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https://github.com/Relintai/godot_voxel.git
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Use named constant
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@ -138,7 +138,7 @@ const unsigned int g_edge_corners[EDGE_COUNT][2] = {
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};
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};
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// Order is irrelevant
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// Order is irrelevant
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const Vector3i g_moore_neighboring_3d[26] = {
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const Vector3i g_moore_neighboring_3d[MOORE_NEIGHBORING_3D_COUNT] = {
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Vector3i(-1, -1, -1),
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Vector3i(-1, -1, -1),
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Vector3i(0, -1, -1),
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Vector3i(0, -1, -1),
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Vector3i(1, -1, -1),
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Vector3i(1, -1, -1),
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@ -9,6 +9,7 @@ namespace CubeTables {
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const unsigned int CORNER_COUNT = 8;
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const unsigned int CORNER_COUNT = 8;
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const unsigned int EDGE_COUNT = 12;
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const unsigned int EDGE_COUNT = 12;
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const unsigned int MOORE_NEIGHBORING_3D_COUNT = 26;
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extern const Vector3 g_corner_position[CORNER_COUNT];
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extern const Vector3 g_corner_position[CORNER_COUNT];
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@ -28,7 +29,7 @@ extern const Vector3i g_edge_inormals[EDGE_COUNT];
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extern const unsigned int g_edge_corners[EDGE_COUNT][2];
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extern const unsigned int g_edge_corners[EDGE_COUNT][2];
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extern const Vector3i g_moore_neighboring_3d[26];
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extern const Vector3i g_moore_neighboring_3d[MOORE_NEIGHBORING_3D_COUNT];
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} // namespace CubeTables
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} // namespace CubeTables
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@ -1,7 +1,9 @@
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#include "voxel_map.h"
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#include "voxel_map.h"
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#include "core/os/os.h"
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#include "voxel_block.h"
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#include "cube_tables.h"
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#include "cube_tables.h"
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#include "core/os/os.h"
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VoxelMap::VoxelMap()
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VoxelMap::VoxelMap()
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: _last_accessed_block(NULL) {
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: _last_accessed_block(NULL) {
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@ -102,7 +104,7 @@ bool VoxelMap::has_block(Vector3i pos) const {
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}
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}
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bool VoxelMap::is_block_surrounded(Vector3i pos) const {
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bool VoxelMap::is_block_surrounded(Vector3i pos) const {
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for (unsigned int i = 0; i < 26; ++i) {
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for (unsigned int i = 0; i < CubeTables::MOORE_NEIGHBORING_3D_COUNT; ++i) {
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Vector3i bpos = pos + CubeTables::g_moore_neighboring_3d[i];
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Vector3i bpos = pos + CubeTables::g_moore_neighboring_3d[i];
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if (!has_block(bpos)) {
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if (!has_block(bpos)) {
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return false;
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return false;
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