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#include "Map.h"
Map::Map(sf::Vector3i position) {
load_unload(position);
}
int BitCount(unsigned int u) {
unsigned int uCount;
uCount = u - ((u >> 1) & 033333333333) - ((u >> 2) & 011111111111);
return ((uCount + (uCount >> 3)) & 030707070707) % 63;
}
struct leaf {
leaf *children;
char leaf_mask;
char valid_mask;
int level;
};
struct block {
int header = 0;
double* data = new double[1000];
};
void Map::generate_octree() {
char* arr[8192];
for (int i = 0; i < 8192; i++) {
arr[i] = 0;
}
int* dataset = new int[32 * 32 * 32];
for (int i = 0; i < 32 * 32 * 32; i++) {
dataset[0] = i;
}
int level = log2(32);
leaf top_node;
top_node.level = level;
for (int i = 0; i < 16 * 16 * 16; i++){
for (int i = 0; i < 8 * 8 * 8; i++){
for (int i = 0; i < 4 * 4 * 4; i++){
for (int i = 0; i < 2 * 2 * 2; i++){
}
}
}
}
std::list<int> parent_stack;
int byte_pos = 0;
unsigned int parent = 0;
for (int i = 0; i < 16; i++) {
parent ^= 1 << i;
}
unsigned int leafmask = 255;
unsigned int validmask = leafmask << 8;
parent &= validmask;
parent &= leafmask;
std::cout << BitCount(parent & leafmask);
unsigned int children[8] = {0, 0, 0, 0, 0, 0, 0, 0};
}
void Map::load_unload(sf::Vector3i world_position) {
sf::Vector3i chunk_pos(world_to_chunk(world_position));
//Don't forget the middle chunk
if (chunk_map.find(chunk_pos) == chunk_map.end()) {
chunk_map[chunk_pos] = Chunk(5);
}
for (int x = chunk_pos.x - chunk_radius / 2; x < chunk_pos.x + chunk_radius / 2; x++) {
for (int y = chunk_pos.y - chunk_radius / 2; y < chunk_pos.y + chunk_radius / 2; y++) {
for (int z = chunk_pos.z - chunk_radius / 2; z < chunk_pos.z + chunk_radius / 2; z++) {
if (chunk_map.find(sf::Vector3i(x, y, z)) == chunk_map.end()) {
chunk_map.emplace(sf::Vector3i(x, y, z), Chunk(rand() % 6));
//chunk_map[sf::Vector3i(x, y, z)] = Chunk(rand() % 6);
}
}
}
}
}
void Map::load_single(sf::Vector3i world_position) {
sf::Vector3i chunk_pos(world_to_chunk(world_position));
//Don't forget the middle chunk
if (chunk_map.find(chunk_pos) == chunk_map.end()) {
chunk_map[chunk_pos] = Chunk(0);
}
}
sf::Vector3i Map::getDimensions() {
return sf::Vector3i(0, 0, 0);
}
void Map::setVoxel(sf::Vector3i world_position, int val) {
load_single(world_position);
sf::Vector3i chunk_pos(world_to_chunk(world_position));
sf::Vector3i in_chunk_pos(
world_position.x % CHUNK_DIM,
world_position.y % CHUNK_DIM,
world_position.z % CHUNK_DIM
);
chunk_map.at(chunk_pos).voxel_data[in_chunk_pos.x + CHUNK_DIM * (in_chunk_pos.y + CHUNK_DIM * in_chunk_pos.z)]
= val;
}
void Chunk::set(int type) {
for (int i = 0; i < CHUNK_DIM * CHUNK_DIM * CHUNK_DIM; i++) {
voxel_data[i] = 0;
}
for (int x = 0; x < CHUNK_DIM; x+=2) {
for (int y = 0; y < CHUNK_DIM; y+=2) {
//list[x + dim.x * (y + dim.z * z)]
voxel_data[x + CHUNK_DIM * (y + CHUNK_DIM * 1)] = type;
}
}
}