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de39d10776
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@ -47,3 +47,9 @@ It took me a couple of days to fix the ray casting. I forgot that my mesh is off
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Woah! The camera doesn't just phase through placed blocks anymore! The camera can also fall into the void for eternity! So cool!
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## 0.8.0 : Data Structure Redo - 11/19/25
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Final part of the blog post tutorial. Changing the data structure of the Chunk's to store voxels in a 1d array instead of a HashMap.
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16
src/Chunk.h
16
src/Chunk.h
@ -59,25 +59,33 @@ class Chunk {
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// Mutators
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inline void set(int x, int y, int z, VoxelKind v) {
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data[index(x, y, z)] = v;
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empty_checked = false; // Invalidate cache
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}
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inline void set(glm::ivec3 pos, VoxelKind v) {
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// std::cout << "Setting Pos (" << pos.x << ", " << pos.y << ", " << pos.z << ")" << std::endl;
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data[index(pos.x, pos.y, pos.z)] = v;
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empty_checked = false; // Invalidate cache
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}
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// Other
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inline bool isEmpty() const {
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return std::all_of(data.begin(), data.end(), [](VoxelKind k){
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return k == VoxelKind::Air;
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});
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if (!empty_checked) {
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is_empty = std::all_of(data.begin(), data.end(), [](VoxelKind k){
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return k == VoxelKind::Air;
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});
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empty_checked = true;
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}
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return is_empty;
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}
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private:
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static constexpr int SIZE = CHUNK_SIZE;
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static constexpr int TOTAL = SIZE * SIZE * SIZE;
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std::array<VoxelKind, TOTAL + 1> data;
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std::array<VoxelKind, TOTAL> data;
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std::unique_ptr<Mesh> mesh; // Nullable mesh
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mutable bool is_empty = true; // Cache empty state
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mutable bool empty_checked = false; // Track if we've checked
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static inline constexpr int index(int x, int y, int z) noexcept {
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return x + (y * SIZE) + (z * SIZE * SIZE);
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