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121 lines
2.5 KiB
121 lines
2.5 KiB
#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 <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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#include "util.hpp"
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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 32
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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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~Octree() {};
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uint64_t *blob = new uint64_t[100000];
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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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// 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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void print_block(int block_pos);
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private:
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// (X, Y, Z) mask for the idx
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const uint8_t idx_set_x_mask = 0x1;
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const uint8_t idx_set_y_mask = 0x2;
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const uint8_t idx_set_z_mask = 0x4;
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// Mask for
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const uint8_t mask_8[8] = {
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0x1, 0x2, 0x4, 0x8,
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0x10, 0x20, 0x40, 0x80
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};
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const 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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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 position);
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void generate_octree();
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void setVoxel(sf::Vector3i position, int val);
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char getVoxelFromOctree(sf::Vector3i position);
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bool getVoxel(sf::Vector3i pos);
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Octree a;
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void test_map();
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private:
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// ======= DEBUG ===========
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int counter = 0;
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std::stringstream output_stream;
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// =========================
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uint64_t generate_children(sf::Vector3i pos, int dim);
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char* voxel_data = new char[OCT_DIM * OCT_DIM * OCT_DIM];
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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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