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