- set_lighting(light): Set the lighting within the VoxelManip
^ light is a table, {day=<0...15>, night=<0...15>}
^ To be used only by a VoxelManip object from minetest.get_mapgen_object
+
+- get_light_data(): Gets the light data read into the VoxelManip object
+ ^ Returns an array (indicies 1 to volume) of integers ranging from 0 to 255
+ ^ Each value is the bitwise combination of day and night light values (0..15 each)
+ ^ light = day + (night * 16)
+- set_light_data(light_data): Sets the param1 (light) contents of each node in the VoxelManip
+ ^ expects lighting data in the same format that get_light_data() returns
- calc_lighting(): Calculate lighting within the VoxelManip
^ To be used only by a VoxelManip object from minetest.get_mapgen_object
- update_liquids(): Update liquid flow
return 0;
}
+int LuaVoxelManip::l_get_light_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_Integer light = vm->m_data[i].param1;
+ lua_pushinteger(L, light);
+ lua_rawseti(L, -2, i + 1);
+ }
+
+ return 1;
+}
+
+int LuaVoxelManip::l_set_light_data(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+
+ LuaVoxelManip *o = checkobject(L, 1);
+ ManualMapVoxelManipulator *vm = o->vm;
+
+ if (!lua_istable(L, 2))
+ return 0;
+
+ int volume = vm->m_area.getVolume();
+ for (int i = 0; i != volume; i++) {
+ lua_rawgeti(L, 2, i + 1);
+ u8 light = lua_tointeger(L, -1);
+
+ vm->m_data[i].param1 = light;
+
+ lua_pop(L, 1);
+ }
+
+ return 0;
+}
+
int LuaVoxelManip::l_update_map(lua_State *L)
{
LuaVoxelManip *o = checkobject(L, 1);
luamethod(LuaVoxelManip, update_liquids),
luamethod(LuaVoxelManip, calc_lighting),
luamethod(LuaVoxelManip, set_lighting),
+ luamethod(LuaVoxelManip, get_light_data),
+ luamethod(LuaVoxelManip, set_light_data),
{0,0}
};
static int l_update_map(lua_State *L);
static int l_update_liquids(lua_State *L);
+
static int l_calc_lighting(lua_State *L);
static int l_set_lighting(lua_State *L);
+ static int l_get_light_data(lua_State *L);
+ static int l_set_light_data(lua_State *L);
public:
LuaVoxelManip(ManualMapVoxelManipulator *mmvm, bool is_mapgen_vm);