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Add initial code for worldedit_infinity.
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Uberi committed Aug 6, 2013
1 parent 03327a7 commit 4c43bf3
Showing 1 changed file with 102 additions and 0 deletions.
102 changes: 102 additions & 0 deletions worldedit_infinity/init.lua
@@ -0,0 +1,102 @@
worldedit = worldedit or {}

local get_pointed = function(pos, nearest, distance)
if distance > 100 then
return false
end

--check for collision with node
local nodename = env:get_node(pos).name
if nodename ~= "air"
and nodename ~= "default:water_source"
and nodename ~= "default:water_flowing" then
if nodename ~= "ignore" then
return nearest
end
return false
end
end

local use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "nothing" then --pointing at nothing
local placepos = worldedit.raytrace(user:getpos(), user:get_look_dir(), get_pointed)
if placepos then --extended reach
pointed_thing.type = "node"
pointed_thing.under = nil --wip
pointed_thing.above = nil --wip
end
end
return minetest.item_place_node(itemstack, user, pointed_thing)
end
--

worldedit.raytrace = function(pos, dir, callback)
local base = {x=math.floor(pos.x), y=math.floor(pos.y), z=math.floor(pos.z)}
local stepx, stepy, stepz = 0, 0, 0
local componentx, componenty, componentz = 0, 0, 0
local intersectx, intersecty, intersectz = 0, 0, 0

if dir.x == 0 then
intersectx = math.huge
elseif dir.x > 0 then
stepx = 1
componentx = 1 / dir.x
intersectx = ((base.x - pos.x) + 1) * componentx
else
stepx = -1
componentx = 1 / -dir.x
intersectx = (pos.x - base.x) * componentx
end
if dir.y == 0 then
intersecty = math.huge
elseif dir.y > 0 then
stepy = 1
componenty = 1 / dir.y
intersecty = ((base.y - pos.y) + 1) * componenty
else
stepy = -1
componenty = 1 / -dir.y
intersecty = (pos.y - base.y) * componenty
end
if dir.z == 0 then
intersectz = math.huge
elseif dir.z > 0 then
stepz = 1
componentz = 1 / dir.z
intersectz = ((base.z - pos.z) + 1) * componentz
else
stepz = -1
componentz = 1 / -dir.z
intersectz = (pos.z - base.z) * componentz
end

local distance = 0
local nearest = {x=base.x, y=base.y, z=base.z}
while true do
local values = {callback(base, nearest, distance)}
if #values > 0 then
return unpack(values)
end

nearest.x, nearest.y, nearest.z = base.x, base.y, base.z
if intersectx < intersecty then
if intersectx < intersectz then
base.x = base.x + stepx
distance = intersectx
intersectx = intersectx + componentx
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
elseif intersecty < intersectz then
base.y = base.y + stepy
distance = intersecty
intersecty = intersecty + componenty
else
base.z = base.z + stepz
distance = intersectz
intersectz = intersectz + componentz
end
end
end

2 comments on commit 4c43bf3

@Jordach
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@Jordach Jordach commented on 4c43bf3 Aug 6, 2013

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WTF is this?

@Uberi
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@Uberi Uberi commented on 4c43bf3 Aug 6, 2013

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The code is pretty self explanatory. Documentation will be written sometime in the future.

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