azalea_world/iterators.rs
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//! Iterators for iterating over Minecraft blocks and chunks, based on
//! [prismarine-world's iterators](https://github.com/PrismarineJS/prismarine-world/blob/master/src/iterators.js).
use azalea_core::position::{BlockPos, ChunkPos};
/// An octahedron iterator, useful for iterating over blocks in a world.
///
/// ```
/// # use azalea_core::position::BlockPos;
/// # use azalea_world::iterators::BlockIterator;
///
/// let mut iter = BlockIterator::new(BlockPos::default(), 4);
/// for block_pos in iter {
/// println!("{:?}", block_pos);
/// }
/// ```
pub struct BlockIterator {
start: BlockPos,
max_distance: u32,
pos: BlockPos,
apothem: u32,
left: i32,
right: i32,
}
impl BlockIterator {
pub fn new(start: BlockPos, max_distance: u32) -> Self {
Self {
start,
max_distance,
pos: BlockPos {
x: -1,
y: -1,
z: -1,
},
apothem: 1,
left: 1,
right: 2,
}
}
}
impl Iterator for BlockIterator {
type Item = BlockPos;
fn next(&mut self) -> Option<Self::Item> {
if self.apothem > self.max_distance {
return None;
}
self.right -= 1;
if self.right < 0 {
self.left -= 1;
if self.left < 0 {
self.pos.z += 2;
if self.pos.z > 1 {
self.pos.y += 2;
if self.pos.y > 1 {
self.pos.x += 2;
if self.pos.x > 1 {
self.apothem += 1;
self.pos.x = -1;
}
self.pos.y = -1;
}
self.pos.z = -1;
}
self.left = self.apothem as i32;
}
self.right = self.left;
}
let x = self.pos.x * self.right;
let y = self.pos.y * ((self.apothem as i32) - self.left);
let z = self.pos.z * ((self.apothem as i32) - (i32::abs(x) + i32::abs(y)));
Some(BlockPos { x, y, z } + self.start)
}
}
/// A spiral iterator, useful for iterating over chunks in a world. Use
/// `ChunkIterator` to sort by x+y+z (Manhattan) distance.
///
/// ```
/// # use azalea_core::position::ChunkPos;
/// # use azalea_world::iterators::SquareChunkIterator;
///
/// let mut iter = SquareChunkIterator::new(ChunkPos::default(), 4);
/// for chunk_pos in iter {
/// println!("{:?}", chunk_pos);
/// }
/// ```
pub struct SquareChunkIterator {
start: ChunkPos,
number_of_points: u32,
dir: ChunkPos,
segment_len: u32,
pos: ChunkPos,
segment_passed: u32,
current_iter: u32,
}
impl SquareChunkIterator {
pub fn new(start: ChunkPos, max_distance: u32) -> Self {
Self {
start,
number_of_points: u32::pow(max_distance * 2 - 1, 2),
dir: ChunkPos { x: 1, z: 0 },
segment_len: 1,
pos: ChunkPos::default(),
segment_passed: 0,
current_iter: 0,
}
}
/// Change the distance that this iterator won't go past.
///
/// ```
/// # use azalea_core::position::ChunkPos;
/// # use azalea_world::iterators::SquareChunkIterator;
///
/// let mut iter = SquareChunkIterator::new(ChunkPos::default(), 2);
/// while let Some(chunk_pos) = iter.next() {
/// println!("{:?}", chunk_pos);
/// }
/// iter.set_max_distance(4);
/// while let Some(chunk_pos) = iter.next() {
/// println!("{:?}", chunk_pos);
/// }
/// ```
pub fn set_max_distance(&mut self, max_distance: u32) {
self.number_of_points = u32::pow(max_distance * 2 - 1, 2);
}
}
impl Iterator for SquareChunkIterator {
type Item = ChunkPos;
fn next(&mut self) -> Option<Self::Item> {
if self.current_iter > self.number_of_points {
return None;
}
let output = self.start + self.dir;
// make a step, add the direction to the current position
self.pos.x += self.dir.x;
self.pos.z += self.dir.z;
self.segment_passed += 1;
if self.segment_passed == self.segment_len {
// done with current segment
self.segment_passed = 0;
// rotate directions
(self.dir.x, self.dir.z) = (-self.dir.z, self.dir.x);
// increase segment length if necessary
if self.dir.z == 0 {
self.segment_len += 1;
}
}
self.current_iter += 1;
Some(output)
}
}
/// A diagonal spiral iterator, useful for iterating over chunks in a world.
///
/// ```
/// # use azalea_core::position::ChunkPos;
/// # use azalea_world::iterators::ChunkIterator;
///
/// let mut iter = ChunkIterator::new(ChunkPos::default(), 4);
/// for chunk_pos in iter {
/// println!("{:?}", chunk_pos);
/// }
/// ```
pub struct ChunkIterator {
pub max_distance: u32,
pub start: ChunkPos,
pub pos: ChunkPos,
pub layer: u32,
pub leg: i32,
}
impl ChunkIterator {
pub fn new(start: ChunkPos, max_distance: u32) -> Self {
Self {
max_distance,
start,
pos: ChunkPos { x: 2, z: -1 },
layer: 1,
leg: -1,
}
}
}
impl Iterator for ChunkIterator {
type Item = ChunkPos;
fn next(&mut self) -> Option<Self::Item> {
match self.leg {
-1 => {
self.leg = 0;
return Some(self.start);
}
0 => {
if self.max_distance == 1 {
return None;
}
self.pos.x -= 1;
self.pos.z += 1;
if self.pos.x == 0 {
self.leg = 1;
}
}
1 => {
self.pos.x -= 1;
self.pos.z -= 1;
if self.pos.z == 0 {
self.leg = 2;
}
}
2 => {
self.pos.x += 1;
self.pos.z -= 1;
if self.pos.x == 0 {
self.leg = 3;
}
}
3 => {
self.pos.x += 1;
self.pos.z += 1;
if self.pos.z == 0 {
self.pos.x += 1;
self.leg = 0;
self.layer += 1;
if self.layer == self.max_distance {
return None;
}
}
}
_ => unreachable!(),
}
Some(self.start + self.pos)
}
}