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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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#include <cstring>
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#include <queue>
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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 8
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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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class Octree {
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public:
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Octree() {
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// initialize the first stack block
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block_stack.push_back(new uint64_t[0x8000]);
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for (int i = 0; i < 0x8000; i++) {
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block_stack.back()[i] = 0;
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}
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};
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~Octree() {};
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std::list<uint64_t*> block_stack;
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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 for the 15 bit boundry
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if (stack_pos - children.size() > stack_pos) {
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global_pos = stack_pos;
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stack_pos = 0x8000;
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}
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else {
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stack_pos -= children.size();
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}
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// Check for the far bit
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memcpy(&block_stack.front()[stack_pos + global_pos], children.data(), children.size() * sizeof(uint64_t));
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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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int get_idx(sf::Vector3i voxel_pos) {
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return 1;
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}
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// (X, Y, Z) mask for the idx
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uint8_t idx_set_x_mask = 0x1;
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uint8_t idx_set_y_mask = 0x2;
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uint8_t idx_set_z_mask = 0x4;
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uint8_t mask_8[8] = {
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0x0, 0x1, 0x2, 0x3,
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0x4, 0x5, 0x6, 0x7
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};
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uint8_t count_mask_8[8]{
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0x1, 0x3, 0x7, 0xF,
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0x1F, 0x3F, 0x7F, 0xFF
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};
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// With a position and the head of the stack. Traverse down the voxel hierarchy to find
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// the IDX and stack position of the highest resolution (maybe set resolution?) oct
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bool get_voxel(sf::Vector3i position) {
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// Init the parent stack and push the head node
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//std::queue<uint64_t> parent_stack;
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int parent_stack_position = 0;
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uint64_t parent_stack[32] = {0};
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uint64_t head = block_stack.front()[stack_pos];
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parent_stack[parent_stack_position] = head;
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// Get the index of the first child of the head node
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uint64_t index = head & child_pointer_mask;
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uint8_t scale = 0;
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uint8_t idx_stack[32] = {0};
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// Init the idx stack
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std::vector<std::bitset<3>> scale_stack(log2(OCT_DIM));
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// Set our initial dimension and the position we use to keep track what oct were in
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int dimension = OCT_DIM;
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sf::Vector3i quad_position(0, 0, 0);
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while (dimension > 1) {
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// So we can be a little bit tricky here and increment our
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// array index that holds our masks as we build the idx.
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// Adding 1 for X, 2 for Y, and 4 for Z
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int mask_index = 0;
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// Do the logic steps to find which sub oct we step down into
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if (position.x >= (dimension / 2) + quad_position.x) {
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// Set our voxel position to the (0,0) of the correct oct
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quad_position.x += (dimension / 2);
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// increment the mask index and mentioned above
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mask_index += 1;
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// Set the idx to represent the move
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idx_stack[scale] |= idx_set_x_mask;
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// Debug
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scale_stack.at(log2(OCT_DIM) - log2(dimension)).set(0);
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}
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if (position.y >= (dimension / 2) + quad_position.y) {
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quad_position.y |= (dimension / 2);
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mask_index += 2;
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idx_stack[scale] ^= idx_set_y_mask;
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scale_stack.at(log2(OCT_DIM) - log2(dimension)).set(1);
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}
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if (position.z >= (dimension / 2) + quad_position.z) {
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quad_position.z += (dimension / 2);
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mask_index += 4;
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idx_stack[scale] |= idx_set_z_mask;
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scale_stack.at(log2(OCT_DIM) - log2(dimension)).set(2);
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}
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// Check to see if we are on a valid oct
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if ((head >> 16) & mask_8[mask_index]) {
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// Check to see if it is a leaf
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if ((head >> 24) & mask_8[mask_index]) {
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// If it is, then we cannot traverse further as CP's won't have been generated
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break;
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}
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// If all went well and we found a valid non-leaf oct then we will traverse further down the hierarchy
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scale++;
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dimension /= 2;
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// We also need to traverse to the correct child pointer
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// Count the number of non-leaf octs that come before and add it to the current parent stack position
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int count = count_bits((uint8_t)(head >> 24) ^ count_mask_8[mask_index]);
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int index = (parent_stack[parent_stack_position] & child_pointer_mask) + count;
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// Increment the parent stack position and put the new oct node as the parent
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parent_stack_position++;
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parent_stack[parent_stack_position] = block_stack.front()[index];
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} else {
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// If the oct was not valid, then no CP's exists any further
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// It appears that the traversal is now working but I need
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// to focus on how to now take care of the end condition.
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// Currently it adds the last parent on the second to lowest
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// oct CP. Not sure if thats correct
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break;
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}
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}
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std::bitset<64> t(index);
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auto val = t.count();
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return true;
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}
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void print_block(int block_pos) {
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std::stringstream sss;
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for (int i = 0; i < (int)pow(2, 15); i++) {
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PrettyPrintUINT64(block_stack.front()[i], &sss);
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sss << "\n";
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}
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DumpLog(&sss, "raw_data.txt");
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}
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private:
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const uint64_t child_pointer_mask = 0x0000000000007fff;
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const uint64_t far_bit_mask = 0x8000;
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const uint64_t valid_mask = 0xFF0000;
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const uint64_t leaf_mask = 0xFF000000;
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const uint64_t contour_pointer_mask = 0xFFFFFF00000000;
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const uint64_t contour_mask = 0xFF00000000000000;
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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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char getVoxelFromOctree(sf::Vector3i position);
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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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// DEBUG
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int counter = 0;
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std::stringstream ss;
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// !DEBUG
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uint64_t generate_children(sf::Vector3i pos, int dim);
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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, XYZHasher> 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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