the big refactor + extracted data classes from coders/json to data/dynamic
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@@ -15,11 +15,11 @@ using std::shared_ptr;
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Lighting::Lighting(const Content* content, Chunks* chunks)
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: content(content), chunks(chunks) {
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const ContentIndices* contentIds = content->indices;
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solverR = new LightSolver(contentIds, chunks, 0);
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solverG = new LightSolver(contentIds, chunks, 1);
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solverB = new LightSolver(contentIds, chunks, 2);
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solverS = new LightSolver(contentIds, chunks, 3);
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auto indices = content->getIndices();
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solverR = new LightSolver(indices, chunks, 0);
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solverG = new LightSolver(indices, chunks, 1);
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solverB = new LightSolver(indices, chunks, 2);
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solverS = new LightSolver(indices, chunks, 3);
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}
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Lighting::~Lighting(){
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@@ -42,7 +42,7 @@ void Lighting::clear(){
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}
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void Lighting::prebuildSkyLight(int cx, int cz){
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const Block* const* blockDefs = content->indices->getBlockDefs();
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const Block* const* blockDefs = content->getIndices()->getBlockDefs();
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Chunk* chunk = chunks->getChunk(cx, cz);
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int highestPoint = 0;
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@@ -68,7 +68,7 @@ void Lighting::prebuildSkyLight(int cx, int cz){
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}
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void Lighting::buildSkyLight(int cx, int cz){
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const Block* const* blockDefs = content->indices->getBlockDefs();
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const Block* const* blockDefs = content->getIndices()->getBlockDefs();
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Chunk* chunk = chunks->getChunk(cx, cz);
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for (int z = 0; z < CHUNK_D; z++){
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@@ -95,7 +95,7 @@ void Lighting::buildSkyLight(int cx, int cz){
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}
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void Lighting::onChunkLoaded(int cx, int cz){
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const Block* const* blockDefs = content->indices->getBlockDefs();
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const Block* const* blockDefs = content->getIndices()->getBlockDefs();
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const Chunk* chunk = chunks->getChunk(cx, cz);
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for (unsigned int y = 0; y < CHUNK_H; y++){
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@@ -137,7 +137,7 @@ void Lighting::onChunkLoaded(int cx, int cz){
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}
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void Lighting::onBlockSet(int x, int y, int z, int const id){
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Block* block = content->indices->getBlockDef(id);
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Block* block = content->getIndices()->getBlockDef(id);
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if (id == 0){
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solverR->remove(x,y,z);
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solverG->remove(x,y,z);
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