- Can be created via VoxelManip()
- Also minetest.get_voxel_manip()
methods:
-- read_chunk(p1, p2): Read a chunk of map containing the region formed by p1 and p2.
- ^ returns raw node data, actual emerged p1, actual emerged p2
- ^ raw node data is in the form of a table mapping indicies to node content ids
-- write_chunk(data): Write back the data
-- update_map(): Update map after writing chunk.
- ^ To be used only by VoxelManip objects created by the mod itself; not VoxelManips passed to callbacks
+- read_from_map(p1, p2): Reads a chunk of map from the map containing the region formed by p1 and p2.
+ ^ returns actual emerged pmin, actual emerged pmax
+- write_to_map(): Writes the data loaded from the VoxelManip back to the map.
+ ^ important: data must be set using VoxelManip:set_data before calling this
+- get_data(): Gets the data read into the VoxelManip object
+ ^ returns raw node data is in the form of an array of node content ids
+- set_data(data): Sets the data contents of the VoxelManip object
+- update_map(): Update map after writing chunk back to map.
+ ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was
+ ^ retrieved from minetest.get_mapgen_object
- set_lighting(p1, p2, light): Set the lighting in the region formed by p1 and p2 to light
^ light is a table containing two integer fields ranging from 0 to 15, day and night
- ^ To be used only by VoxelManip objects passed to a callback; otherwise, set lighting will be ignored
+ ^ To be used only by a VoxelManip object from minetest.get_mapgen_object; otherwise, set lighting will
+ ^ be ignored
- calc_lighting(p1, p2): Calculate lighting in the region formed by p1 and p2
- ^ To be used only by VoxelManip objects passed to a callback; otherwise, calculated lighting will be ignored
+ ^ To be used only by a VoxelManip object from minetest.get_mapgen_object; otherwise, calculated lighting
+ ^ will be ignored
- update_liquids(): Update liquid flow
Mapgen objects
return 0;
}
-int LuaVoxelManip::l_read_chunk(lua_State *L)
+int LuaVoxelManip::l_read_from_map(lua_State *L)
{
LuaVoxelManip *o = checkobject(L, 1);
+ ManualMapVoxelManipulator *vm = o->vm;
v3s16 bp1 = getNodeBlockPos(read_v3s16(L, 2));
v3s16 bp2 = getNodeBlockPos(read_v3s16(L, 3));
sortBoxVerticies(bp1, bp2);
- ManualMapVoxelManipulator *vm = o->vm;
+
vm->initialEmerge(bp1, bp2);
- v3s16 emerged_p1 = vm->m_area.MinEdge;
- v3s16 emerged_p2 = vm->m_area.MaxEdge;
+ push_v3s16(L, vm->m_area.MinEdge);
+ push_v3s16(L, vm->m_area.MaxEdge);
+
+ return 2;
+}
+
+int LuaVoxelManip::l_get_data(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+
+ LuaVoxelManip *o = checkobject(L, 1);
+ ManualMapVoxelManipulator *vm = o->vm;
int volume = vm->m_area.getVolume();
lua_newtable(L);
for (int i = 0; i != volume; i++) {
- lua_Number cid = vm->m_data[i].getContent();
- lua_pushnumber(L, cid);
+ lua_Integer cid = vm->m_data[i].getContent();
+ lua_pushinteger(L, cid);
lua_rawseti(L, -2, i + 1);
}
- push_v3s16(L, emerged_p1);
- push_v3s16(L, emerged_p2);
-
- return 3;
+ return 1;
}
-int LuaVoxelManip::l_write_chunk(lua_State *L)
+int LuaVoxelManip::l_set_data(lua_State *L)
{
+ NO_MAP_LOCK_REQUIRED;
+
LuaVoxelManip *o = checkobject(L, 1);
+ ManualMapVoxelManipulator *vm = o->vm;
+
if (!lua_istable(L, 2))
return 0;
- ManualMapVoxelManipulator *vm = o->vm;
-
int volume = vm->m_area.getVolume();
for (int i = 0; i != volume; i++) {
lua_rawgeti(L, 2, i + 1);
lua_pop(L, 1);
}
+
+ return 0;
+}
+
+int LuaVoxelManip::l_write_to_map(lua_State *L)
+{
+ LuaVoxelManip *o = checkobject(L, 1);
+ ManualMapVoxelManipulator *vm = o->vm;
vm->blitBackAll(&o->modified_blocks);
-
- return 0;
+
+ return 0;
}
int LuaVoxelManip::l_update_liquids(lua_State *L)
const char LuaVoxelManip::className[] = "VoxelManip";
const luaL_reg LuaVoxelManip::methods[] = {
- luamethod(LuaVoxelManip, read_chunk),
- luamethod(LuaVoxelManip, write_chunk),
+ luamethod(LuaVoxelManip, read_from_map),
+ luamethod(LuaVoxelManip, get_data),
+ luamethod(LuaVoxelManip, set_data),
+ luamethod(LuaVoxelManip, write_to_map),
luamethod(LuaVoxelManip, update_map),
luamethod(LuaVoxelManip, update_liquids),
luamethod(LuaVoxelManip, calc_lighting),