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
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
- index(x, y, z): returns the index of an absolute position in a flat array starting at 1
^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
- indexp(p): same as above, except takes a vector
+- position(i): returns the absolute position vector corresponding to index i
+- contains(x, y, z): check if (x,y,z) is inside area formed by MinEdge and MaxEdge
+- containsp(p): same as above, except takes a vector
+- containsi(i): same as above, except takes an index
+- iter(minx, miny, minz, maxx, maxy, maxz): returns an iterator that returns indices
+ ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
+- iterp(minp, maxp): same as above, except takes a vector
Mapgen objects
---------------