Pastebiniä käytetään pidempien tekstien säilömiseen jotka pitää laittaa talteen tai joita esim. ei voi sanoa irkissä tms kätevästi ilman hirveää floodimista. Lyhykäisiä tunnisteita saa arvaamalla satunnaisesti selville, joten ei kannata pasteta mitään erityisen yksityistä.
Tekstiä mahtuu maksimissaan 64 kilotavua per paste eli älä ihmettele jos tosi pitkät pastet katkeaa, jos taas TOSI isoja pasteja tunkkaa tänne niin tulee jopa virhe eikä paste mene edes läpi. Myäskään viagra- tai cialis-sanoja sisältäviä pasteja ei hyväksytä, sillä erinäiset spämmibotit puskevat niitä vähän väliä.
Pasten nimi (vapaaehtoinen):
Värjäys: ABAPActionScriptActionScript 3AdaANTLRANTLR With ActionScript TargetANTLR With C# TargetANTLR With CPP TargetANTLR With Java TargetANTLR With ObjectiveC TargetANTLR With Perl TargetANTLR With Python TargetANTLR With Ruby TargetApacheConfAppleScriptaspx-csaspx-vbAsymptoteautohotkeyAwkBase MakefileBashBash SessionBatchfileBBCodeBefungeBlitzMaxBooBrainfuckBroCC#C++c-objdumpCFEngine3cfstatementCheetahClojureCMakeCoffeeScriptColdfusion HTMLCommon LispCoqcpp-objdumpCSSCSS+Django/JinjaCSS+Genshi TextCSS+MakoCSS+MyghtyCSS+PHPCSS+RubyCSS+SmartyCythonDd-objdumpDarcs PatchDartDebian Control fileDebian SourcelistDelphiDiffDjango/JinjaDTDDuelDylaneCECLElixirElixir iex sessionEmbedded RagelERBErlangErlang erl sessionEvoqueFactorFancyFantomFelixFortranFSharpGASGenshiGenshi TextGettext CatalogGherkinGLSLGnuplotGoGoodData-CLGosuGosu TemplateGroffGroovyHamlHaskellhaXeHTMLHTML+CheetahHTML+Django/JinjaHTML+EvoqueHTML+GenshiHTML+MakoHTML+MyghtyHTML+PHPHTML+SmartyHTML+VelocityHTTPHybrisINIIoIokeIRC logsJadeJavaJava Server PageJavaScriptJavaScript+CheetahJavaScript+Django/JinjaJavaScript+Genshi TextJavaScript+MakoJavaScript+MyghtyJavaScript+PHPJavaScript+RubyJavaScript+SmartyJSONKotlinLighttpd configuration fileLiterate HaskellLLVMLogtalkLuaMakefileMakoMAQLMasonMatlabMatlab sessionMiniDModelicaModula-2MoinMoin/Trac Wiki markupMOOCodeMoonScriptMuPADMXMLMyghtyMySQLNASMNemerleNewLispNewspeakNginx configuration fileNimrodNumPyobjdumpObjective-CObjective-JOCamlOctaveOocOpaOpenEdge ABLPerlPHPPL/pgSQLPostgreSQL console (psql)PostgreSQL SQL dialectPostScriptPOVRayPowerShellPrologPropertiesProtocol BufferPyPy LogPythonPython 3Python 3.0 TracebackPython console sessionPython TracebackRagelRagel in C HostRagel in CPP HostRagel in D HostRagel in Java HostRagel in Objective C HostRagel in Ruby HostRaw token dataRConsoleREBOLRedcodereStructuredTextRHTMLRubyRuby irb sessionSSassScalaScalate Server PageScamlSchemeScilabSCSSSmalltalkSmartySnobolSQLsqlite3conSquidConfStandard MLsystemverilogTclTcshTeaTeXText onlyUrbiScriptValaVB.netVelocityverilogvhdlVimLXMLXML+CheetahXML+Django/JinjaXML+EvoqueXML+MakoXML+MyghtyXML+PHPXML+RubyXML+SmartyXML+VelocityXQueryXSLTYAML
turtle = {} local matrix = {} local x = { x=1, y=0, z=0 } local y = { x=0, y=1, z=0 } local z = { x=0, y=0, z=1 } local is_num = function(c) return type(tonumber(c))=="number" or c=="-" and true or false end local round = function(n) return math.floor(n+0.5) end turtle.spawn = function (pos, def) local min = { x = pos.x, y = pos.y, z = pos.z } local max = { x = pos.x, y = pos.y, z = pos.z } local nodes = {} local materials = {} print("huh: "..dump(def)) for _, mat in pairs(def.materials) do table.insert( materials, minetest.get_content_id(mat) ) end local tmp = matrix.new() local rot = matrix.orient(tmp, math.pi/2, z ) local pos = vector.new(pos) local stk = {} local axis = y local angle = 0 local pen_down = true local mat = 1 local arg = "" for c in def.prog:gmatch"." do if is_num(c) then arg = arg..c elseif c == "G" then if pen_down then if pos.x < min.x then min.x = pos.x end if pos.y < min.y then min.y = pos.y end if pos.z < min.z then min.z = pos.z end if pos.x > max.x then max.x = pos.x end if pos.y > max.y then max.y = pos.y end if pos.z > max.z then max.z = pos.z end local rpos = { x=round(pos.x), y=round(pos.y), z=round(pos.z)} table.insert(nodes, { pos=rpos, mat=materials[mat] } ) end pos = pos + matrix.transpose(rot, x) elseif c == "U" then pen_down = false elseif c == "D" then pen_down = true elseif c == "T" then pen_down = not pen_down elseif c == "[" then table.insert(stk, { rot=rot, pos=pos } ) elseif c == "]" then local s = table.remove(stk) rot = s.rot pos = s.pos elseif c == "X" then axis = x elseif c == "Y" then axis = y elseif c == "Z" then axis = z elseif c == "A" then angle = tonumber(arg) or 0 arg = "" elseif c == "M" then mat = tonumber(arg) or 1 arg = "" elseif c == "R" then tmp = matrix.id() tmp = matrix.orient(tmp, angle*math.pi/180, axis) rot = matrix.mul(tmp, rot) elseif c == "I" then tmp = matrix.id() tmp = matrix.orient(tmp, math.pi/2, axis) rot = tmp end end local vm = VoxelManip() min, max = vm:read_from_map(min, max) local area = VoxelArea:new{ MinEdge = min, MaxEdge = max } local data = vm:get_data() for _, node in pairs(nodes) do local index = area:indexp(node.pos) data[index] = node.mat end vm:set_data(data) vm:write_to_map() vm:update_map() end matrix.new = function() local m = {} for i = 1,4 do m[i] = {} for j = 1,4 do m[i][j] = 0 end end return m end matrix.id = function() local m = {} for i = 1, 4 do m[i] = {} for j = 1, 4 do if i == j then m[i][j] = 1 else m[i][j] = 0 end end end return m end matrix.mul = function(m1, m2) local m = {} for i = 1, 4 do m[i] = {} for j = 1, 4 do local num = 0 for n = 1, 4 do num = num + m1[i][n] * m2[n][j] end m[i][j] = num end end return m end matrix.orient = function(m, angle, axis) local c = math.cos(angle) local s = math.sin(angle) local t = 1.0 - c local tx = t * axis.x local ty = t * axis.y local tz = t * axis.z local sx = s * axis.x local sy = s * axis.y local sz = s * axis.z m[1][1] = tx * axis.x + c m[1][2] = tx * axis.y + sz m[1][3] = tx * axis.z - sy m[2][1] = ty * axis.x - sz m[2][2] = ty * axis.y + c m[2][3] = ty * axis.z + sx m[3][1] = tz * axis.x + sy m[3][2] = tz * axis.y - sx m[3][3] = tz * axis.z + c return m end matrix.transpose = function (m, v) local x = m[1][1] * v.x + m[2][1] * v.y + m[3][1] * v.z + m[4][1] local y = m[1][2] * v.x + m[2][2] * v.y + m[3][2] * v.z + m[4][2] local z = m[1][3] * v.x + m[2][3] * v.y + m[3][3] * v.z + m[4][3] return vector.new(x,y,z) end