function VoxelArea:position(i)
local p = {}
local MinEdge = self.MinEdge
-
+
i = i - 1
p.z = math.floor(i / self.zstride) + MinEdge.z
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
+ 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 % zstride == zoff then
- i = i + zstridediff
- elseif i % ystride == yoff then
- i = i + ystridediff
+ if i ~= nextaction then
+ return i
end
- if i <= last then
+
+ -- 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