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Organize builtin into subdirectories
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parent
fef2729fd0
commit
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44 changed files with 206 additions and 203 deletions
103
builtin/game/voxelarea.lua
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103
builtin/game/voxelarea.lua
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VoxelArea = {
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MinEdge = {x=1, y=1, z=1},
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MaxEdge = {x=0, y=0, z=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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return {
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x = self.MaxEdge.x - self.MinEdge.x + 1,
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y = self.MaxEdge.y - self.MinEdge.y + 1,
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z = self.MaxEdge.z - self.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 i = (z - self.MinEdge.z) * self.zstride +
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(y - self.MinEdge.y) * self.ystride +
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(x - self.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 i = (p.z - self.MinEdge.z) * self.zstride +
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(p.y - self.MinEdge.y) * self.ystride +
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(p.x - self.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 p = {}
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i = i - 1
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p.z = math.floor(i / self.zstride) + self.MinEdge.z
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i = i % self.zstride
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p.y = math.floor(i / self.ystride) + self.MinEdge.y
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i = i % self.ystride
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p.x = math.floor(i) + self.MinEdge.x
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return p
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end
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function VoxelArea:contains(x, y, z)
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return (x >= self.MinEdge.x) and (x <= self.MaxEdge.x) and
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(y >= self.MinEdge.y) and (y <= self.MaxEdge.y) and
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(z >= self.MinEdge.z) and (z <= self.MaxEdge.z)
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end
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function VoxelArea:containsp(p)
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return (p.x >= self.MinEdge.x) and (p.x <= self.MaxEdge.x) and
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(p.y >= self.MinEdge.y) and (p.y <= self.MaxEdge.y) and
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(p.z >= self.MinEdge.z) and (p.z <= self.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 last = self:index(maxx, maxy, maxz)
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local ystride = self.ystride
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local zstride = self.zstride
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local yoff = (last+1) % ystride
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local zoff = (last+1) % zstride
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local ystridediff = (i - last) % ystride
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local zstridediff = (i - last) % zstride
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return function()
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i = i + 1
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if i % zstride == zoff then
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i = i + zstridediff
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elseif i % ystride == yoff then
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i = i + ystridediff
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end
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if i <= last then
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return i
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end
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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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