1 local math_floor = math.floor
2 local vector_new = vector.new
5 MinEdge = vector_new(1, 1, 1),
6 MaxEdge = vector_new(0, 0, 0),
11 local class_metatable = {}
12 setmetatable(VoxelArea, class_metatable)
14 local function new(self, o)
19 local e = o:getExtent()
26 function class_metatable:__call(MinEdge, MaxEdge)
27 return new(self, {MinEdge = MinEdge, MaxEdge = MaxEdge})
32 function VoxelArea:getExtent()
33 local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
35 MaxEdge.x - MinEdge.x + 1,
36 MaxEdge.y - MinEdge.y + 1,
37 MaxEdge.z - MinEdge.z + 1
41 function VoxelArea:getVolume()
42 local e = self:getExtent()
43 return e.x * e.y * e.z
46 function VoxelArea:index(x, y, z)
47 local MinEdge = self.MinEdge
48 local i = (z - MinEdge.z) * self.zstride +
49 (y - MinEdge.y) * self.ystride +
54 function VoxelArea:indexp(p)
55 local MinEdge = self.MinEdge
56 local i = (p.z - MinEdge.z) * self.zstride +
57 (p.y - MinEdge.y) * self.ystride +
62 function VoxelArea:position(i)
63 local MinEdge = self.MinEdge
67 local z = math_floor(i / self.zstride) + MinEdge.z
70 local y = math_floor(i / self.ystride) + MinEdge.y
73 local x = math_floor(i) + MinEdge.x
75 return vector_new(x, y, z)
78 function VoxelArea:contains(x, y, z)
79 local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
80 return (x >= MinEdge.x) and (x <= MaxEdge.x) and
81 (y >= MinEdge.y) and (y <= MaxEdge.y) and
82 (z >= MinEdge.z) and (z <= MaxEdge.z)
85 function VoxelArea:containsp(p)
86 local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
87 return (p.x >= MinEdge.x) and (p.x <= MaxEdge.x) and
88 (p.y >= MinEdge.y) and (p.y <= MaxEdge.y) and
89 (p.z >= MinEdge.z) and (p.z <= MaxEdge.z)
92 function VoxelArea:containsi(i)
93 return (i >= 1) and (i <= self:getVolume())
96 function VoxelArea:iter(minx, miny, minz, maxx, maxy, maxz)
97 local i = self:index(minx, miny, minz) - 1
98 local xrange = maxx - minx + 1
99 local nextaction = i + 1 + xrange
102 local yrange = maxy - miny + 1
103 local yreqstride = self.ystride - xrange
106 local zrange = maxz - minz + 1
107 local multistride = self.zstride - ((yrange - 1) * self.ystride + xrange)
110 -- continue i until it needs to jump
112 if i ~= nextaction then
116 -- continue y until maxy is exceeded
119 -- set i to index(minx, miny + y, minz + z) - 1
121 nextaction = i + xrange
125 -- continue z until maxz is exceeded
128 -- cuboid finished, return nil
132 -- set i to index(minx, miny, minz + z) - 1
136 nextaction = i + xrange
141 function VoxelArea:iterp(minp, maxp)
142 return self:iter(minp.x, minp.y, minp.z, maxp.x, maxp.y, maxp.z)