Minetest-WorldEditAdditions/worldeditadditions/lib/revolve.lua
Starbeamrainbowlabs 558fc1c04b
//revolve: try :round() instead of :floor()
not sure if ti helps or not tho
2023-02-12 03:32:10 +00:00

78 lines
3.5 KiB
Lua

local wea_c = worldeditadditions_core
local Vector3 = wea_c.Vector3
-- ██████ ███████ ██ ██ ██████ ██ ██ ██ ███████
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-- ██████ █████ ██ ██ ██ ██ ██ ██ ██ █████
-- ██ ██ ██ ██ ██ ██ ██ ██ ██ ██ ██
-- ██ ██ ███████ ████ ██████ ███████ ████ ███████
--- Make <times> copies of the region defined by pos1-pos2 at equal angles around a circle.
-- The defined region works best if it's a thin slice that's 1 or 2 blocks thick.
-- For example, if one provided a times value of 3, copies would be rotated 0, 120, and 240 degrees.
-- TODO: implement support to rotate around arbitrary axes.
-- @param pos1 Vector3 The first position defining the source region.
-- @param pos2 Vector3 The second position defining the source region.
-- @param origin Vector3 The pivot point to rotate around.
-- @param times number The number of equally-spaces copies to make.
function worldeditadditions.revolve(pos1, pos2, origin, times)
local rotation_radians = wea_c.table.filter(
wea_c.range(0, 1, 1 / times),
function (val) return val ~= 0 and val ~= 1 end
)
local pos1_source, pos2_source = Vector3.sort(pos1, pos2)
-- HACK: with some maths this could be much more efficient.
local pos1_target, pos2_target = wea_c.table.unpack(wea_c.table.reduce({
Vector3.rotate3d(origin, pos1_source, Vector3.new(0, math.pi / 2, 0)),
Vector3.rotate3d(origin, pos2_source, Vector3.new(0, math.pi / 2, 0)),
Vector3.rotate3d(origin, pos1_source, Vector3.new(0, math.pi, 0)),
Vector3.rotate3d(origin, pos2_source, Vector3.new(0, math.pi, 0)),
Vector3.rotate3d(origin, pos1_source, Vector3.new(0, -math.pi / 2, 0)),
Vector3.rotate3d(origin, pos2_source, Vector3.new(0, -math.pi / 2, 0)),
}, function(acc, next)
return { next:expand_region(acc[1], acc[2]) }
end, { pos1_source, pos2_source }))
-- Fetch the nodes in the specified area
local manip_source, area_source = worldedit.manip_helpers.init(pos1_source, pos2_source)
local data_source = manip_source:get_data()
local manip_target, area_target = worldedit.manip_helpers.init(pos1_target, pos2_target)
local data_target = manip_target:get_data()
local changed = 0
for z = pos2_source.z, pos1_source.z, -1 do
for y = pos2_source.y, pos1_source.y, -1 do
for x = pos2_source.x, pos1_source.x, -1 do
local pos_source = Vector3.new(x, y, z)
local i_source = area_source:index(x, y, z)
-- Lua really sucks sometimes... a continue statement would be v useful here
if not wea_c.is_airlike(data_source[i_source]) then
for index, rotation in ipairs(rotation_radians) do
local pos_target = Vector3.rotate3d(
origin,
pos_source,
-- rotate on Z axis only, convert 0..1 → radians
-- TEST on Y axis, 'cause I'm confused
Vector3.new(0, rotation * math.pi * 2, 0)
):round()
local i_target = area_target:index(pos_target.x, pos_target.y, pos_target.z)
-- TODO: Rotate notes as appropriate
data_target[i_target] = data_source[i_source]
changed = changed + 1
end
end
end
end
end
-- Save the modified nodes back to disk & return
worldedit.manip_helpers.finish(manip_target, data_target)
return true, changed
end