- 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(light): Set the lighting within the VoxelManip
+- set_lighting(light, p1, p2): Set the lighting within the VoxelManip to a uniform value
^ light is a table, {day=<0...15>, night=<0...15>}
^ To be used only by a VoxelManip object from minetest.get_mapgen_object
-
+ ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
- 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
+- calc_lighting(p1, p2): Calculate lighting within the VoxelManip
^ To be used only by a VoxelManip object from minetest.get_mapgen_object
+ ^ (p1, p2) is the area in which lighting is set; defaults to the whole area if left out
- update_liquids(): Update liquid flow
VoxelArea: A helper class for voxel areas
LuaVoxelManip *o = checkobject(L, 1);
if (!o->is_mapgen_vm)
return 0;
-
+
INodeDefManager *ndef = getServer(L)->getNodeDefManager();
EmergeManager *emerge = getServer(L)->getEmergeManager();
ManualMapVoxelManipulator *vm = o->vm;
+ v3s16 p1 = lua_istable(L, 2) ? read_v3s16(L, 2) :
+ vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
+ v3s16 p2 = lua_istable(L, 3) ? read_v3s16(L, 3) :
+ vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
+ sortBoxVerticies(p1, p2);
+
Mapgen mg;
mg.vm = vm;
mg.ndef = ndef;
mg.water_level = emerge->params->water_level;
- mg.calcLighting(vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
- vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE);
+ mg.calcLighting(p1, p2);
return 0;
}
u8 light;
light = (getintfield_default(L, 2, "day", 0) & 0x0F);
- light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 8;
+ light |= (getintfield_default(L, 2, "night", 0) & 0x0F) << 4;
ManualMapVoxelManipulator *vm = o->vm;
+ v3s16 p1 = lua_istable(L, 3) ? read_v3s16(L, 3) :
+ vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE;
+ v3s16 p2 = lua_istable(L, 4) ? read_v3s16(L, 4) :
+ vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE;
+ sortBoxVerticies(p1, p2);
+
Mapgen mg;
mg.vm = vm;
- mg.setLighting(vm->m_area.MinEdge + v3s16(0, 1, 0) * MAP_BLOCKSIZE,
- vm->m_area.MaxEdge - v3s16(0, 1, 0) * MAP_BLOCKSIZE,
- light);
+ mg.setLighting(p1, p2, light);
return 0;
}