Cleanup codes [needs testing]
parent
8592aaa7e9
commit
1ff1124c69
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@ -1,3 +1,3 @@
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A first test of a mod that tries to imitate that scurril rail corridors of Minecraft.
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This mod tries to imitate the known rail corridors of Minecraft.
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Dies ist eine Testversion eines Mods, der versucht, die aus Minecraft bekannten Minenschächte mit Schienen nachzubilden.
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Diese Modifikation versucht die aus Minecraft bekannten Minenschächte mit Schienen nachzubilden.
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106
init.lua
106
init.lua
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@ -17,7 +17,7 @@ local probability_up_or_down = 0.27
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-- Zufallsgenerator / random generator
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local pr
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local pr_initialized = false;
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local pr_initialized = false
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function InitRandomizer(seeed)
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pr = PseudoRandom(seeed)
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@ -31,11 +31,11 @@ end
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-- Cube…
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function Cube(p, radius, node)
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for zi = p.z-radius, p.z+radius do
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for yi = p.y-radius, p.y+radius do
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for xi = p.x-radius, p.x+radius do
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minetest.set_node({x=xi,y=yi,z=zi}, node)
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end
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end
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for yi = p.y-radius, p.y+radius do
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for xi = p.x-radius, p.x+radius do
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minetest.set_node({x=xi,y=yi,z=zi}, node)
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end
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end
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end
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end
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@ -49,50 +49,45 @@ function corridor_part(start_point, segment_vector, segment_count)
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for segmentindex = 0, segment_count-1 do
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Cube(p, 1, {name="air"})
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-- Diese komischen Holz-Konstruktionen
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-- These funny wood structs
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-- These strange wood structs
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if segmentindex % 2 == 1 and segment_vector.y == 0 then
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minetest.set_node({x=p.x, y=p.y+1, z=p.z}, {name="default:wood"})
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local dir = {0, 0}
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local node_wood = {name="default:wood"}
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local node_fence = {name="default:fence_wood"}
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if segment_vector.x == 0 and segment_vector.z ~= 0 then
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minetest.set_node({x=p.x+1, y=p.y+1, z=p.z}, {name="default:wood"})
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minetest.set_node({x=p.x-1, y=p.y+1, z=p.z}, {name="default:wood"})
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minetest.set_node({x=p.x-1, y=p.y, z=p.z}, {name="default:fence_wood"})
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minetest.set_node({x=p.x+1, y=p.y, z=p.z}, {name="default:fence_wood"})
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minetest.set_node({x=p.x+1, y=p.y-1, z=p.z}, {name="default:fence_wood"})
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minetest.set_node({x=p.x-1, y=p.y-1, z=p.z}, {name="default:fence_wood"})
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if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
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minetest.set_node({x=p.x+1, y=p.y-2, z=p.z}, {name="default:fence_wood"})
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minetest.set_node({x=p.x-1, y=p.y-2, z=p.z}, {name="default:fence_wood"})
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end
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if torches then
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minetest.set_node({x=p.x, y=p.y+1, z=p.z+1}, {name="default:torch", param2=1})
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minetest.set_node({x=p.x, y=p.y+1, z=p.z-1}, {name="default:torch", param2=1})
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end
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dir = {1, 0}
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elseif segment_vector.x ~= 0 and segment_vector.z == 0 then
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minetest.set_node({x=p.x, y=p.y+1, z=p.z+1}, {name="default:wood"})
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minetest.set_node({x=p.x, y=p.y+1, z=p.z-1}, {name="default:wood"})
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minetest.set_node({x=p.x, y=p.y, z=p.z+1}, {name="default:fence_wood"})
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minetest.set_node({x=p.x, y=p.y, z=p.z-1}, {name="default:fence_wood"})
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minetest.set_node({x=p.x, y=p.y-1, z=p.z+1}, {name="default:fence_wood"})
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minetest.set_node({x=p.x, y=p.y-1, z=p.z-1}, {name="default:fence_wood"})
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if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
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minetest.set_node({x=p.x, y=p.y-2, z=p.z+1}, {name="default:fence_wood"})
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minetest.set_node({x=p.x, y=p.y-2, z=p.z-1}, {name="default:fence_wood"})
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end
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if torches then
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minetest.set_node({x=p.x+1, y=p.y+1, z=p.z}, {name="default:torch", param2=1})
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minetest.set_node({x=p.x-1, y=p.y+1, z=p.z}, {name="default:torch", param2=1})
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end
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dir = {0, 1}
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end
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local calc = {
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p.x+dir[1], p.z+dir[2], -- X and Z, added by direction
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p.x-dir[1], p.z-dir[2], -- subtracted
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}
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minetest.set_node({x=p.x, y=p.y+1, z=p.z}, node_wood)
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minetest.set_node({x=calc[1], y=p.y+1, z=calc[2]}, node_wood)
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minetest.set_node({x=calc[1], y=p.y , z=calc[2]}, node_fence)
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minetest.set_node({x=calc[1], y=p.y-1, z=calc[2]}, node_fence)
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minetest.set_node({x=calc[3], y=p.y+1, z=calc[4]}, node_wood)
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minetest.set_node({x=calc[3], y=p.y , z=calc[4]}, node_fence)
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minetest.set_node({x=calc[3], y=p.y-1, z=calc[4]}, node_fence)
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if minetest.get_node({x=p.x,y=p.y-2,z=p.z}).name=="air" then
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minetest.set_node({x=calc[1], y=p.y-2, z=calc[2]}, node_fence)
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minetest.set_node({x=calc[3], y=p.y-2, z=calc[4]}, node_fence)
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end
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if torches then
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minetest.set_node({x=calc[1], y=p.y+1, z=calc[2]}, {name="default:torch", param2=1})
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minetest.set_node({x=calc[3], y=p.y+1, z=calc[4]}, {name="default:torch", param2=1})
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end
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end
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-- nächster Punkt durch vektoraddition
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-- next way point
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p.x = p.x + segment_vector.x
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p.y = p.y + segment_vector.y
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p.z = p.z + segment_vector.z
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p = vector.add(p, segment_vector)
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end
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p.x = p.x - segment_vector.x
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p.y = p.y - segment_vector.y
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p.z = p.z - segment_vector.z
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p = vector.subtract(p, segment_vector)
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end
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function corridor_func(waypoint, coord, sign, up_or_down, up)
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@ -110,11 +105,11 @@ function corridor_func(waypoint, coord, sign, up_or_down, up)
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vek.z=segamount
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end
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if up_or_down then
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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end
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local segcount = pr:next(4,6)
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corridor_part(waypoint, vek, segcount)
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@ -132,11 +127,11 @@ function corridor_func(waypoint, coord, sign, up_or_down, up)
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vek.z=segamount
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end
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if up_or_down then
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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if up then
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vek.y = 1
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else
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vek.y = -1
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end
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end
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if not up_or_down then
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segcount = segcount * 2.5
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@ -153,7 +148,7 @@ function corridor_func(waypoint, coord, sign, up_or_down, up)
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for i=1,segcount do
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p = {x=waypoint.x+vek.x*i, y=waypoint.y+vek.y*i-1, z=waypoint.z+vek.z*i}
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if minetest.get_node({x=p.x,y=p.y-1,z=p.z}).name=="air" then
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p.y = p.y - 1;
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p.y = p.y - 1;
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end
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minetest.set_node(p, {name = "default:rail"})
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end
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@ -172,7 +167,7 @@ function start_corridor(waypoint, coord, sign, psra)
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ud = true
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up = nextrandom(0, 2) < 1
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else
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ud = false
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ud = false
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end
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wp = corridor_func(wp,c,s, ud, up)
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-- coord und sign verändern
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@ -207,14 +202,13 @@ function place_corridors(main_cave_coords, psra)
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if nextrandom(0, 2) < 1 then
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start_corridor(main_cave_coords, "z", not zs, psra)
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end
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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if not pr_initialized then
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InitRandomizer(seed)
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end
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if maxp.y < 0 and nextrandom(0, 1) < probability_railcaves_in_chunk then
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if maxp.y < 0 and nextrandom(0, 1) < probability_railcaves_in_chunk then
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-- Mittelpunkt berechnen
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-- Mid point of the chunk
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local p = {x=minp.x+(maxp.x-minp.x)/2, y=minp.y+(maxp.y-minp.y)/2, z=minp.z+(maxp.z-minp.z)/2}
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