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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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#include <bitset>
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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 16
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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 Octree {
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public:
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Octree() {
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dat = new uint64_t[(int)pow(2, 15)];
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for (int i = 0; i < (int)pow(2, 15); i++) {
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dat[i] = 0;
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}
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};
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~Octree() {};
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uint64_t *dat;
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uint64_t stack_pos = 0x8000;
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uint64_t global_pos = 0;
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uint64_t copy_to_stack(std::vector<uint64_t> children) {
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// Check to make sure these children will fit on the top of the stack
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// if not, allocate a new block and paste them at the bottom
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// Make sure to reset the position
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// Copy the children on the stack, bottom up, first node to last
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memcpy(&dat[stack_pos], children.data(), children.size() * sizeof(int64_t));
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stack_pos -= children.size();
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// Return the bitmask encoding the index of that value
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// If we tripped the far bit, allocate a far index to the stack and place
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// it one above preferably.
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// And then shift the far bit to 1
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// If not, shift the index to its correct place
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return stack_pos;
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};
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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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Octree a;
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protected:
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private:
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int counter = 0;
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uint64_t generate_children(sf::Vector3i pos, int dim);
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int cycle_counter = 0;
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uint64_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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