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Work on VoxelStructure.
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@ -1,11 +1,169 @@
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#include "voxel_structure.h"
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VoxelStructure::VoxelStructure() {
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int VoxelStructure::get_chunk_size_x() const {
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return _chunk_size.x;
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}
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void VoxelStructure::set_chunk_size_x(const int value) {
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_chunk_size.x = value;
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}
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int VoxelStructure::get_chunk_size_y() const {
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return _chunk_size.y;
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}
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void VoxelStructure::set_chunk_size_y(const int value) {
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_chunk_size.y = value;
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}
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int VoxelStructure::get_chunk_size_z() const {
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return _chunk_size.z;
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}
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void VoxelStructure::set_chunk_size_z(const int value) {
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_chunk_size.z = value;
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}
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int VoxelStructure::get_world_position_x() const {
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return _world_position.x;
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}
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void VoxelStructure::set_world_position_x(const int value) {
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_world_position.x = value;
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}
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int VoxelStructure::get_world_position_y() const {
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return _world_position.y;
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}
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void VoxelStructure::set_world_position_y(const int value) {
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_world_position.y = value;
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}
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int VoxelStructure::get_world_position_z() const {
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return _world_position.z;
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}
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void VoxelStructure::set_world_position_z(const int value) {
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_world_position.z = value;
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}
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Ref<VoxelBuffer> VoxelStructure::get_chunk_pos(int x, int y, int z) {
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//get, or create if not exists
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return Ref<VoxelBuffer>();
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}
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int VoxelStructure::get_voxel(int x, int y, int z, unsigned int channel_index) const {
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//vb = get_chunk_pos
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//err fail cond
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//get, ret
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return 0;
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}
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void VoxelStructure::set_voxel(int value, int x, int y, int z, unsigned int channel_index) {
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//vb = get_chunk_pos
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//err fail cond
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//set
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}
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void VoxelStructure::set_voxel_v(int value, Vector3 pos, unsigned int channel_index) {
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}
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void VoxelStructure::add_chunk(Ref<VoxelBuffer> chunk, const int x, const int y, const int z) {
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_chunks.set(Vector3i(x, y, z), chunk);
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VoxelStructureChunk c;
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c.buffer = chunk;
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c.position = Vector3i(x, y, z);
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_chunks_vector.push_back(c);
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}
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Ref<VoxelBuffer> VoxelStructure::get_chunk(const int x, const int y, const int z) const {
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const Ref<VoxelBuffer> *chunk = _chunks.getptr(Vector3i(x, y, z));
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return Ref<VoxelBuffer>(chunk);
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}
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Ref<VoxelBuffer> VoxelStructure::remove_chunk(const int x, const int y, const int z) {
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Ref<VoxelBuffer> *chunk = _chunks.getptr(Vector3i(x, y, z));
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Ref<VoxelBuffer> c(chunk);
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if (c.is_valid()) {
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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if (_chunks_vector.get(i).buffer == c) {
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_chunks_vector.remove(i);
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break;
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}
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}
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}
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return c;
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}
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Ref<VoxelBuffer> VoxelStructure::get_chunk_index(const int index) {
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return _chunks_vector.get(index).buffer;
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}
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int VoxelStructure::get_chunk_count() const {
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return _chunks_vector.size();
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}
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void VoxelStructure::clear_chunks() {
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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_chunks_vector.get(i).buffer.unref();
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}
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_chunks_vector.clear();
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_chunks.clear();
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}
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VoxelStructure::VoxelStructure() {
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_chunk_size = Vector3i(16, 16, 16);
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_world_position = Vector3i(0, 0, 0);
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}
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VoxelStructure::~VoxelStructure() {
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for (int i = 0; i < _chunks_vector.size(); ++i) {
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_chunks_vector.get(i).buffer.unref();
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}
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_chunks.clear();
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_chunks_vector.clear();
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}
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void VoxelStructure::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelStructure::get_chunk_size_x);
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ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelStructure::set_chunk_size_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
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ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &VoxelStructure::get_chunk_size_y);
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ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelStructure::set_chunk_size_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
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ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &VoxelStructure::get_chunk_size_z);
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ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelStructure::set_chunk_size_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_z", "get_chunk_size_z");
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ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelStructure::get_world_position_x);
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ClassDB::bind_method(D_METHOD("set_world_position_x", "value"), &VoxelStructure::set_world_position_x);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "world_position_x"), "set_world_position_x", "get_world_position_x");
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ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelStructure::get_world_position_y);
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ClassDB::bind_method(D_METHOD("set_world_position_y", "value"), &VoxelStructure::set_world_position_y);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "world_position_y"), "set_world_position_y", "get_world_position_y");
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ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelStructure::get_world_position_z);
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ClassDB::bind_method(D_METHOD("set_world_position_z", "value"), &VoxelStructure::set_world_position_z);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "world_position_z"), "set_world_position_z", "get_world_position_z");
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ClassDB::bind_method(D_METHOD("get_voxel", "x", "y", "z", "channel_index"), &VoxelStructure::get_voxel, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("set_voxel", "value", "x", "y", "z", "channel_index"), &VoxelStructure::set_voxel, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("set_voxel_v", "value", "pos", "channel_index"), &VoxelStructure::set_voxel_v, DEFVAL(0));
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ClassDB::bind_method(D_METHOD("add_chunk", "chunk", "x", "y", "z"), &VoxelStructure::add_chunk);
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ClassDB::bind_method(D_METHOD("get_chunk", "x", "y", "z"), &VoxelStructure::get_chunk);
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ClassDB::bind_method(D_METHOD("remove_chunk", "x", "y", "z"), &VoxelStructure::remove_chunk);
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ClassDB::bind_method(D_METHOD("get_chunk_index", "index"), &VoxelStructure::get_chunk_index);
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ClassDB::bind_method(D_METHOD("get_chunk_count"), &VoxelStructure::get_chunk_count);
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ClassDB::bind_method(D_METHOD("clear_chunks"), &VoxelStructure::clear_chunks);
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}
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@ -3,16 +3,65 @@
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#include "core/reference.h"
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#include "core/hash_map.h"
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#include "../math/vector3i.h"
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#include "voxel_buffer.h"
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class VoxelStructure : public Reference {
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GDCLASS(VoxelStructure, Reference);
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public:
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int get_chunk_size_x() const;
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void set_chunk_size_x(const int value);
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int get_chunk_size_y() const;
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void set_chunk_size_y(const int value);
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int get_chunk_size_z() const;
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void set_chunk_size_z(const int value);
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int get_world_position_x() const;
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void set_world_position_x(const int value);
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int get_world_position_y() const;
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void set_world_position_y(const int value);
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int get_world_position_z() const;
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void set_world_position_z(const int value);
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Ref<VoxelBuffer> get_chunk_pos(int x, int y, int z);
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int get_voxel(int x, int y, int z, unsigned int channel_index = 0) const;
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void set_voxel(int value, int x, int y, int z, unsigned int channel_index = 0);
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void set_voxel_v(int value, Vector3 pos, unsigned int channel_index = 0);
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void add_chunk(Ref<VoxelBuffer> chunk, const int x, const int y, const int z);
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Ref<VoxelBuffer> get_chunk(const int x, const int y, const int z) const;
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Ref<VoxelBuffer> remove_chunk(const int x, const int y, const int z);
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Ref<VoxelBuffer> get_chunk_index(const int index);
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int get_chunk_count() const;
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void clear_chunks();
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VoxelStructure();
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~VoxelStructure();
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protected:
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static void _bind_methods();
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struct VoxelStructureChunk {
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Vector3i position;
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Ref<VoxelBuffer> buffer;
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};
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private:
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Vector3i _chunk_size;
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Vector3i _world_position;
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HashMap<Vector3i, Ref<VoxelBuffer>, Vector3iHasher> _chunks;
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Vector<VoxelStructureChunk> _chunks_vector;
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};
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#endif
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