ████ █████ ██████ ███████
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-- ██ ██ ██ ██ ██ ██ ██ ██
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-- ███████ ██ ██ ██ ███████ ██ ██ ███████
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function worldeditadditions.layers(pos1, pos2, node_weights)
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local wea = worldeditadditions
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pos1, pos2 = worldedit.sort_pos(pos1, pos2)
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--- Replaces the non-air nodes in each column with a list of nodes from top to bottom.
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-- @param pos1 Vector Position 1 of the region to operate on
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-- @param pos2 Vector Position 2 of the region to operate on
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-- @param node_weights string[]
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-- @param min_slope number?
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-- @param max_slope number?
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function worldeditadditions.layers(pos1, pos2, node_weights, min_slope, max_slope)
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pos1, pos2 = wea.vector3.sort(pos1, pos2)
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if not min_slope then min_slope = math.rad(0) end
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if not max_slope then max_slope = math.rad(180) end
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-- pos2 will always have the highest co-ordinates now
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-- pos2 will always have the highest co-ordinates now
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-- Fetch the nodes in the specified area
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-- Fetch the nodes in the specified area
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@ -11,38 +24,53 @@ function worldeditadditions.layers(pos1, pos2, node_weights)
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local node_id_ignore = minetest.get_content_id("ignore")
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local node_id_ignore = minetest.get_content_id("ignore")
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local node_ids, node_ids_count = worldeditadditions.unwind_node_list(node_weights)
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local node_ids, node_ids_count = wea.unwind_node_list(node_weights)
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-- minetest.log("action", "pos1: " .. worldeditadditions.vector.tostring(pos1))
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local heightmap, heightmap_size = wea.make_heightmap(
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-- minetest.log("action", "pos2: " .. worldeditadditions.vector.tostring(pos2))
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pos1, pos2,
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manip, area, data
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)
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local slopemap = wea.calculate_slopes(heightmap, heightmap_size)
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--luacheck:ignore 311
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heightmap = nil -- Just in case Lua wants to garbage collect it
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-- minetest.log("action", "pos1: " .. wea.vector.tostring(pos1))
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-- minetest.log("action", "pos2: " .. wea.vector.tostring(pos2))
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-- for i,v in ipairs(node_ids) do
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-- for i,v in ipairs(node_ids) do
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-- print("[layer] i", i, "node id", v)
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-- print("[layer] i", i, "node id", v)
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-- end
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-- end
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-- z y x is the preferred loop order, but that isn't really possible here
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-- z y x is the preferred loop order, but that isn't really possible here
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local changes = { replaced = 0, skipped_columns = 0 }
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local changes = { replaced = 0, skipped_columns = 0, skipped_columns_slope = 0 }
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for z = pos2.z, pos1.z, -1 do
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for z = pos2.z, pos1.z, -1 do
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for x = pos2.x, pos1.x, -1 do
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for x = pos2.x, pos1.x, -1 do
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local next_index = 1 -- We use table.insert() in make_weighted
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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 placed_node = false
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for y = pos2.y, pos1.y, -1 do
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local hi = z*heightmap_size.x + x
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local i = area:index(x, y, z)
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local is_air = worldeditadditions.is_airlike(data[i])
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-- Again, Lua 5.1 doesn't have a continue statement :-/
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local is_ignore = data[i] == node_id_ignore
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if slopemap[hi] >= min_slope and slopemap[hi] <= max_slope then
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for y = pos2.y, pos1.y, -1 do
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local i = area:index(x, y, z)
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if not is_air and not is_ignore then
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local is_air = wea.is_airlike(data[i])
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-- It's not an airlike node or something else odd
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local is_ignore = data[i] == node_id_ignore
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data[i] = node_ids[next_index]
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next_index = next_index + 1
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changes.replaced = changes.replaced + 1
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-- If we're done replacing nodes in this column, move to the next one
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if not is_air and not is_ignore then
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if next_index > #node_ids then
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-- It's not an airlike node or something else odd
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break
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data[i] = node_ids[next_index]
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next_index = next_index + 1
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changes.replaced = changes.replaced + 1
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-- If we're done replacing nodes in this column, move to the next one
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if next_index > #node_ids then
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break
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end
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end
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end
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end
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end
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else
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changes.skipped_columns_slope = changes.skipped_columns_slope + 1
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end
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end
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if not placed_node then
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if not placed_node then
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@ -91,7 +91,7 @@ end
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-- @param heightmap table A ZERO indexed flat heightmap. See worldeditadditions.make_heightmap().
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-- @param heightmap table A ZERO indexed flat heightmap. See worldeditadditions.make_heightmap().
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-- @param heightmap_size int[] The size of the heightmap in the form [ z, x ]
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-- @param heightmap_size int[] The size of the heightmap in the form [ z, x ]
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-- @return Vector[] The calculated slope map, in the same form as the input heightmap. Each element of the array is a (floating-point) number representing the slope in that cell in radians.
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-- @return Vector[] The calculated slope map, in the same form as the input heightmap. Each element of the array is a (floating-point) number representing the slope in that cell in radians.
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function worldeditadditions.calculate_slope(heightmap, heightmap_size)
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function worldeditadditions.calculate_slopes(heightmap, heightmap_size)
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local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
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local normals = worldeditadditions.calculate_normals(heightmap, heightmap_size)
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local slopes = { }
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local slopes = { }
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@ -256,7 +256,8 @@ end
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--- Sorts the components of the given vectors.
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--- Sorts the components of the given vectors.
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-- pos1 will contain the minimum values, and pos2 the maximum values.
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-- pos1 will contain the minimum values, and pos2 the maximum values.
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-- Returns 2 new vectors.
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-- Returns 2 new vectors.
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-- Note that the vectors provided do not *have* to be instances of Vector3.
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-- Note that for this specific function
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-- the vectors provided do not *have* to be instances of Vector3.
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-- It is only required that they have the keys x, y, and z.
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-- It is only required that they have the keys x, y, and z.
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-- Vector3 instances are always returned.
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-- Vector3 instances are always returned.
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-- This enables convenient ingesting of positions from outside.
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-- This enables convenient ingesting of positions from outside.
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@ -1,11 +1,34 @@
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local function parse_slope_range(text)
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if string.match(text, "%.%.") then
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-- It's in the form a..b
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local parts = worldeditadditions.split(text, "..", true)
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if not parts then return nil end
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if #parts ~= 2 then return false, "Error: Exactly 2 numbers may be separated by a double dot '..' (e.g. 10..45)" end
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local min_slope = tonumber(parts[1])
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local max_slope = tonumber(parts[2])
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if not min_slope then return false, "Error: Failed to parse the specified min_slope '"..tostring(min_slope).."' value as a number." end
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if not max_slope then return false, "Error: Failed to parse the specified max_slope '"..tostring(max_slope).."' value as a number." end
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-- math.rad converts degrees to radians
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return true, math.rad(min_slope), math.rad(max_slope)
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else
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-- It's a single value
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local max_slope = tonumber(text)
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if not max_slope then return nil end
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return true, 0, math.rad(max_slope)
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end
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end
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-- ██████ ██ ██ ███████ ██████ ██ █████ ██ ██
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-- ██████ ██ ██ ███████ ██████ ██ █████ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ █████ ██████ ██ ███████ ████
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-- ██ ██ ██ ██ █████ ██████ ██ ███████ ████
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
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-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
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-- ██████ ████ ███████ ██ ██ ███████ ██ ██ ██
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worldedit.register_command("layers", {
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worldedit.register_command("layers", {
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params = "[<node_name_1> [<layer_count_1>]] [<node_name_2> [<layer_count_2>]] ...",
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params = "[<max_slope|min_slope..max_slope>] [<node_name_1> [<layer_count_1>]] [<node_name_2> [<layer_count_2>]] ...",
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description = "Replaces the topmost non-airlike nodes with layers of the given nodes from top to bottom. Like WorldEdit for MC's //naturalize command. Default: dirt_with_grass dirt 3",
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description = "Replaces the topmost non-airlike nodes with layers of the given nodes from top to bottom. Like WorldEdit for MC's //naturalize command. Optionally takes a maximum or minimum and maximum slope value. If a column's slope value falls outside the defined range, then it's skipped. Default: dirt_with_grass dirt 3",
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privs = { worldedit = true },
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privs = { worldedit = true },
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require_pos = 2,
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require_pos = 2,
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parse = function(params_text)
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parse = function(params_text)
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@ -13,21 +36,40 @@ worldedit.register_command("layers", {
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params_text = "dirt_with_grass dirt 3"
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params_text = "dirt_with_grass dirt 3"
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end
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end
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local success, node_list = worldeditadditions.parse.weighted_nodes(
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local parts = worldeditadditions.split_shell(params_text)
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worldeditadditions.split_shell(params_text),
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local success, min_slope, max_slope
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if #parts > 0 then
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success, min_slope, max_slope = parse_slope_range(parts[1])
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if success then
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table.remove(parts, 1) -- Automatically shifts other values down
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end
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end
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if not min_slope then min_slope = 0 end
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if not max_slope then max_slope = 180 end
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local node_list
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success, node_list = worldeditadditions.parse.weighted_nodes(
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parts,
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true
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true
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)
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)
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return success, node_list
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return success, node_list, min_slope, max_slope
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end,
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end,
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nodes_needed = function(name)
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nodes_needed = function(name)
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return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
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return worldedit.volume(worldedit.pos1[name], worldedit.pos2[name])
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end,
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end,
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func = function(name, node_list)
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func = function(name, node_list, min_slope, max_slope)
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local start_time = worldeditadditions.get_ms_time()
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local start_time = worldeditadditions.get_ms_time()
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local changes = worldeditadditions.layers(worldedit.pos1[name], worldedit.pos2[name], node_list)
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local changes = worldeditadditions.layers(
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worldedit.pos1[name], worldedit.pos2[name],
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node_list,
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min_slope, max_slope
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)
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local time_taken = worldeditadditions.get_ms_time() - start_time
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local time_taken = worldeditadditions.get_ms_time() - start_time
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minetest.log("action", name .. " used //layers at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.replaced .. " nodes and skipping " .. changes.skipped_columns .. " columns in " .. time_taken .. "s")
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minetest.log("action", name .. " used //layers at " .. worldeditadditions.vector.tostring(worldedit.pos1[name]) .. ", replacing " .. changes.replaced .. " nodes and skipping " .. changes.skipped_columns .. " columns ("..changes.skipped_columns_slope.." due to slope constraints) in " .. time_taken .. "s")
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return true, changes.replaced .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped in " .. worldeditadditions.format.human_time(time_taken)
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return true, changes.replaced .. " nodes replaced and " .. changes.skipped_columns .. " columns skipped ("..changes.skipped_columns_slope.." due to slope constraints) in " .. worldeditadditions.format.human_time(time_taken)
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end
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end
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})
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})
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