Refactor, world.bin file, BinaryWriter, BinaryReader
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+33
-32
@@ -97,17 +97,15 @@ light_t Chunks::getLight(int x, int y, int z){
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}
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Chunk* Chunks::getChunkByVoxel(int x, int y, int z){
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if (y < 0 || y >= CHUNK_H)
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return nullptr;
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x -= ox * CHUNK_W;
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z -= oz * CHUNK_D;
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int cx = x / CHUNK_W;
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int cy = y / CHUNK_H;
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int cz = z / CHUNK_D;
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if (x < 0) cx--;
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if (y < 0) cy--;
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if (z < 0) cz--;
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if (cx < 0 || cy < 0 || cz < 0 || cx >= w || cy >= 1 || cz >= d)
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int cx = floordiv(x, CHUNK_W);
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int cz = floordiv(z, CHUNK_D);
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if (cx < 0 || cz < 0 || cx >= w || cz >= d)
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return nullptr;
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return chunks[(cy * d + cz) * w + cx].get();
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return chunks[cz * w + cx].get();
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}
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Chunk* Chunks::getChunk(int x, int z){
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@@ -119,14 +117,12 @@ Chunk* Chunks::getChunk(int x, int z){
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}
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void Chunks::set(int x, int y, int z, int id, uint8_t states){
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x -= ox * CHUNK_W;
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z -= oz * CHUNK_D;
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int cx = x / CHUNK_W;
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if (y < 0 || y >= CHUNK_H)
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return;
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int cz = z / CHUNK_D;
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if (x < 0) cx--;
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if (z < 0) cz--;
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x -= ox * CHUNK_W;
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z -= oz * CHUNK_D;
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int cx = floordiv(x, CHUNK_W);
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int cz = floordiv(z, CHUNK_D);
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if (cx < 0 || cz < 0 || cx >= w || cz >= d)
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return;
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Chunk* chunk = chunks[cz * w + cx].get();
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@@ -143,17 +139,26 @@ void Chunks::set(int x, int y, int z, int id, uint8_t states){
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else if (y + 1 > chunk->top) chunk->top = y + 1;
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else if (id == 0) chunk->updateHeights();
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if (lx == 0 && (chunk = getChunk(cx+ox-1, cz+oz))) chunk->setModified(true);
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if (lz == 0 && (chunk = getChunk(cx+ox, cz+oz-1))) chunk->setModified(true);
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if (lx == 0 && (chunk = getChunk(cx+ox-1, cz+oz)))
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chunk->setModified(true);
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if (lz == 0 && (chunk = getChunk(cx+ox, cz+oz-1)))
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chunk->setModified(true);
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if (lx == CHUNK_W-1 && (chunk = getChunk(cx+ox+1, cz+oz))) chunk->setModified(true);
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if (lz == CHUNK_D-1 && (chunk = getChunk(cx+ox, cz+oz+1))) chunk->setModified(true);
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if (lx == CHUNK_W-1 && (chunk = getChunk(cx+ox+1, cz+oz)))
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chunk->setModified(true);
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if (lz == CHUNK_D-1 && (chunk = getChunk(cx+ox, cz+oz+1)))
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chunk->setModified(true);
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}
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voxel* Chunks::rayCast(vec3 a, vec3 dir, float maxDist, vec3& end, vec3& norm, vec3& iend) {
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float px = a.x;
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float py = a.y;
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float pz = a.z;
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voxel* Chunks::rayCast(vec3 start,
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vec3 dir,
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float maxDist,
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vec3& end,
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vec3& norm,
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vec3& iend) {
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float px = start.x;
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float py = start.y;
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float pz = start.z;
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float dx = dir.x;
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float dy = dir.y;
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@@ -239,14 +244,10 @@ voxel* Chunks::rayCast(vec3 a, vec3 dir, float maxDist, vec3& end, vec3& norm, v
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}
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void Chunks::setCenter(int x, int z) {
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int cx = x / CHUNK_W;
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int cz = z / CHUNK_D;
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cx -= ox;
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cz -= oz;
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if (x < 0) cx--;
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if (z < 0) cz--;
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cx -= w/2;
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cz -= d/2;
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int cx = floordiv(x, CHUNK_W);
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int cz = floordiv(z, CHUNK_D);
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cx -= ox + w / 2;
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cz -= oz + d / 2;
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if (cx | cz) {
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translate(cx,cz);
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}
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@@ -295,8 +296,8 @@ void Chunks::resize(int newW, int newD) {
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translate(0, delta);
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}
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const int newVolume = newW * newD;
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shared_ptr<Chunk>* newChunks = new shared_ptr<Chunk>[newVolume] {};
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shared_ptr<Chunk>* newChunksSecond = new shared_ptr<Chunk>[newVolume] {};
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auto newChunks = new shared_ptr<Chunk>[newVolume] {};
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auto newChunksSecond = new shared_ptr<Chunk>[newVolume] {};
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for (int z = 0; z < d && z < newD; z++) {
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for (int x = 0; x < w && x < newW; x++) {
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newChunks[z * newW + x] = chunks[z * w + x];
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