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#pragma once
#include <SFML/System/Vector3.hpp>
#include <SFML/System/Vector2.hpp>
#include <SFML/Graphics/Color.hpp>
#include <iostream>
#include <list>
#include <random>
#include <iostream>
#include <functional>
#include <cmath>
#include "util.hpp"
#include <deque>
#include <unordered_map>
#include <bitset>
#define _USE_MATH_DEFINES
#include <math.h>
#define CHUNK_DIM 32
#define OCT_DIM 16
struct KeyHasher {
std::size_t operator()(const sf::Vector3i& k) const {
return ((std::hash<int>()(k.x)
^ (std::hash<int>()(k.y) << 1)) >> 1)
^ (std::hash<int>()(k.z) << 1);
}
};
struct Chunk {
Chunk(int type) { voxel_data = new int[CHUNK_DIM * CHUNK_DIM * CHUNK_DIM]; set(type); };
Chunk() { };
void set(int type);
~Chunk() { voxel_data = nullptr; };
int* voxel_data;
};
class Octree {
public:
Octree() {
dat = new uint64_t[(int)pow(2, 15)];
for (int i = 0; i < (int)pow(2, 15); i++) {
dat[i] = 0;
}
};
~Octree() {};
uint64_t *dat;
uint64_t stack_pos = 0x8000;
uint64_t global_pos = 0;
uint64_t copy_to_stack(std::vector<uint64_t> children) {
// Check to make sure these children will fit on the top of the stack
// if not, allocate a new block and paste them at the bottom
// Make sure to reset the position
// Copy the children on the stack, bottom up, first node to last
memcpy(&dat[stack_pos], children.data(), children.size() * sizeof(int64_t));
stack_pos -= children.size();
// Return the bitmask encoding the index of that value
// If we tripped the far bit, allocate a far index to the stack and place
// it one above preferably.
// And then shift the far bit to 1
// If not, shift the index to its correct place
return stack_pos;
};
};
class Map {
public:
Map(sf::Vector3i dim);
void generate_octree();
void load_unload(sf::Vector3i world_position);
void load_single(sf::Vector3i world_position);
sf::Vector3i getDimensions();
char *list;
//sf::Vector3i dimensions;
void setVoxel(sf::Vector3i position, int val);
void moveLight(sf::Vector2f in);
sf::Vector3f global_light;
Octree a;
protected:
private:
int counter = 0;
uint64_t generate_children(sf::Vector3i pos, int dim);
int cycle_counter = 0;
uint64_t block[1024];
int stack_position = 0;
char getVoxel(sf::Vector3i pos);
char* voxel_data = new char[OCT_DIM * OCT_DIM * OCT_DIM];
std::unordered_map<sf::Vector3i, Chunk, KeyHasher> chunk_map;
double* height_map;
// 2^k
int chunk_radius = 6;
sf::Vector3i world_to_chunk(sf::Vector3i world_coords) {
return sf::Vector3i(
world_coords.x / CHUNK_DIM + 1,
world_coords.y / CHUNK_DIM + 1,
world_coords.z / CHUNK_DIM + 1
);
}
};