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@ -1,56 +1,6 @@
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#include "Map.h"
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#include "Map.h"
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// root
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//
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// a1
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// a2
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//
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// b1
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// b1
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//
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// c1
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// c1
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//
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// a2
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// a2
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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//
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Map::Map(sf::Vector3i position) {
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Map::Map(sf::Vector3i position) {
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load_unload(position);
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load_unload(position);
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@ -79,44 +29,26 @@ int GetBit(int position, char* c) {
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return (*c >> position) & 1;
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return (*c >> position) & 1;
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}
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}
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void SetBit(int position, int64_t* c) {
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void SetBit(int position, uint64_t* c) {
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*c |= 1 << position;
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*c |= 1 << position;
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}
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}
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void FlipBit(int position, int64_t* c) {
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void FlipBit(int position, uint64_t* c) {
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*c ^= 1 << position;
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*c ^= 1 << position;
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}
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}
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int GetBit(int position, int64_t* c) {
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int GetBit(int position, uint64_t* c) {
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return (*c >> position) & 1;
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return (*c >> position) & 1;
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}
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}
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struct leaf {
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struct nonleaf {
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leaf *children;
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std::vector<nonleaf> children;
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char leaf_mask;
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char leaf_mask;
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char valid_mask;
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char valid_mask;
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int level;
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};
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};
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struct block {
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int header = 0;
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double* data = new double[1000];
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};
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int64_t generate_children_at_raw() {
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int64_t t;
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// count the raw data and insert via bit masks or whatever into the valid field
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uint64_t Map::generate_children(sf::Vector3i pos, int dim) {
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// Set the child pointer blank and the leaf mask blank as well
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// Return the single value
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return t;
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}
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int64_t Map::generate_children(sf::Vector3i pos, int dim) {
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sf::Vector3i t1 = sf::Vector3i(pos.x, pos.y, pos.z);
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sf::Vector3i t1 = sf::Vector3i(pos.x, pos.y, pos.z);
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sf::Vector3i t2 = sf::Vector3i(pos.x + dim, pos.y, pos.z);
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sf::Vector3i t2 = sf::Vector3i(pos.x + dim, pos.y, pos.z);
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@ -128,9 +60,11 @@ int64_t Map::generate_children(sf::Vector3i pos, int dim) {
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sf::Vector3i t7 = sf::Vector3i(pos.x, pos.y + dim, pos.z + dim);
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sf::Vector3i t7 = sf::Vector3i(pos.x, pos.y + dim, pos.z + dim);
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sf::Vector3i t8 = sf::Vector3i(pos.x + dim, pos.y + dim, pos.z + dim);
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sf::Vector3i t8 = sf::Vector3i(pos.x + dim, pos.y + dim, pos.z + dim);
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std::vector<int64_t> cps;
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std::vector<uint64_t> cps;
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int64_t tmp = 0;
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uint64_t tmp = 0;
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int64_t ret_pos = stack_position;
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int cycle_num = cycle_counter;
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cycle_counter++;
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if (dim == 1) {
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if (dim == 1) {
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@ -158,8 +92,6 @@ int64_t Map::generate_children(sf::Vector3i pos, int dim) {
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else {
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else {
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// Generate all 8 sub trees accounting for each of their unique positions
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// Generate all 8 sub trees accounting for each of their unique positions
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int curr_stack_pos = stack_position;
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tmp = generate_children(t1, dim / 2);
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tmp = generate_children(t1, dim / 2);
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if (tmp != 0)
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if (tmp != 0)
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@ -195,9 +127,7 @@ int64_t Map::generate_children(sf::Vector3i pos, int dim) {
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}
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}
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a.reserve(cycle_num, cps);
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memcpy(&block[stack_position], cps.data(), cps.size() * sizeof(int64_t));
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stack_position += cps.size();
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return 0;
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return 0;
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}
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}
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@ -216,50 +146,16 @@ void Map::generate_octree() {
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dataset[0] = rand() % 2;
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dataset[0] = rand() % 2;
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}
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}
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// levels defines how many levels to traverse before we hit raw data
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// levels defines how many levels to traverse before we hit raw data
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// Will be the map width I presume. Will still need to handle how to swap in and out data.
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// Will be the map width I presume. Will still need to handle how to swap in and out data.
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// Possible have some upper static nodes that will stay full regardless of contents?
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// Possible have some upper static nodes that will stay full regardless of contents?
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int levels = static_cast<int>(log2(64));
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int levels = static_cast<int>(log2(64));
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leaf top_node;
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int t_level = -1;
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int b_level = 0;
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for (int i1 = 0; i1 < 2 * 2 * 2; i1++) {
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int b_level = 1;
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for (int i2 = 0; i2 < 2 * 2 * 2; i2++) {
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int b_level = 2;
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for (int i3 = 0; i3 < 2 * 2 * 2; i3++) {
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int b_level = 3;
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leaf l1;
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l1.children = nullptr;
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l1.leaf_mask = 0;
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l1.valid_mask = 0;
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for (int i = 0; i < 2 * 2 * 2; i++) {
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//int x =
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//if (dataset[]
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}
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}
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}
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}
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std::list<int> parent_stack;
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std::list<int> parent_stack;
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int byte_pos = 0;
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int byte_pos = 0;
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unsigned int parent = 0;
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unsigned int parent = 0;
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for (int i = 0; i < 16; i++) {
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for (int i = 0; i < 16; i++) {
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parent ^= 1 << i;
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parent ^= 1 << i;
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