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Fix worldedit.hollow_cylinder.
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Uberi committed Dec 15, 2013
1 parent 89d4548 commit 0797c47
Showing 1 changed file with 33 additions and 45 deletions.
78 changes: 33 additions & 45 deletions worldedit/primitives.lua
Original file line number Diff line number Diff line change
Expand Up @@ -192,7 +192,7 @@ worldedit.dome = function(pos, radius, nodename)
end

--adds a hollow cylinder at `pos` along the `axis` axis ("x" or "y" or "z") with length `length` and radius `radius`, composed of `nodename`, returning the number of nodes added
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip: rewrite this using voxelmanip
worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename)
local other1, other2
if axis == "x" then
other1, other2 = "y", "z"
Expand All @@ -209,7 +209,7 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip:
currentpos[axis] = currentpos[axis] - length
end

--make area stay loaded
--set up voxel manipulator
local manip = minetest.get_voxel_manip()
local pos1 = {
[axis]=currentpos[axis],
Expand All @@ -221,55 +221,43 @@ worldedit.hollow_cylinder = function(pos, axis, length, radius, nodename) --wip:
[other1]=currentpos[other1] + radius,
[other2]=currentpos[other2] + radius
}
manip:read_from_map(pos1, pos2)
local emerged_pos1, emerged_pos2 = manip:read_from_map(pos1, pos2)
local area = VoxelArea:new({MinEdge=emerged_pos1, MaxEdge=emerged_pos2})

--create schematic for single node column along the axis
local node = {name=nodename, param1=255, param2=0}
--fill emerged area with ignore
local nodes = {}
for i = 1, length do
nodes[i] = node
local ignore = minetest.get_content_id("ignore")
for i = 1, worldedit.volume(emerged_pos1, emerged_pos2) do
nodes[i] = ignore
end
local schematic = {size={[axis]=length, [other1]=1, [other2]=1}, data=nodes}

--add columns in a circle around axis to form cylinder
local place_schematic = minetest.place_schematic
--fill selected area with node
local node_id = minetest.get_content_id(nodename)
local min_radius, max_radius = radius * (radius - 1), radius * (radius + 1)
local stride = {x=1, y=area.ystride, z=area.zstride}
local offset = {x=currentpos.x - emerged_pos1.x, y=currentpos.y - emerged_pos1.y, z=currentpos.z - emerged_pos1.z}
local min_slice, max_slice = offset[axis], offset[axis] + length - 1
local count = 0
local offset1, offset2 = 0, radius
local delta = -radius
while offset1 <= offset2 do
--add node at each octant
local first1, first2 = pos[other1] + offset1, pos[other1] - offset1
local second1, second2 = pos[other2] + offset2, pos[other2] - offset2
currentpos[other1], currentpos[other2] = first1, second1
place_schematic(currentpos, schematic) --octant 1
currentpos[other1] = first2
place_schematic(currentpos, schematic) --octant 4
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 5
currentpos[other1] = first1
place_schematic(currentpos, schematic) --octant 8
local first1, first2 = pos[other1] + offset2, pos[other1] - offset2
local second1, second2 = pos[other2] + offset1, pos[other2] - offset1
currentpos[other1], currentpos[other2] = first1, second1
place_schematic(currentpos, schematic) --octant 2
currentpos[other1] = first2
place_schematic(currentpos, schematic) --octant 3
currentpos[other2] = second2
place_schematic(currentpos, schematic) --octant 6
currentpos[other1] = first1
place_schematic(currentpos, schematic) --octant 7

count = count + 8 --wip: broken because sometimes currentpos is repeated

--move to next location
delta = delta + (offset1 * 2) + 1
if delta >= 0 then
offset2 = offset2 - 1
delta = delta - (offset2 * 2)
for index2 = -radius, radius do
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
local squared = index2 * index2 + index3 * index3
if squared >= min_radius and squared <= max_radius then --position is on surface of cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
end
count = count + length
end
end
offset1 = offset1 + 1
end
count = count * length --apply the length to the number of nodes

--update map nodes
manip:set_data(nodes)
manip:write_to_map()
manip:update_map()

return count
end

Expand Down Expand Up @@ -324,7 +312,7 @@ worldedit.cylinder = function(pos, axis, length, radius, nodename)
local newindex2 = (index2 + offset[other1]) * stride[other1] + 1 --offset contributed by other axis 1 plus 1 to make it 1-indexed
for index3 = -radius, radius do
local newindex3 = newindex2 + (index3 + offset[other2]) * stride[other2]
if index2 * index2 + index3 * index3 <= max_radius then
if index2 * index2 + index3 * index3 <= max_radius then --position is within cylinder
for index1 = min_slice, max_slice do --add column along axis
local i = newindex3 + index1 * stride[axis]
nodes[i] = node_id
Expand Down

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