function m3_get(m,x,y,z) if m == nil then return nil end if m[x] == nil then return nil end if m[x][y] == nil then return nil end if m[x][y][z] == nil then return nil end return m[x][y][z] end function m3_set(m,x,y,z,value) if m == nil then m = {} end if m[x] == nil then m[x] = {} end if m[x][y] == nil then m[x][y] = {} end if m[x][y][z] == nil then m[x][y][z] = {} end m[x][y][z] = value end --[[ function m3_set_pos(m,pos1,pos2) m.pos1 = pos1 m.pos2 = pos2 end ]]-- function m3_flip_xy(m) local new_m = {} for ix=1,m.sx do for iz=1,m.sz do for iy=1,m.sy do m3_set(new_m,iz,iy,ix, m3_get(m,ix,iy,iz)) end end end --[[ -- Rotate node for ix=1,m.sx do for iz=1,m.sz do for iy=1,m.sy do local node = m3_get(m,ix,iy,iz) local rotated_node = rotate_node_to_direction(node,{x=1,y=0,z=0}) m3_set(m,ix,iy,iz,rotated_node) end end end ]]-- new_m.sx = m.sz new_m.sz = m.sx new_m.sy = m.sy return new_m end function m3_flip_x(m) local new_m = {} for ix=1,m.sx do for iz=1,m.sz do for iy=1,m.sy do m3_set(new_m,ix,iy,m.sz-iz+1, m3_get(m,ix,iy,iz)) end end end --[[ for ix=1,m.sx do for iz=1,m.sz do for iy=1,m.sy do local node = m3_get(m,ix,iy,iz) local rotated_node = rotate_node_to_direction(node,{x=0,y=0,z=-1}) m3_set(m,ix,iy,iz,rotated_node) end end end ]]-- new_m.sx = m.sx new_m.sz = m.sz new_m.sy = m.sy return new_m end function m3_rotate90(m) return m3_flip_x( m3_flip_xy (m)) end function m3_rotate180(m) return m3_rotate90(m3_rotate90(m)) end function m3_rotate270(m) return m3_rotate90(m3_rotate90(m3_rotate90(m))) end function rotate_m3(m,direction) if direction.x == 1 then return m3_rotate270(m) end if direction.x == -1 then return m3_rotate90(m) end if direction.z == 1 then return m end if direction.z == -1 then return m3_rotate180(m) end return m end function m3_move_to_000(m) local new_m = {} local pos1 = m.pos1 local pos2 = m.pos2 local xmin = math.min(pos1.x,pos2.x) local ymin = math.min(pos1.y,pos2.y) local zmin = math.min(pos1.z,pos2.z) local xmax = math.max(pos1.x,pos2.x) local ymax = math.max(pos1.y,pos2.y) local zmax = math.max(pos1.z,pos2.z) local sx = xmax - xmin + 1 local sy = ymax - ymin + 1 local sz = zmax - zmin + 1 for x=1,sx,1 do for y=1,sy,1 do for z=1,sz,1 do m3_set(new_m,x,y,z, m3_get(m, x-1 + xmin, y-1 + ymin, z-1+zmin)) end end end new_m.sx = sx new_m.sy = sy new_m.sz = sz return new_m end function selection_to_m3(pos1,pos2,direction) local m = {} iterate_selection(pos1,pos2,function(pos) local node = minetest.get_node(pos) m3_set(m,pos.x,pos.y,pos.z,node) end) m.pos1 = pos1 m.pos2 = pos2 m = m3_move_to_000(m) m = rotate_m3(m,direction) for ix=1,m.sx do for iz=1,m.sz do for iy=m.sy,1,-1 do local node = m3_get(m,ix,iy,iz) local rotated_node = rotate_node_to_direction(node,direction) m3_set(m,ix,iy,iz,rotated_node) end end end return m end function selection_to_m3_meta(pos1,pos2,direction) local m = {} iterate_selection(pos1,pos2,function(pos) local meta = minetest.get_meta(pos):to_table() m3_set(m,pos.x,pos.y,pos.z,meta) end) m.pos1 = pos1 m.pos2 = pos2 m = m3_move_to_000(m) m = rotate_m3(m,direction) return m end function m3_to_mx(m) local mx={} for ix=1,m.sx do for iz=1,m.sz do for iy=m.sy,1,-1 do local pos = { x = ix, y=iy, z = iz } local node = m3_get(m,ix,iy,iz) if node.name ~= "air" then mx_set(mx,ix,iz,node) break end end end end mx.w = m.sx mx.h = m.sz return mx end local function lmin(a,b) if a == nil then return b else if b == nil then return a else return math.min(a,b) end end end local function lmax(a,b) if a == nil then return b else if b == nil then return a else return math.max(a,b) end end end function list_to_m3(list) local m = {} local xmin,xmax,ymin,ymax,zmin,zmax for _,v in pairs(list) do local pos = v.pos local node = v.node m3_set(m,pos.x,pos.y,pos.z, node) xmin = lmin(xmin, pos.x) ymin = lmin(ymin, pos.y) zmin = lmin(zmin, pos.z) xmax = lmax(xmax, pos.x) ymax = lmax(ymax, pos.y) zmax = lmax(zmax, pos.z) end m.pos1 = {x=xmin,y=ymin,z=zmin} m.pos2 = {x=xmax,y=ymax,z=zmax} return m end function iterate_m3(m,action) for x=1,m.sx do for y=1,m.sy do for z=1,m.sz do action(m3_get(m,x,y,z)) end end end end