many worldgen mods and gonna try technic now
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-- These functions are a minor modification of the voxel area iterator defined in the built in voxelarea.lua lua code.
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-- As such, this file is separately licened under the LGPL as follows:
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-- License of Minetest source code
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-------------------------------
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--Minetest
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--Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
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--This program is free software; you can redistribute it and/or modify
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--it under the terms of the GNU Lesser General Public License as published by
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--the Free Software Foundation; either version 2.1 of the License, or
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--(at your option) any later version.
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--This program is distributed in the hope that it will be useful,
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--but WITHOUT ANY WARRANTY; without even the implied warranty of
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--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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--GNU Lesser General Public License for more details.
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--You should have received a copy of the GNU Lesser General Public License along
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--with this program; if not, write to the Free Software Foundation, Inc.,
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--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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function VoxelArea:iter_xyz(minx, miny, minz, maxx, maxy, maxz)
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local i = self:index(minx, miny, minz) - 1
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local x = minx - 1 -- subtracting one because x gets incremented before it gets returned the first time.
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local xrange = maxx - minx + 1
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local nextaction = i + 1 + xrange
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local y = 0
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local yrange = maxy - miny + 1
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local yreqstride = self.ystride - xrange
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local z = 0
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local zrange = maxz - minz + 1
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local multistride = self.zstride - ((yrange - 1) * self.ystride + xrange)
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return function()
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-- continue i until it needs to jump
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i = i + 1
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x = x + 1
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if i ~= nextaction then
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return i, x, y+miny, z+minz
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end
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-- continue y until maxy is exceeded
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y = y + 1
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x = minx -- new line
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if y ~= yrange then
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-- set i to index(minx, miny + y, minz + z) - 1
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i = i + yreqstride
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nextaction = i + xrange
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return i, x, y+miny, z+minz
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end
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-- continue z until maxz is exceeded
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z = z + 1
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if z == zrange then
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-- cuboid finished, return nil
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return
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end
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-- set i to index(minx, miny, minz + z) - 1
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i = i + multistride
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y = 0
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nextaction = i + xrange
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return i, x, y+miny, z+minz
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end
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end
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function VoxelArea:iterp_xyz(minp, maxp)
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return self:iter_xyz(minp.x, minp.y, minp.z, maxp.x, maxp.y, maxp.z)
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end
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