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Implement API to create empty VoxelManip
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3 changed files with 62 additions and 17 deletions
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@ -5005,7 +5005,8 @@ A VoxelManip object can be created any time using either:
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If the optional position parameters are present for either of these routines,
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the specified region will be pre-loaded into the VoxelManip object on creation.
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Otherwise, the area of map you wish to manipulate must first be loaded into the
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VoxelManip object using `VoxelManip:read_from_map()`.
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VoxelManip object using `VoxelManip:read_from_map()`, or an empty one created
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with `VoxelManip:initialize()`.
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Note that `VoxelManip:read_from_map()` returns two position vectors. The region
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formed by these positions indicate the minimum and maximum (respectively)
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@ -5016,14 +5017,14 @@ be queried any time after loading map data with `VoxelManip:get_emerged_area()`.
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Now that the VoxelManip object is populated with map data, your mod can fetch a
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copy of this data using either of two methods. `VoxelManip:get_node_at()`,
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which retrieves an individual node in a MapNode formatted table at the position
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requested is the simplest method to use, but also the slowest.
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requested. This is the simplest method to use, but also the slowest.
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Nodes in a VoxelManip object may also be read in bulk to a flat array table
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using:
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* `VoxelManip:get_data()` for node content (in Content ID form, see section
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[Content IDs]),
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* `VoxelManip:get_light_data()` for node light levels, and
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* `VoxelManip:get_light_data()` for node param (usually light levels), and
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* `VoxelManip:get_param2_data()` for the node type-dependent "param2" values.
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See section [Flat array format] for more details.
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@ -5038,17 +5039,16 @@ internal state unless otherwise explicitly stated.
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Once the bulk data has been edited to your liking, the internal VoxelManip
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state can be set using:
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* `VoxelManip:set_data()` for node content (in Content ID form, see section
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[Content IDs]),
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* `VoxelManip:set_light_data()` for node light levels, and
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* `VoxelManip:set_param2_data()` for the node type-dependent `param2` values.
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* `VoxelManip:set_data()` or
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* `VoxelManip:set_light_data()` or
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* `VoxelManip:set_param2_data()`
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The parameter to each of the above three functions can use any table at all in
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the same flat array format as produced by `get_data()` etc. and is not required
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to be a table retrieved from `get_data()`.
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Once the internal VoxelManip state has been modified to your liking, the
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changes can be committed back to the map by calling `VoxelManip:write_to_map()`
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changes can be committed back to the map by calling `VoxelManip:write_to_map()`.
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### Flat array format
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@ -5180,15 +5180,22 @@ inside the VoxelManip.
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Methods
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-------
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* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object
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* `read_from_map(p1, p2)`: Loads a part of the map into the VoxelManip object
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containing the region formed by `p1` and `p2`.
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* returns actual emerged `pmin`, actual emerged `pmax`
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* returns actual emerged `pmin`, actual emerged `pmax` (MapBlock-aligned)
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* Note that calling this multiple times will *add* to the area loaded in the
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VoxelManip, and not reset it.
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* `initialize(p1, p2, [node])`: Clears and resizes the VoxelManip object to
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comprise the region formed by `p1` and `p2`.
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* **No data** is read from the map, so you can use this to treat `VoxelManip`
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objects as general containers of node data.
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* `node`: if present the data will be filled with this node; if not it will
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be uninitialized
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* returns actual emerged `pmin`, actual emerged `pmax` (MapBlock-aligned)
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* (introduced in 5.13.0)
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* `write_to_map([light])`: Writes the data loaded from the `VoxelManip` back to
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the map.
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* **important**: data must be set using `VoxelManip:set_data()` before
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calling this.
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* **important**: you should call `set_data()` before this, or nothing will change.
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* if `light` is true, then lighting is automatically recalculated.
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The default value is true.
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If `light` is false, no light calculations happen, and you should correct
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@ -5249,6 +5256,8 @@ Methods
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where the engine will keep the map and the VM in sync automatically.
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* Note: this doesn't do what you think it does and is subject to removal. Don't use it!
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* `get_emerged_area()`: Returns actual emerged minimum and maximum positions.
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* "Emerged" does not imply that this region was actually loaded from the map,
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if `initialize()` has been used.
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* `close()`: Frees the data buffers associated with the VoxelManip object.
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It will become empty.
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* Since Lua's garbage collector is not aware of the potentially significant
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@ -44,7 +44,40 @@ int LuaVoxelManip::l_read_from_map(lua_State *L)
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push_v3s16(L, vm->m_area.MinEdge);
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push_v3s16(L, vm->m_area.MaxEdge);
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return 2;
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}
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int LuaVoxelManip::l_initialize(lua_State *L)
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{
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MAP_LOCK_REQUIRED;
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LuaVoxelManip *o = checkObject<LuaVoxelManip>(L, 1);
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MMVManip *vm = o->vm;
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if (o->is_mapgen_vm)
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throw LuaError("Cannot modify mapgen VoxelManip object");
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VoxelArea area;
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{
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v3s16 bp1 = getNodeBlockPos(check_v3s16(L, 2));
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v3s16 bp2 = getNodeBlockPos(check_v3s16(L, 3));
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sortBoxVerticies(bp1, bp2);
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area = VoxelArea(bp1 * MAP_BLOCKSIZE, (bp2+1) * MAP_BLOCKSIZE - v3s16(1));
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}
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assert(!area.hasEmptyExtent());
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vm->clear();
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vm->addArea(area);
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if (lua_istable(L, 4)) {
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MapNode n = readnode(L, 4);
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const u32 volume = vm->m_area.getVolume();
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for (u32 i = 0; i != volume; i++)
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vm->m_data[i] = n;
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vm->clearFlags(vm->m_area, VOXELFLAG_NO_DATA);
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}
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push_v3s16(L, vm->m_area.MinEdge);
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push_v3s16(L, vm->m_area.MaxEdge);
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return 2;
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}
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@ -93,11 +126,12 @@ int LuaVoxelManip::l_set_data(lua_State *L)
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lua_pop(L, 1);
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}
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// FIXME: in theory we should clear VOXELFLAG_NO_DATA here
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// However there is no way to tell which values Lua code has intended to set
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// (if they were VOXELFLAG_NO_DATA before), and which were just not touched.
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// In practice this doesn't cause problems because read_from_map() will cause
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// all covered blocks to be loaded anyway.
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// Mark all data as present, since we just got it from Lua
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// Note that we can't tell if the caller intended to put CONTENT_IGNORE or
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// is just repeating the dummy values we push in l_get_data() in case
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// VOXELFLAG_NO_DATA is set. In practice this doesn't matter since ignore
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// isn't written back to the map anyway.
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vm->clearFlags(vm->m_area, VOXELFLAG_NO_DATA);
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return 0;
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}
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@ -449,6 +483,7 @@ void LuaVoxelManip::Register(lua_State *L)
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const char LuaVoxelManip::className[] = "VoxelManip";
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const luaL_Reg LuaVoxelManip::methods[] = {
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luamethod(LuaVoxelManip, read_from_map),
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luamethod(LuaVoxelManip, initialize),
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luamethod(LuaVoxelManip, get_data),
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luamethod(LuaVoxelManip, set_data),
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luamethod(LuaVoxelManip, get_node_at),
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@ -24,6 +24,7 @@ private:
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static int gc_object(lua_State *L);
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static int l_read_from_map(lua_State *L);
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static int l_initialize(lua_State *L);
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static int l_get_data(lua_State *L);
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static int l_set_data(lua_State *L);
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static int l_write_to_map(lua_State *L);
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