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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Clock.hpp>
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#include <functional>
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#include <bitset>
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#include <queue>
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#include "util.hpp"
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#include "map/Octree.h"
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#include <time.h>
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#define _USE_MATH_DEFINES
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#include <math.h>
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class Map {
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public:
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Map(uint32_t dimensions);
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// Sets a voxel in the 3D char dataset
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void setVoxel(sf::Vector3i position, int val);
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// Gets a voxel at the 3D position in the octree
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char getVoxel(sf::Vector3i pos);
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std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayOctree(
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Octree *octree,
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sf::Vector3i* map_dim,
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sf::Vector2f* cam_dir,
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sf::Vector3f* cam_pos
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);
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std::vector<std::tuple<sf::Vector3i, char>> Map::CastRayCharArray(
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char *map,
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sf::Vector3i* map_dim,
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sf::Vector2f* cam_dir,
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sf::Vector3f* cam_pos
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);
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// Octree handles all basic octree operations
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Octree octree;
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private:
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// ======= DEBUG ===========
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int counter = 0;
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std::stringstream output_stream;
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// The 3D char dataset that is generated at runtime. This will be replaced by two different interactions.
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// The first a file loading function that loads binary octree data.
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// The second being an import tool which will allow Any -> Octree transformation.
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char* voxel_data;
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// =========================
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};
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// Might possibly use this struct for hashing XYZ chunk values into a dict for storage and loading
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struct XYZHasher {
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std::size_t operator()(const sf::Vector3i& k) const {
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return ((std::hash<int>()(k.x)
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^ (std::hash<int>()(k.y) << 1)) >> 1)
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^ (std::hash<int>()(k.z) << 1);
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}
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};
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