#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 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; } } }