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-rw-r--r-- | builtin/game/constants.lua | 5 | ||||
-rw-r--r-- | doc/lua_api.txt | 167 |
2 files changed, 163 insertions, 9 deletions
diff --git a/builtin/game/constants.lua b/builtin/game/constants.lua index ea3644cfb..d0b7c753c 100644 --- a/builtin/game/constants.lua +++ b/builtin/game/constants.lua @@ -4,6 +4,11 @@ -- Constants values for use with the Lua API -- +-- Built-in Content IDs (for use with VoxelManip API) +core.CONTENT_UNKNOWN = 125 +core.CONTENT_AIR = 126 +core.CONTENT_IGNORE = 127 + -- Block emerge status constants (for use with core.emerge_area) core.EMERGE_CANCELLED = 0 core.EMERGE_ERRORED = 1 diff --git a/doc/lua_api.txt b/doc/lua_api.txt index 5008a5293..63e4971e5 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -2812,22 +2812,171 @@ nil, this table will be used to store the result instead of creating a new table `noisevals = noise:getMapSlice({x=24, z=1}, {x=1, z=1})` ### `VoxelManip` -An interface to the `MapVoxelManipulator` for Lua. -It can be created via `VoxelManip()` or `minetest.get_voxel_manip()`. -The map will be pre-loaded if two positions are passed to either. +#### About VoxelManip +VoxelManip is a scripting interface to the internal 'Map Voxel Manipulator' facility. The purpose of +this object is for fast, low-level, bulk access to reading and writing Map content. As such, setting +map nodes through VoxelManip will lack many of the higher level features and concepts you may be used +to with other methods of setting nodes. For example, nodes will not have their construction and +destruction callbacks run, and no rollback information is logged. + +It is important to note that VoxelManip is designed for speed, and *not* ease of use or flexibility. +If your mod requires a map manipulation facility that will handle 100% of all edge cases, or the use +of high level node placement features, perhaps minetest.set_node() is better suited for the job. + +In addition, VoxelManip might not be faster, or could even be slower, for your specific use case. +VoxelManip is most effective when setting very large areas of map at once - for example, if only +setting a 5x5x5 node area, a minetest.set_node() loop may be more optimal. Always profile code +using both methods of map manipulation to determine which is most appropriate for your usage. + +#### Using VoxelManip +A VoxelManip object can be created any time using either: +`VoxelManip([p1, p2])`, or `minetest.get_voxel_manip([p1, p2])`. + +If the optional position parameters are present for either of these routines, the specified region +will be pre-loaded into the VoxelManip object on creation. Otherwise, the area of map you wish to +manipulate must first be loaded into the VoxelManip object using `VoxelManip:read_from_map()`. + +Note that `VoxelManip:read_from_map()` returns two position vectors. The region formed by these +positions indicate the minimum and maximum (respectively) positions of the area actually loaded in +the VoxelManip, which may be larger than the area requested. For convenience, the loaded area +coordinates can also be queried any time after loading map data with `VoxelManip:get_emerged_area()`. + +Now that the VoxelManip object is populated with map data, your mod can fetch a copy of this data +using either of two methods. `VoxelManip:get_node_at()`, which retrieves an individual node in a +MapNode formatted table at the position requested is the simplest method to use, but also the slowest. + +Nodes in a VoxelManip object may also be read in bulk to a flat array table using: +`VoxelManip:get_data()` for node content (in Content ID form, see section 'Content IDs'), +`VoxelManip:get_light_data()` for node light levels, and +`VoxelManip:get_param2_data()` for the node type-dependent "param2" values. + +See section 'Flat array format' for more details. + +It is very important to understand that the tables returned by any of the above three functions +represent a snapshot of the VoxelManip's internal state at the time of the call. This copy of the +data will *not* magically update itself if another function modifies the internal VoxelManip state. +Any functions that modify a VoxelManip's contents work on the VoxelManip's internal state unless +otherwise explicitly stated. + +Once the bulk data has been edited to your liking, the internal VoxelManip state can be set using: +`VoxelManip:set_data()` for node content (in Content ID form, see section 'Content IDs'), +`VoxelManip:set_light_data()` for node light levels, and +`VoxelManip:set_param2_data()` for the node type-dependent "param2" values. + +The parameter to each of the above three functions can use any table at all in the same flat array +format as produced by get_data() et al. and is *not required* to be a table retrieved from get_data(). + +Once the internal VoxelManip state has been modified to your liking, the changes can be committed back +to the map by calling `VoxelManip:write_to_map()`. + +Finally, a call to `VoxelManip:update_map()` is required to re-calculate lighting and set the blocks +as being modified so that connected clients are sent the updated parts of map. + + +##### Flat array format +Let + `Nx = p2.X - p1.X + 1`, + `Ny = p2.Y - p1.Y + 1`, and + `Nz = p2.Z - p1.Z + 1`. + +Then, for a loaded region of p1..p2, this array ranges from `1` up to and including the value of +the expression `Nx * Ny * Nz`. + +Positions offset from p1 are present in the array with the format of: +``` +[ + (0, 0, 0), (1, 0, 0), (2, 0, 0), ... (Nx, 0, 0), + (0, 1, 0), (1, 1, 0), (2, 1, 0), ... (Nx, 1, 0), + ... + (0, Ny, 0), (1, Ny, 0), (2, Ny, 0), ... (Nx, Ny, 0), + (0, 0, 1), (1, 0, 1), (2, 0, 1), ... (Nx, 0, 1), + ... + (0, Ny, 2), (1, Ny, 2), (2, Ny, 2), ... (Nx, Ny, 2), + ... + (0, Ny, Nz), (1, Ny, Nz), (2, Ny, Nz), ... (Nx, Ny, Nz) +] +``` + +and the array index for a position p contained completely in p1..p2 is: + +`(p.Z - p1.Z) * Ny * Nx + (p.Y - p1.Y) * Nx + (p.X - p1.X) + 1` + +Note that this is the same "flat 3D array" format as `PerlinNoiseMap:get3dMap_flat()`. +VoxelArea objects (see section 'VoxelArea') can be used to simplify calculation of the index +for a single point in a flat VoxelManip array. + +##### Content IDs +A Content ID is a unique integer identifier for a specific node type. These IDs are used by VoxelManip +in place of the node name string for `VoxelManip:get_data()` and `VoxelManip:set_data()`. You can use +`minetest.get_content_id()` to look up the Content ID for the specified node name, and +`minetest.get_name_from_content_id()` to look up the node name string for a given Content ID. +After registration of a node, its Content ID will remain the same throughout execution of the mod. +Note that the node being queried needs to have already been been registered. + +The following builtin node types have their Content IDs defined as constants: +``` +core.CONTENT_UNKNOWN (ID for "unknown" nodes) +core.CONTENT_AIR (ID for "air" nodes) +core.CONTENT_IGNORE (ID for "ignore" nodes) +``` + +##### Mapgen VoxelManip objects +Inside of `on_generated()` callbacks, it is possible to retrieve the same VoxelManip object used by the +core's Map Generator (commonly abbreviated Mapgen). Most of the rules previously described still apply +but with a few differences: +* The Mapgen VoxelManip object is retrieved using: `minetest.get_mapgen_object("voxelmanip")` +* This VoxelManip object already has the region of map just generated loaded into it; it's not necessary + to call `VoxelManip:read_from_map()` before using a Mapgen VoxelManip. +* The `on_generated()` callbacks of some mods may place individual nodes in the generated area using + non-VoxelManip map modification methods. Because the same Mapgen VoxelManip object is passed through + each `on_generated()` callback, it becomes necessary for the Mapgen VoxelManip object to maintain + consistency with the current map state. For this reason, calling any of the following functions: + `minetest.add_node()`, `minetest.set_node()`, or `minetest.swap_node()` + will also update the Mapgen VoxelManip object's internal state active on the current thread. +* After modifying the Mapgen VoxelManip object's internal buffer, it may be necessary to update lighting + information using either: `VoxelManip:calc_lighting()` or `VoxelManip:set_lighting()`. +* `VoxelManip:update_map()` does not need to be called after `write_to_map()`. The map update is performed + automatically after all on_generated callbacks have been run for that generated block. + +##### Other API functions operating on a VoxelManip +If any VoxelManip contents were set to a liquid node, `VoxelManip:update_liquids()` must be called +for these liquid nodes to begin flowing. It is recommended to call this function only after having +written all buffered data back to the VoxelManip object, save for special situations where the modder +desires to only have certain liquid nodes begin flowing. + +The functions `minetest.generate_ores()` and `minetest.generate_decorations()` will generate all +registered decorations and ores throughout the full area inside of the specified VoxelManip object. + +`minetest.place_schematic_on_vmanip()` is otherwise identical to `minetest.place_schematic()`, +except instead of placing the specified schematic directly on the map at the specified position, it +will place the schematic inside of the VoxelManip. + +##### Notes +* Attempting to read data from a VoxelManip object before map is read will result in a zero-length + array table for `VoxelManip:get_data()`, and an "ignore" node at any position for + `VoxelManip:get_node_at()`. +* If either a region of map has not yet been generated or is out-of-bounds of the map, that region is + filled with "ignore" nodes. +* Other mods, or the core itself, could possibly modify the area of map currently loaded into a VoxelManip + object. With the exception of Mapgen VoxelManips (see above section), the internal buffers are not + updated. For this reason, it is strongly encouraged to complete the usage of a particular VoxelManip + object in the same callback it had been created. +* If a VoxelManip object will be used often, such as in an `on_generated()` callback, consider passing + a file-scoped table as the optional parameter to `VoxelManip:get_data()`, which serves as a static + buffer the function can use to write map data to instead of returning a new table each call. This + greatly enhances performance by avoiding unnecessary memory allocations. #### Methods -* `read_from_map(p1, p2)`: Reads a chunk of map from the map containing the - region formed by `p1` and `p2`. +* `read_from_map(p1, p2)`: Loads a chunk of map into the VoxelManip object 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 + * **important**: data must be set using `VoxelManip:set_data()` before calling this * `get_node_at(pos)`: Returns a `MapNode` table of the node currently loaded in the `VoxelManip` at that position -* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at - that position -* `get_data(buffer)`: Gets the data read into the `VoxelManip` object +* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at that position +* `get_data([buffer])`: Retrieves the node content data loaded into the `VoxelManip` object * returns raw node data in the form of an array of node content IDs * if the param `buffer` is present, this table will be used to store the result instead * `set_data(data)`: Sets the data contents of the `VoxelManip` object |