function hcyl(bottom, height, radius, id) {
	let radsq = radius * radius
	let innerRadsq = (radius - 1.2) * (radius - 1.2)
	height += bottom
	for (let x = -radius; x <= radius; x++) {
		for (let y = bottom; y < height; y++) {
			for (let z = -radius; z <= radius; z++) {
				let d = x * x + z * z
				if (d < radsq && d >= innerRadsq) {
					world.setBlock(p2.x + x, p2.y + y, p2.z + z, id)
				}
			}
		}
	}
}

function cyl(bottom, height, radius, id) {
	let radsq = radius * radius
	height += bottom
	for (let x = -radius; x <= radius; x++) {
		for (let y = bottom; y < height; y++) {
			for (let z = -radius; z <= radius; z++) {
				let d = x * x + z * z
				if (d < radsq) {
					world.setBlock(p2.x + x, p2.y + y, p2.z + z, id)
				}
			}
		}
	}
}

function cube(bottom, height, radius, id) {
	let radsq = radius * radius
	height += bottom
	for (let x = -radius; x <= radius; x++) {
		for (let y = bottom; y < height; y++) {
			for (let z = -radius; z <= radius; z++) {
				let d = x + z
				if (d < radsq) {
					world.setBlock(p2.x + x, p2.y + y, p2.z + z, id)
				}
			}
		}
	}
}

function sphereoid(w, h, d, id) {
	let w2 = w * w
	let h2 = h * h
	let d2 = d * d
	let w3 = (w - 1.5) * (w - 1.5)
	let h3 = (h - 1.5) * (h - 1.5)
	let d3 = (d - 1.5) * (d - 1.5)

	for (let y = -h; y < h; y++) {
		for (let x = -w; x <= w; x++) {
			for (let z = -d; z <= d; z++) {
				let n = x * x / w2 + y * y / h2 + z * z / d2
				let n2 = x * x / w3 + y * y / h3 + z * z / d3
				if (n < 1 && n2 >= 1) {
					world.setBlock(p2.x + x, p2.y + y, p2.z + z, id)
				}
			}
		}
	}
}

function sleep(ms) {
	return new Promise(resolve => setTimeout(() => resolve(), ms))
}

async function asphereoid(w, h, d, id) {
	let px = p2.x
	let py = p2.y
	let pz = p2.z
	let w2 = w * w
	let h2 = h * h
	let d2 = d * d
	let w3 = (w - 1.5) * (w - 1.5)
	let h3 = (h - 1.5) * (h - 1.5)
	let d3 = (d - 1.5) * (d - 1.5)

	for (let y = -h; y < h; y++) {
		for (let x = -w; x <= w; x++) {
			for (let z = -d; z <= d; z++) {
				let n = x * x / w2 + y * y / h2 + z * z / d2
				let n2 = x * x / w3 + y * y / h3 + z * z / d3
				if (n < 1 && n2 >= 1) {
					world.setBlock(px + x, py + y, pz + z, id)
					await sleep(10)
				}
			}
		}
	}
}

function line(x1, y1, z1, x2, y2, z2, id) {
	let dx = Math.abs(x2 - x1);
	let dy = Math.abs(y2 - y1);
	let dz = Math.abs(z2 - z1);
	let sx = (x1 < x2) ? 1 : -1;
	let sy = (y1 < y2) ? 1 : -1;
	let sz = (z1 < z2) ? 1 : -1;
	let err1 = dx - dy;
	let err2 = dx - dz;
	let err3 = dy - dz;

	while (true) {
		world.setBlock(x1, y1, z1, id);

		if (x1 === x2 && y1 === y2 && z1 === z2) break;
		let e2 = 2 * err1;
		let e3 = 2 * err2;
		let e4 = 2 * err3;

		if (e2 > -dy) {
			err1 -= dy;
			err2 -= dz;
			x1 += sx;
		}
		if (e2 < dx) {
			err1 += dx;
			err3 -= dz;
			y1 += sy;
		}
		if (e3 > -dz) {
			err2 += dy;
			err3 += dx;
			z1 += sz;
		}
	}
}

function cloneBlock(sx, sy, sz, dx, dy, dz, w, h, l) {
	for (let x = 0; x < w; x++) {
		for (let y = 0; y < h; y++) {
			for (let z = 0; z < l; z++) {
				let block = world.getBlock(sx + x, sy + y, sz + z);
				world.setBlock(dx + x, dy + y, dz + z, block);
			}
		}
	}
}

function duplicateBlock(sx, sy, sz, dx, dy, dz, w, h, l, offsetX, offsetY, offsetZ, num) {
	for (let i = 0; i < num; i++) {
		cloneBlock(sx, sy, sz, dx + offsetX * i, dy + offsetY * i, dz + offsetZ * i, w, h, l);
	}
}

function rotateBlock(sx, sy, sz, dx, dy, dz, w, h, l, angle) {
	let rad = angle * (Math.PI / 180);
	let sin = Math.sin(rad);
	let cos = Math.cos(rad);

	for (let x = 0; x < w; x++) {
		for (let y = 0; y < h; y++) {
			for (let z = 0; z < l; z++) {
				let nx = Math.round(x * cos - z * sin);
				let nz = Math.round(x * sin + z * cos);
				let block = world.getBlock(sx + x, sy + y, sz + z);
				world.setBlock(dx + nx, dy + y, dz + nz, block);
			}
		}
	}
}

function fillBlock(sx, sy, sz, dx, dy, dz, id) {
	let w = Math.abs(dx - sx) + 1;
	let h = Math.abs(dy - sy) + 1;
	let l = Math.abs(dz - sz) + 1;

	let startX = Math.min(sx, dx);
	let startY = Math.min(sy, dy);
	let startZ = Math.min(sz, dz);

	for (let x = 0; x < w; x++) {
		for (let y = 0; y < h; y++) {
			for (let z = 0; z < l; z++) {
				world.setBlock(startX + x, startY + y, startZ + z, id);
			}
		}
	}
}

function moveBlock(sx, sy, sz, dx, dy, dz, w, h, l) {
	cloneBlock(sx, sy, sz, dx, dy, dz, w, h, l);
	fillBlock(sx, sy, sz, sx + w - 1, sy + h - 1, sz + l - 1, 0);
}

function paintBlock(sx, sy, sz, dx, dy, dz, w, h, l, colorId) {
	cloneBlock(sx, sy, sz, dx, dy, dz, w, h, l);

	for (let x = 0; x < w; x++) {
		for (let y = 0; y < h; y++) {
			for (let z = 0; z < l; z++) {
				world.setBlock(dx + x, dy + y, dz + z, colorId);
			}
		}
	}
}

function replaceBlock(sx, sy, sz, dx, dy, dz, id, newId) {
	let w = Math.abs(dx - sx) + 1;
	let h = Math.abs(dy - sy) + 1;
	let l = Math.abs(dz - sz) + 1;

	let startX = Math.min(sx, dx);
	let startY = Math.min(sy, dy);
	let startZ = Math.min(sz, dz);

	for (let x = 0; x < w; x++) {
		for (let y = 0; y < h; y++) {
			for (let z = 0; z < l; z++) {
				if (world.getBlock(startX + x, startY + y, startZ + z) === id) {
					world.setBlock(startX + x, startY + y, startZ + z, newId);
				}
			}
		}
	}
}

function mirrorBlock(sx, sy, sz, dx, dy, dz, w, h, l, axis) {
	if (axis === "x") {
		for (let x = 0; x < w; x++) {
			for (let y = 0; y < h; y++) {
				for (let z = 0; z < l; z++) {
					let block = world.getBlock(sx + x, sy + y, sz + z);
					world.setBlock(dx + w - x - 1, dy + y, dz + z, block);
				}
			}
		}
	} else if (axis === "y") {
		for (let x = 0; x < w; x++) {
			for (let y = 0; y < h; y++) {
				for (let z = 0; z < l; z++) {
					let block = world.getBlock(sx + x, sy + y, sz + z);
					world.setBlock(dx + x, dy + h - y - 1, dz + z, block);
				}
			}
		}
	} else if (axis === "z") {
		for (let x = 0; x < w; x++) {
			for (let y = 0; y < h; y++) {
				for (let z = 0; z < l; z++) {
					let block = world.getBlock(sx + x, sy + y, sz + z);
					world.setBlock(dx + x, dy + y, dz + l - z - 1, block);
				}
			}
		}
	}
}

function clearBlock(sx, sy, sz, dx, dy, dz) {
	let w = Math.abs(dx - sx) + 1;
	let h = Math.abs(dy - sy) + 1;
	let l = Math.abs(dz - sz) + 1;

	let startX = Math.min(sx, dx);
	let startY = Math.min(sy, dy);
	let startZ = Math.min(sz, dz);

	for (let x = 0; x < w; x++) {
		for (let y = 0; y < h; y++) {
			for (let z = 0; z < l; z++) {
				world.setBlock(startX + x, startY + y, startZ + z, 0);
			}
		}
	}
}

function cylinderLine(sx, sy, sz, dx, dy, dz,