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//subdivide: fix crash
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@ -3,6 +3,11 @@ It's about time I started a changelog! This will serve from now on as the main c
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Note to self: See the bottom of this file for the release template text.
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Note to self: See the bottom of this file for the release template text.
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## v1.14.2: The multipoint update, hotfix 2 (15th July 2023)
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- Fix crash in `//subdivide`, again due to the new position system
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## v1.14.1: The multipoint update, hotfix 1 (12th July 2023)
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## v1.14.1: The multipoint update, hotfix 1 (12th July 2023)
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- Fix issue #100, which caused a crash as `//pos1` and `//pos2` allowed non-integer positions to be set
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- Fix issue #100, which caused a crash as `//pos1` and `//pos2` allowed non-integer positions to be set
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@ -5,17 +5,18 @@
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-- ███████ ██████ ██████ ██████ ██ ████ ██ ██████ ███████
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-- ███████ ██████ ██████ ██████ ██ ████ ██ ██████ ███████
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local wea_c = worldeditadditions_core
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local wea_c = worldeditadditions_core
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local wea = worldeditadditions
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local wea = worldeditadditions
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local Vector3 = wea_c.Vector3
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-- Counts the number of chunks in the given area.
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-- Counts the number of chunks in the given area.
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-- Maths is now done properly. Values from this new implementation were tested
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-- Maths is now done properly. Values from this new implementation were tested
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-- with 1000 random pos1, pos2, and chunk_size combinations and found to be identical.
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-- with 1000 random pos1, pos2, and chunk_size combinations and found to be identical.
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local function count_chunks(pos1, pos2, chunk_size)
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local function count_chunks(pos1, pos2, chunk_size)
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-- Assume pos1 & pos2 are sorted
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-- Assume pos1 & pos2 are sorted
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local dimensions = {
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local dimensions = Vector3.new(
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x = pos2.x - pos1.x + 1,
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pos2.x - pos1.x + 1,
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y = pos2.y - pos1.y + 1,
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pos2.y - pos1.y + 1,
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z = pos2.z - pos1.z + 1,
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pos2.z - pos1.z + 1
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}
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)
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-- print("[new] dimensions", dimensions.x, dimensions.y, dimensions.z)
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-- print("[new] dimensions", dimensions.x, dimensions.y, dimensions.z)
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return math.ceil(dimensions.x / chunk_size.x)
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return math.ceil(dimensions.x / chunk_size.x)
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* math.ceil(dimensions.y / chunk_size.y)
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* math.ceil(dimensions.y / chunk_size.y)
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@ -68,12 +69,12 @@ local function subdivide_step_beforeload(state)
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end
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end
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end
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end
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state.cpos2 = { x = state.cpos.x, y = state.cpos.y, z = state.cpos.z }
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state.cpos2 = Vector3.new(state.cpos.x, state.cpos.y, state.cpos.z)
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state.cpos1 = {
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state.cpos1 = Vector3.new(
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x = state.cpos.x - state.chunk_size.x,
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state.cpos.x - state.chunk_size.x,
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y = state.cpos.y - state.chunk_size.y,
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state.cpos.y - state.chunk_size.y,
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z = state.cpos.z - state.chunk_size.z
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state.cpos.z - state.chunk_size.z
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}
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)
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if state.cpos1.x < state.pos1.x then state.cpos1.x = state.pos1.x end
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if state.cpos1.x < state.pos1.x then state.cpos1.x = state.pos1.x end
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if state.cpos1.y < state.pos1.y then state.cpos1.y = state.pos1.y end
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if state.cpos1.y < state.pos1.y then state.cpos1.y = state.pos1.y end
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if state.cpos1.z < state.pos1.z then state.cpos1.z = state.pos1.z end
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if state.cpos1.z < state.pos1.z then state.cpos1.z = state.pos1.z end
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@ -151,7 +152,7 @@ function worldeditadditions.subdivide(pos1, pos2, chunk_size, callback_subblock,
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local state = {
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local state = {
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pos1 = pos1, pos2 = pos2,
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pos1 = pos1, pos2 = pos2,
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-- Note that we start 1 over on the Z axis because we increment *before* calling the callback, so if we don't fiddle it here, we'll miss the first chunk
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-- Note that we start 1 over on the Z axis because we increment *before* calling the callback, so if we don't fiddle it here, we'll miss the first chunk
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cpos = { x = pos2.x, y = pos2.y, z = pos2.z + chunk_size.z + 1 },
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cpos = Vector3.new(pos2.x, pos2.y, pos2.z + chunk_size.z + 1),
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-- The size of a single subblock
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-- The size of a single subblock
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chunk_size = chunk_size,
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chunk_size = chunk_size,
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-- The total number of nodes in the defined region
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-- The total number of nodes in the defined region
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