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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include <SFML/Graphics/Color.hpp>
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#include <iostream>
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#include <list>
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#include <random>
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#include <iostream>
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#include <functional>
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#include <cmath>
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#include "util.hpp"
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#include <deque>
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#include <unordered_map>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#define CHUNK_DIM 32
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#define OCT_DIM 64
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struct KeyHasher {
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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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struct Chunk {
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Chunk(int type) { voxel_data = new int[CHUNK_DIM * CHUNK_DIM * CHUNK_DIM]; set(type); };
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Chunk() { };
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void set(int type);
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~Chunk() { voxel_data = nullptr; };
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int* voxel_data;
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};
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class Map {
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public:
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Map(sf::Vector3i dim);
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void generate_octree();
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void load_unload(sf::Vector3i world_position);
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void load_single(sf::Vector3i world_position);
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sf::Vector3i getDimensions();
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char *list;
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//sf::Vector3i dimensions;
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void setVoxel(sf::Vector3i position, int val);
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void moveLight(sf::Vector2f in);
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sf::Vector3f global_light;
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protected:
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private:
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int64_t generate_children(sf::Vector3i pos, int dim);
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int64_t block[1024];
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int stack_position = 0;
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char getVoxel(sf::Vector3i pos);
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char* voxel_data = new char[OCT_DIM * OCT_DIM * OCT_DIM];
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std::unordered_map<sf::Vector3i, Chunk, KeyHasher> chunk_map;
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double* height_map;
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// 2^k
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int chunk_radius = 6;
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sf::Vector3i world_to_chunk(sf::Vector3i world_coords) {
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return sf::Vector3i(
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world_coords.x / CHUNK_DIM + 1,
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world_coords.y / CHUNK_DIM + 1,
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world_coords.z / CHUNK_DIM + 1
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);
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}
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};
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