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Make VoxelArea:position()
return a vector with metatable (#12521)
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@ -1,6 +1,9 @@
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local math_floor = math.floor
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local vector_new = vector.new
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VoxelArea = {
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MinEdge = vector.new(1, 1, 1),
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MaxEdge = vector.new(0, 0, 0),
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MinEdge = vector_new(1, 1, 1),
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MaxEdge = vector_new(0, 0, 0),
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ystride = 0,
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zstride = 0,
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}
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@ -19,7 +22,7 @@ end
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function VoxelArea:getExtent()
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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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return vector.new(
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return vector_new(
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MaxEdge.x - MinEdge.x + 1,
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MaxEdge.y - MinEdge.y + 1,
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MaxEdge.z - MinEdge.z + 1
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@ -36,7 +39,7 @@ function VoxelArea:index(x, y, z)
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local i = (z - MinEdge.z) * self.zstride +
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(y - MinEdge.y) * self.ystride +
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(x - MinEdge.x) + 1
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return math.floor(i)
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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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@ -44,24 +47,23 @@ function VoxelArea:indexp(p)
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local i = (p.z - MinEdge.z) * self.zstride +
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(p.y - MinEdge.y) * self.ystride +
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(p.x - MinEdge.x) + 1
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return math.floor(i)
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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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local MinEdge = self.MinEdge
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i = i - 1
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p.z = math.floor(i / self.zstride) + MinEdge.z
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local z = math_floor(i / self.zstride) + MinEdge.z
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i = i % self.zstride
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p.y = math.floor(i / self.ystride) + MinEdge.y
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local y = math_floor(i / self.ystride) + MinEdge.y
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i = i % self.ystride
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p.x = math.floor(i) + MinEdge.x
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local x = math_floor(i) + MinEdge.x
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return p
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return vector_new(x, y, z)
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end
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function VoxelArea:contains(x, y, z)
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