Improved VoxelArea variable locality, thus performance
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
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@ -18,10 +18,11 @@ function VoxelArea:new(o)
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end
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function VoxelArea:getExtent()
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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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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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x = MaxEdge.x - MinEdge.x + 1,
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y = MaxEdge.y - MinEdge.y + 1,
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z = MaxEdge.z - MinEdge.z + 1,
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}
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end
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@ -31,45 +32,50 @@ function VoxelArea:getVolume()
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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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local MinEdge = self.MinEdge
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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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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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local MinEdge = self.MinEdge
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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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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) + self.MinEdge.z
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p.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) + self.MinEdge.y
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p.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) + self.MinEdge.x
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p.x = math.floor(i) + 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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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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return (x >= MinEdge.x) and (x <= MaxEdge.x) and
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(y >= MinEdge.y) and (y <= MaxEdge.y) and
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(z >= MinEdge.z) and (z <= 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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local MaxEdge, MinEdge = self.MaxEdge, self.MinEdge
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return (p.x >= MinEdge.x) and (p.x <= MaxEdge.x) and
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(p.y >= MinEdge.y) and (p.y <= MaxEdge.y) and
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(p.z >= MinEdge.z) and (p.z <= MaxEdge.z)
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end
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function VoxelArea:containsi(i)
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