Add optional buffer param for bulk data array writes in Lua
parent
28b2476b11
commit
3ffb5f5761
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@ -2647,7 +2647,9 @@ for 2D noise, and it must be must be larger than 1 for 3D noise (otherwise
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of 3D noise with values starting at `pos={x=,y=,z=}`
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* `get2dMap_flat(pos)`: returns a flat `<size.x * size.y>` element array of 2D noise
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with values starting at `pos={x=,y=}`
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* if the param `buffer` is present, this table will be used to store the result instead
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* `get3dMap_flat(pos)`: Same as `get2dMap_flat`, but 3D noise
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* if the param `buffer` is present, this table will be used to store the result instead
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### `VoxelManip`
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An interface to the `MapVoxelManipulator` for Lua.
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@ -2665,8 +2667,9 @@ The map will be pre-loaded if two positions are passed to either.
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the `VoxelManip` at that position
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* `set_node_at(pos, node)`: Sets a specific `MapNode` in the `VoxelManip` at
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that position
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* `get_data()`: Gets the data read into the `VoxelManip` object
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* returns raw node data is in the form of an array of node content IDs
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* `get_data(buffer)`: Gets the data read into the `VoxelManip` object
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* returns raw node data in the form of an array of node content IDs
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* if the param `buffer` is present, this table will be used to store the result instead
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* `set_data(data)`: Sets the data contents of the `VoxelManip` object
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* `update_map()`: Update map after writing chunk back to map.
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* To be used only by `VoxelManip` objects created by the mod itself;
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@ -174,9 +174,9 @@ int LuaPerlinNoiseMap::l_get2dMap(lua_State *L)
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n->perlinMap2D(p.X, p.Y);
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lua_newtable(L);
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for (int y = 0; y != n->sy; y++) {
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for (u32 y = 0; y != n->sy; y++) {
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lua_newtable(L);
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for (int x = 0; x != n->sx; x++) {
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for (u32 x = 0; x != n->sx; x++) {
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lua_pushnumber(L, n->result[i++]);
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lua_rawseti(L, -2, x + 1);
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}
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@ -191,14 +191,19 @@ int LuaPerlinNoiseMap::l_get2dMap_flat(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v2f p = check_v2f(L, 2);
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v2f p = check_v2f(L, 2);
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bool use_buffer = lua_istable(L, 3);
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Noise *n = o->noise;
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n->perlinMap2D(p.X, p.Y);
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size_t maplen = n->sx * n->sy;
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lua_newtable(L);
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if (use_buffer)
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lua_pushvalue(L, 3);
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else
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lua_newtable(L);
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for (size_t i = 0; i != maplen; i++) {
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lua_pushnumber(L, n->result[i]);
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lua_rawseti(L, -2, i + 1);
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@ -222,11 +227,11 @@ int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
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n->perlinMap3D(p.X, p.Y, p.Z);
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lua_newtable(L);
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for (int z = 0; z != n->sz; z++) {
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for (u32 z = 0; z != n->sz; z++) {
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lua_newtable(L);
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for (int y = 0; y != n->sy; y++) {
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for (u32 y = 0; y != n->sy; y++) {
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lua_newtable(L);
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for (int x = 0; x != n->sx; x++) {
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for (u32 x = 0; x != n->sx; x++) {
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lua_pushnumber(L, n->result[i++]);
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lua_rawseti(L, -2, x + 1);
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}
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@ -243,7 +248,8 @@ int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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LuaPerlinNoiseMap *o = checkobject(L, 1);
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v3f p = check_v3f(L, 2);
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v3f p = check_v3f(L, 2);
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bool use_buffer = lua_istable(L, 3);
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if (!o->m_is3d)
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return 0;
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@ -253,7 +259,11 @@ int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
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size_t maplen = n->sx * n->sy * n->sz;
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lua_newtable(L);
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if (use_buffer)
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lua_pushvalue(L, 3);
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else
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lua_newtable(L);
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for (size_t i = 0; i != maplen; i++) {
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lua_pushnumber(L, n->result[i]);
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lua_rawseti(L, -2, i + 1);
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@ -63,12 +63,18 @@ int LuaVoxelManip::l_get_data(lua_State *L)
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NO_MAP_LOCK_REQUIRED;
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LuaVoxelManip *o = checkobject(L, 1);
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bool use_buffer = lua_istable(L, 2);
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MMVManip *vm = o->vm;
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int volume = vm->m_area.getVolume();
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u32 volume = vm->m_area.getVolume();
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lua_newtable(L);
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for (int i = 0; i != volume; i++) {
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if (use_buffer)
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lua_pushvalue(L, 2);
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else
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lua_newtable(L);
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for (u32 i = 0; i != volume; i++) {
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lua_Integer cid = vm->m_data[i].getContent();
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lua_pushinteger(L, cid);
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lua_rawseti(L, -2, i + 1);
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@ -87,8 +93,8 @@ int LuaVoxelManip::l_set_data(lua_State *L)
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if (!lua_istable(L, 2))
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return 0;
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int volume = vm->m_area.getVolume();
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for (int i = 0; i != volume; i++) {
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u32 volume = vm->m_area.getVolume();
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for (u32 i = 0; i != volume; i++) {
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lua_rawgeti(L, 2, i + 1);
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content_t c = lua_tointeger(L, -1);
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@ -228,10 +234,10 @@ int LuaVoxelManip::l_get_light_data(lua_State *L)
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LuaVoxelManip *o = checkobject(L, 1);
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MMVManip *vm = o->vm;
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int volume = vm->m_area.getVolume();
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u32 volume = vm->m_area.getVolume();
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lua_newtable(L);
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for (int i = 0; i != volume; i++) {
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for (u32 i = 0; i != volume; i++) {
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lua_Integer light = vm->m_data[i].param1;
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lua_pushinteger(L, light);
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lua_rawseti(L, -2, i + 1);
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@ -250,8 +256,8 @@ int LuaVoxelManip::l_set_light_data(lua_State *L)
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if (!lua_istable(L, 2))
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return 0;
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int volume = vm->m_area.getVolume();
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for (int i = 0; i != volume; i++) {
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u32 volume = vm->m_area.getVolume();
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for (u32 i = 0; i != volume; i++) {
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lua_rawgeti(L, 2, i + 1);
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u8 light = lua_tointeger(L, -1);
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@ -270,10 +276,10 @@ int LuaVoxelManip::l_get_param2_data(lua_State *L)
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LuaVoxelManip *o = checkobject(L, 1);
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MMVManip *vm = o->vm;
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int volume = vm->m_area.getVolume();
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u32 volume = vm->m_area.getVolume();
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lua_newtable(L);
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for (int i = 0; i != volume; i++) {
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for (u32 i = 0; i != volume; i++) {
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lua_Integer param2 = vm->m_data[i].param2;
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lua_pushinteger(L, param2);
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lua_rawseti(L, -2, i + 1);
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@ -292,8 +298,8 @@ int LuaVoxelManip::l_set_param2_data(lua_State *L)
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if (!lua_istable(L, 2))
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return 0;
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int volume = vm->m_area.getVolume();
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for (int i = 0; i != volume; i++) {
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u32 volume = vm->m_area.getVolume();
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for (u32 i = 0; i != volume; i++) {
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lua_rawgeti(L, 2, i + 1);
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u8 param2 = lua_tointeger(L, -1);
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