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