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134
builtin/game/voxelarea.lua
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134
builtin/game/voxelarea.lua
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local math_floor = math.floor
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local vector_new = vector.new
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VoxelArea = {
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MinEdge = vector_new(1, 1, 1),
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MaxEdge = vector_new(0, 0, 0),
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ystride = 0,
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zstride = 0,
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}
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function VoxelArea:new(o)
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o = o or {}
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setmetatable(o, self)
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self.__index = self
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local e = o:getExtent()
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o.ystride = e.x
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o.zstride = e.x * e.y
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return o
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end
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function VoxelArea:getExtent()
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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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return vector_new(
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MaxEdge.x - MinEdge.x + 1,
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MaxEdge.y - MinEdge.y + 1,
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MaxEdge.z - MinEdge.z + 1
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)
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end
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function VoxelArea:getVolume()
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local e = self:getExtent()
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return e.x * e.y * e.z
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end
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function VoxelArea:index(x, y, z)
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local MinEdge = self.MinEdge
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local i = (z - MinEdge.z) * self.zstride +
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(y - MinEdge.y) * self.ystride +
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(x - MinEdge.x) + 1
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return math_floor(i)
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end
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function VoxelArea:indexp(p)
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local MinEdge = self.MinEdge
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local i = (p.z - MinEdge.z) * self.zstride +
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(p.y - MinEdge.y) * self.ystride +
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(p.x - MinEdge.x) + 1
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return math_floor(i)
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end
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function VoxelArea:position(i)
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local MinEdge = self.MinEdge
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i = i - 1
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local z = math_floor(i / self.zstride) + MinEdge.z
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i = i % self.zstride
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local y = math_floor(i / self.ystride) + MinEdge.y
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i = i % self.ystride
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local x = math_floor(i) + MinEdge.x
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return vector_new(x, y, z)
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end
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function VoxelArea:contains(x, y, z)
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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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return (x >= MinEdge.x) and (x <= MaxEdge.x) and
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(y >= MinEdge.y) and (y <= MaxEdge.y) and
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(z >= MinEdge.z) and (z <= MaxEdge.z)
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end
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function VoxelArea:containsp(p)
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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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return (p.x >= MinEdge.x) and (p.x <= MaxEdge.x) and
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(p.y >= MinEdge.y) and (p.y <= MaxEdge.y) and
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(p.z >= MinEdge.z) and (p.z <= MaxEdge.z)
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end
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function VoxelArea:containsi(i)
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return (i >= 1) and (i <= self:getVolume())
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end
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function VoxelArea:iter(minx, miny, minz, maxx, maxy, maxz)
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local i = self:index(minx, miny, minz) - 1
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local xrange = maxx - minx + 1
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local nextaction = i + 1 + xrange
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local y = 0
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local yrange = maxy - miny + 1
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local yreqstride = self.ystride - xrange
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local z = 0
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local zrange = maxz - minz + 1
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local multistride = self.zstride - ((yrange - 1) * self.ystride + xrange)
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return function()
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-- continue i until it needs to jump
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i = i + 1
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if i ~= nextaction then
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return i
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end
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-- continue y until maxy is exceeded
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y = y + 1
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if y ~= yrange then
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-- set i to index(minx, miny + y, minz + z) - 1
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i = i + yreqstride
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nextaction = i + xrange
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return i
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end
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-- continue z until maxz is exceeded
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z = z + 1
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if z == zrange then
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-- cuboid finished, return nil
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return
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end
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-- set i to index(minx, miny, minz + z) - 1
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i = i + multistride
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y = 0
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nextaction = i + xrange
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return i
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end
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end
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function VoxelArea:iterp(minp, maxp)
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return self:iter(minp.x, minp.y, minp.z, maxp.x, maxp.y, maxp.z)
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end
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