local wea = worldeditadditions local wea_c = worldeditadditions_core local Vector3 = wea_c.Vector3 local function parse_scale_component(val) local result = tonumber(val) if result then return true, result end if string.find(val, "/") then local parts = wea_c.split(val, "/", true) local a = tonumber(parts[1]) local b = tonumber(parts[2]) if not b then return false, "Invalid number after the forward slash in scale component." end if not a then return false, "Invalid number before the forward slash in scale component." end return true, a / b end if string.find(val, "%%") then local part = tonumber(string.sub(val, 1, -2)) if not part then return false, "We thought a scale component was a percentage, but failed to parse percentage as number." end return true, part / 100 end return false, "Failed to parse scale component (unrecognised format - we support things like '3', '0.5', '1/10', or '33%' without quotes)." end -- ███████ ██████ █████ ██ ███████ -- ██ ██ ██ ██ ██ ██ -- ███████ ██ ███████ ██ █████ -- ██ ██ ██ ██ ██ ██ -- ███████ ██████ ██ ██ ███████ ███████ wea_c.register_command("scale", { params = "<axis> <scale_factor> | <factor_x> [<factor_y> <factor_z> [<anchor_x> <anchor_y> <anchor_z>]]", description = "Combined scale up / down. Takes either an axis name + a scale factor (e.g. y 3 or -z 2; negative values swap the anchor point for the scale operation), or 3 scale factor values for x, y, and z respectively. In the latter mode, a set of anchors can also be specified, which indicate which size the scale operation should be anchored to.", privs = { worldedit = true }, require_pos = 2, parse = function(params_text) if not params_text then params_text = "" end local parts = wea_c.split_shell(params_text) local scale = Vector3.new(1, 1, 1) local anchor = Vector3.new(1, 1, 1) if #parts == 2 then if not (parts[1] == "x" or parts[1] == "y" or parts[1] == "z" or parts[1] == "-x" or parts[1] == "-y" or parts[1] == "-z") then return false, "Error: Got 2 arguments, but the first doesn't look like the name of an axis." end local axis = parts[1] local success, factor = parse_scale_component(parts[2]) if not success then return success, "Error: Invalid scale factor. Details: "..factor end if axis:sub(1, 1) == "-" then axis = axis:sub(2, 2) anchor[axis] = -1 end -- BUG: POTENTIAL BUG HERE scale[axis] = factor elseif #parts >= 3 then local success, val = parse_scale_component(parts[1]) if not success then return false, "Error: x axis scale factor wasn't a number. Details: "..val end scale.x = val success, val = parse_scale_component(parts[2]) if not success then return false, "Error: y axis scale factor wasn't a number. Details: "..val end scale.y = val success, val = parse_scale_component(parts[3]) if not success then return false, "Error: z axis scale factor wasn't a number. Details: "..val end scale.z = val else local success, val = parse_scale_component(parts[1]) if not success then return false, "Error: scale factor wasn't a number. Details: "..val end scale.x = val scale.y = val scale.z = val end if #parts == 6 then local val = tonumber(parts[4]) if not val then return false, "Error: x axis anchor wasn't a number." end anchor.x = val val = tonumber(parts[5]) if not val then return false, "Error: y axis anchor wasn't a number." end anchor.y = val val = tonumber(parts[6]) if not val then return false, "Error: z axis anchor wasn't a number." end anchor.z = val end if scale.x == 0 then return false, "Error: x scale factor was 0" end if scale.y == 0 then return false, "Error: y scale factor was 0" end if scale.z == 0 then return false, "Error: z scale factor was 0" end if anchor.x == 0 then return false, "Error: x axis anchor was 0" end if anchor.y == 0 then return false, "Error: y axis anchor was 0" end if anchor.z == 0 then return false, "Error: z axis anchor was 0" end return true, scale, anchor end, nodes_needed = function(name, scale, anchor) local volume = worldedit.volume(worldedit.pos1[name], worldedit.pos2[name]) local factor = math.ceil(math.abs(scale.x)) * math.ceil(math.abs(scale.y)) * math.ceil(math.abs(scale.z)) return volume * factor end, func = function(name, scale, anchor) local start_time = wea_c.get_ms_time() local pos1, pos2 = Vector3.sort(worldedit.pos1[name], worldedit.pos2[name]) local success, stats = wea.scale( pos1, pos2, scale, anchor ) if not success then return success, stats end wea_c.pos.set1(name, stats.pos1) wea_c.pos.set2(name, stats.pos2) -- worldedit.pos1[name] = stats.pos1 -- worldedit.pos2[name] = stats.pos2 -- worldedit.marker_update(name) local time_taken = wea_c.get_ms_time() - start_time minetest.log("action", name.." used //scale at "..pos1.." - "..pos2..", updating "..stats.updated.." nodes in "..time_taken.."s") return true, stats.updated.." nodes updated in " .. wea_c.format.human_time(time_taken) end })