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- VoxelArea = {
- MinEdge = {x=1, y=1, z=1},
- MaxEdge = {x=0, y=0, z=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()
- return {
- x = self.MaxEdge.x - self.MinEdge.x + 1,
- y = self.MaxEdge.y - self.MinEdge.y + 1,
- z = self.MaxEdge.z - self.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 i = (z - self.MinEdge.z) * self.zstride +
- (y - self.MinEdge.y) * self.ystride +
- (x - self.MinEdge.x) + 1
- return math.floor(i)
- end
- function VoxelArea:indexp(p)
- local i = (p.z - self.MinEdge.z) * self.zstride +
- (p.y - self.MinEdge.y) * self.ystride +
- (p.x - self.MinEdge.x) + 1
- return math.floor(i)
- end
- function VoxelArea:position(i)
- local p = {}
-
- i = i - 1
- p.z = math.floor(i / self.zstride) + self.MinEdge.z
- i = i % self.zstride
- p.y = math.floor(i / self.ystride) + self.MinEdge.y
- i = i % self.ystride
- p.x = math.floor(i) + self.MinEdge.x
- return p
- end
- function VoxelArea:contains(x, y, z)
- return (x >= self.MinEdge.x) and (x <= self.MaxEdge.x) and
- (y >= self.MinEdge.y) and (y <= self.MaxEdge.y) and
- (z >= self.MinEdge.z) and (z <= self.MaxEdge.z)
- end
- function VoxelArea:containsp(p)
- return (p.x >= self.MinEdge.x) and (p.x <= self.MaxEdge.x) and
- (p.y >= self.MinEdge.y) and (p.y <= self.MaxEdge.y) and
- (p.z >= self.MinEdge.z) and (p.z <= self.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 last = self:index(maxx, maxy, maxz)
- local ystride = self.ystride
- local zstride = self.zstride
- local yoff = (last+1) % ystride
- local zoff = (last+1) % zstride
- local ystridediff = (i - last) % ystride
- local zstridediff = (i - last) % zstride
- return function()
- i = i + 1
- if i % zstride == zoff then
- i = i + zstridediff
- elseif i % ystride == yoff then
- i = i + ystridediff
- end
- if i <= last then
- return i
- end
- end
- end
- function VoxelArea:iterp(minp, maxp)
- return self:iter(minp.x, minp.y, minp.z, maxp.x, maxp.y, maxp.z)
- end
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