working on the frame controller, this might get messy
This commit is contained in:
@@ -26,7 +26,7 @@ public:
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int update(double delta_time);
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void look_at_center();
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void look_at(sf::Vector3f position);
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sf::Vector2f* get_direction_pointer();
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sf::Vector3f* get_position_pointer();
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@@ -57,6 +57,12 @@ namespace vr {
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NetworkJoystickMoved,
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NetworkJoystickConnected,
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NetworkJoystickDisconnected,
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Tick120Seconds,
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Tick60Seconds,
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Tick30Seconds,
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Tick20Seconds,
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Tick10Seconds,
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Tick5Seconds,
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Count
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};
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@@ -72,8 +78,6 @@ namespace vr {
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};
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class Closed : public Event {
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public:
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Closed() : Event(vr::Event::EventType::Closed) {};
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@@ -1,6 +1,7 @@
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#pragma once
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#include "Pub_Sub.h"
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class FrameWatcher {
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class FrameWatcher : public VrEventPublisher{
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@@ -21,8 +21,6 @@ public:
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void consume_vr_events();
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void handle_held_keys();
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void dispatch_events();
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virtual void render_gui() override;
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virtual void update_gui() override;
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@@ -42,6 +40,10 @@ private:
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static const std::vector<std::string> key_strings;
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std::list<std::unique_ptr<vr::Event>> event_queue;
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protected:
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virtual void generate_events() override;
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};
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class WindowHandler : public VrEventSubscriber {
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@@ -23,13 +23,9 @@ public:
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void stop_recieving_from_clients();
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void generate_events();
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void dispatch_events();
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private:
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std::list<std::unique_ptr<vr::Event>> event_queue;
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std::vector<sf::TcpSocket*> client_sockets;
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sf::SocketSelector socket_selector;
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@@ -3,6 +3,7 @@
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#include <iostream>
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#include "Event.hpp"
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#include <memory>
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#include <list>
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class VrEventPublisher;
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@@ -22,12 +23,19 @@ class VrEventPublisher {
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public:
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virtual ~VrEventPublisher() {};
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virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type);
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virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type);
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virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c);
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virtual void notify_subscribers(std::unique_ptr<vr::Event> event);
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virtual void subscribe(VrEventSubscriber *subscriber, vr::Event::EventType type) final;
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virtual void subscribe(VrEventSubscriber *subscriber, std::vector<vr::Event::EventType> type) final;
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virtual void unsubscribe(VrEventSubscriber *s, vr::Event::EventType c) final;
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private:
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std::map<vr::Event::EventType, std::vector<VrEventSubscriber*>> subscribers;
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protected:
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virtual void notify_subscribers(std::unique_ptr<vr::Event> event) final;
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virtual void dispatch_events() final;
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virtual void generate_events() = 0;
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std::list<std::unique_ptr<vr::Event>> event_queue;
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};
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@@ -375,7 +375,7 @@ __kernel void raycaster(
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bool shadow_ray = false;
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// Andrew Woo's raycasting algo
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while (distance_traveled < max_distance && bounce_count < 2) {
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while (distance_traveled < max_distance && bounce_count < 4) {
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// Fancy no branch version of the logic step
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face_mask = intersection_t.xyz <= min(intersection_t.yzx, intersection_t.zxy);
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@@ -387,6 +387,7 @@ __kernel void raycaster(
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voxel_data = 5;
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voxel.xyz -= voxel_step.xyz * face_mask.xyz;
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first_strike = mix(fog_color, voxel_color, 1.0 - max(distance_traveled / 700.0f, (float)0));
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break;
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}
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@@ -537,10 +538,10 @@ __kernel void raycaster(
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texture_atlas,
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convert_int2(tile_face_position * convert_float2(*atlas_dim / *tile_dim)) +
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convert_int2((float2)(3, 4) * convert_float2(*atlas_dim / *tile_dim))
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).xyz/2;
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).xyz/4;
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voxel_color.w += 0.3f;
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max_distance = 500;
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voxel_color -= 0.3f;
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max_distance = 700;
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distance_traveled = 0;
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float3 hit_pos = convert_float3(voxel) + face_position;
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@@ -97,7 +97,7 @@ void Camera::recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Even
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default_impulse = 1.0f;
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}
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else if (held_event->code == sf::Keyboard::C) {
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look_at_center();
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look_at(sf::Vector3f(128, 128, 10));
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}
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else if (held_event->code == sf::Keyboard::Q) {
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add_relative_impulse(Camera::DIRECTION::DOWN, default_impulse);
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@@ -230,9 +230,10 @@ void Camera::update_gui() {
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rendering = true;
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}
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void Camera::look_at_center() {
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void Camera::look_at(sf::Vector3f position)
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{
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direction = CartToNormalizedSphere(sf::Vector3f(60, 60, 35) - position);
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direction = CartToNormalizedSphere(position - this->position);
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}
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sf::Vector2f* Camera::get_direction_pointer() {
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@@ -112,16 +112,6 @@ void Input::handle_held_keys() {
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}
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void Input::dispatch_events() {
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while (event_queue.size() != 0) {
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notify_subscribers(std::move(event_queue.front()));
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event_queue.pop_front();
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}
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}
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void Input::render_gui() {
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ImGui::Begin("Input Debugger");
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@@ -396,4 +386,7 @@ const std::vector<std::string> Input::key_strings = {
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"Pause"
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};
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void Input::generate_events() {
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}
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@@ -26,14 +26,6 @@ void NetworkInput::recieve_from_clients()
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}
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void NetworkInput::dispatch_events()
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{
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while (event_queue.size() != 0) {
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notify_subscribers(std::move(event_queue.front()));
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event_queue.pop_front();
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}
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}
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void NetworkInput::threaded_client_listener(int port) {
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listener.listen(port);
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@@ -42,3 +42,10 @@ void VrEventPublisher::notify_subscribers(std::unique_ptr<vr::Event> event) {
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}
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}
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void VrEventPublisher::dispatch_events() {
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while (event_queue.size() != 0) {
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notify_subscribers(std::move(event_queue.front()));
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event_queue.pop_front();
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}
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}
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@@ -215,7 +215,7 @@ void Old_Map::generate_terrain() {
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for (int x = dimensions.x / 2; x < dimensions.x / 2 + dimensions.x / 64; x++) {
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for (int y = dimensions.x / 2; y < dimensions.y / 2 + dimensions.x / 64; y++) {
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for (int z = 0; z < 5; z++) {
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for (int z = 5; z < 15; z++) {
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voxel_data[x + dimensions.x * (y + dimensions.z * z)] = 6;
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}
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@@ -249,63 +249,63 @@ void Old_Map::generate_terrain() {
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// Hand code in some constructions
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std::vector<std::vector<int>> maze =
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generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
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//std::vector<std::vector<int>> maze =
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// generate_maze(sf::Vector2i(8, 8), sf::Vector2i(0, 0));
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for (int x = 0; x < maze.size(); x++) {
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for (int y = 0; y < maze.at(0).size(); y++) {
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switch(maze.at(x).at(y)) {
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case 1: { // North
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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break;
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}
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case 2: { // South
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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break;
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}
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case 3: { // East
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voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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break;
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}
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case 4: { // West
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voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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//voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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break;
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}
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}
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}
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}
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//for (int x = 0; x < dimensions.x; x++) {
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// for (int y = 0; y < dimensions.y; y++) {
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// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
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//for (int x = 0; x < maze.size(); x++) {
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// for (int y = 0; y < maze.at(0).size(); y++) {
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//
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// switch(maze.at(x).at(y)) {
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//
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// case 1: { // North
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 5;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// break;
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// }
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// case 2: { // South
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + dimensions.z * 1)] = 5;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// break;
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// }
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// case 3: { // East
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// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// break;
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// }
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// case 4: { // West
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// voxel_data[x * 3 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 5;
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// voxel_data[x * 3 + 1 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// voxel_data[x * 3 + 2 + dimensions.x * (y * 3 + 1 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + dimensions.z * 1)] = 6;
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// //voxel_data[x * 3 + dimensions.x * (y * 3 + 2 + dimensions.z * 1)] = 6;
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// break;
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// }
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//
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// }
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//
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//
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// }
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//}
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set_voxel(sf::Vector3i(45, 70, 6), 6);
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set_voxel(sf::Vector3i(47, 70, 6), 6);
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set_voxel(sf::Vector3i(100, 100, 50), 1);
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////for (int x = 0; x < dimensions.x; x++) {
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//// for (int y = 0; y < dimensions.y; y++) {
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//// voxel_data[x + dimensions.x * (y + dimensions.z * 1)] = 6;
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//// }
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////}
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//set_voxel(sf::Vector3i(45, 70, 6), 6);
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//set_voxel(sf::Vector3i(47, 70, 6), 6);
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//set_voxel(sf::Vector3i(100, 100, 50), 1);
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}
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