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/*
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* Created by Brett on 11/02/23.
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* Licensed under GNU General Public License V3.0
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* See LICENSE file for license detail
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*/
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#ifndef FINALPROJECT_STORAGE_H
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#define FINALPROJECT_STORAGE_H
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#include <blt/std/math.h>
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#include <vector>
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#include "blt/std/logging.h"
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#include <world/chunk/typedefs.h>
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#include <world/registry.h>
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// contains storage classes for block IDs inside chunks plus eventual lookup of block states
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namespace fp {
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class block_storage {
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private:
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block_type* blocks;
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public:
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block_storage() {
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blocks = new unsigned char[CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE];
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for (int i = 0; i < CHUNK_SIZE * CHUNK_SIZE * CHUNK_SIZE; i++)
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blocks[i] = fp::registry::AIR;
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}
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~block_storage() {
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delete[] blocks;
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}
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[[nodiscard]] inline block_type get(const block_pos& pos) const {
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return blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x];
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}
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[[nodiscard]] inline block_type getBounded(bool& outside, const block_pos& pos) const {
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if (pos.x < 0 || pos.x >= CHUNK_SIZE || pos.y < 0 || pos.y >= CHUNK_SIZE || pos.z < 0 || pos.z >= CHUNK_SIZE) {
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outside = true;
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return fp::registry::AIR;
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}
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outside = false;
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return get(pos);
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}
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inline void set(const block_pos& pos, block_type blockID) {
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blocks[pos.z * CHUNK_SIZE * CHUNK_SIZE + pos.y * CHUNK_SIZE + pos.x] = blockID;
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}
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};
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class mesh_storage {
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private:
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std::vector<float> vertices;
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inline void add_and_translate(const float* array, const block_pos& pos) {
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// since a chunk mesh contains all the faces for all the blocks inside the chunk
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// we can add the translated values of predefined "unit" faces. This is for the simple "fast" chunk mesh generator.
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for (int i = 0; i < VTX_ARR_SIZE; i+=3){
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auto new_x = array[i] + (float)pos.x;
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auto new_y = array[i + 1] + (float)pos.y;
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auto new_z = array[i + 2] + (float)pos.z;
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// BLT_TRACE("Creating translated vertex {%f, %f, %f} from array position [%d, %d, %d]", new_x, new_y, new_z, i, i + 1, i + 2);
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vertices.push_back(new_x);
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vertices.push_back(new_y);
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vertices.push_back(new_z);
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}
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}
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public:
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void addFace(face face, const block_pos& pos);
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inline std::vector<float>& getVertices() {
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return vertices;
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}
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};
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namespace mesh {
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}
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}
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#endif //FINALPROJECT_STORAGE_H
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