mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-27 11:53:25 +00:00
245 lines
7.6 KiB
C++
Executable File
245 lines
7.6 KiB
C++
Executable File
#include <root.h>
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#include <quad.h>
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#include <model.h>
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#include <material.h>
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#include <assetManager.h>
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#include <solUtil.h>
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#include "map.h"
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#include "player.h"
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#include "unitFactory.h"
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#include "pathfinder.h"
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#include "gameManager.h"
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#include "defConfigs.h"
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using namespace std;
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using namespace vb01;
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using namespace gameBase;
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namespace battleship{
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using namespace configData;
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Map *map = nullptr;
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Map* Map::getSingleton(){
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if(!map)
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map = new Map;
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return map;
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}
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void Map::update(){
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for(Player *p : players)
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p->update();
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}
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void Map::loadSkybox(){
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sol::state_view SOL_LUA_STATE = generateView();
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string skyboxName = SOL_LUA_STATE[mapTable]["skybox"];
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string basePath = GameManager::getSingleton()->getPath() + "Textures/Skyboxes/" + skyboxName;
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const int numPaths = 6;
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string path[numPaths] = {
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basePath + "/left.jpg",
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basePath + "/right.jpg",
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basePath + "/up.jpg",
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basePath + "/down.jpg",
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basePath + "/front.jpg",
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basePath + "/back.jpg"
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};
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for(int i = 0; i < numPaths; i++)
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AssetManager::getSingleton()->load(path[i]);
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Root::getSingleton()->createSkybox(path);
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}
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void Map::loadTerrainObject(int id){
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string texPath = "";
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Quad *quad = nullptr;
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Node *node = nullptr;
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sol::state_view SOL_LUA_STATE = generateView();
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if(id == -1){
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string basePath = GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/";
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texPath = basePath + (string)SOL_LUA_STATE[mapTable]["terrain"]["albedo"];
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string terrainFile = basePath + (string)SOL_LUA_STATE[mapTable]["terrain"]["model"];
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AssetManager::getSingleton()->load(terrainFile);
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node = (Model*)((new Model(terrainFile))->getChild(0));
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Node *par = node->getParent();
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par->dettachChild(node);
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delete par;
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}
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else{
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sol::table waterBodyTable = SOL_LUA_STATE[mapTable]["waterbodies"][id + 1], posTable = waterBodyTable["pos"];
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texPath = GameManager::getSingleton()->getPath() + "Textures/Water/" + (string)waterBodyTable["albedo"];
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quad = new Quad(Vector3(waterBodyTable["size"]["x"], waterBodyTable["size"]["y"], 1), true);
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Vector3 pos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
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node = new Node(pos);
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node->attachMesh(quad);
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}
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terrainNode->attachChild(node);
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Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture");
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mat->addBoolUniform("texturingEnabled", true);
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mat->addBoolUniform("lightingEnabled", false);
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string fr[]{texPath};
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AssetManager::getSingleton()->load(fr[0]);
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Texture *t = new Texture(fr, 1, false);
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mat->addTexUniform("textures[0]", t, true);
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if(id == -1)
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((Model*)node)->setMaterial(mat);
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else
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quad->setMaterial(mat);
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}
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void Map::loadSpawnPoints(){
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sol::state_view SOL_LUA_STATE = generateView();
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int numSpawnPoints = SOL_LUA_STATE[mapTable]["numSpawnPoints"];
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for(int i = 0; i < numSpawnPoints; i++){
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sol::table posTable = SOL_LUA_STATE[mapTable]["spawnPoints"][i + 1];
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spawnPoints.push_back(Vector3(posTable["x"], posTable["y"], posTable["z"]));
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}
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}
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void Map::loadPlayers(){
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AssetManager *assetManager = AssetManager::getSingleton();
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string path = GameManager::getSingleton()->getPath();
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assetManager->load(path + DEFAULT_TEXTURE);
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sol::state_view SOL_LUA_STATE = generateView();
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assetManager->load(path + (string)SOL_LUA_STATE["modelPrefix"], true);
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int numPlayers = SOL_LUA_STATE[mapTable]["numPlayers"];
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string playerInd = "players";
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for(int i = 0; i < numPlayers; i++){
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//int spawnPointId = SOL_LUA_STATE[mapTable]["spawnPointInd"][i + 1][spawnPointId];
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int numUnits = SOL_LUA_STATE[mapTable][playerInd][i + 1]["numUnits"];
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players.push_back(new Player(0, 0, 0, spawnPoints[i]));
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for(int j = 0; j < numUnits; j++){
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sol::table unitTable = SOL_LUA_STATE[mapTable][playerInd][i + 1]["units"][j + 1];
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string posInd = "pos";
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Vector3 pos = Vector3(unitTable[posInd]["x"], unitTable[posInd]["y"], unitTable[posInd]["z"]);
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string rotInd = "rot";
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Quaternion rot = Quaternion(unitTable[rotInd]["w"], unitTable[rotInd]["x"], unitTable[rotInd]["x"], unitTable[rotInd]["x"]);
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int id = unitTable["id"];
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players[i]->addUnit(UnitFactory::createUnit(players[i], id, pos, rot));
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}
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}
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}
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void Map::preprareScene(){
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Root *root = Root::getSingleton();
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Node *rootNode = root->getRootNode();
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string libPath = root->getLibPath();
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terrainNode = new Node();
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rootNode->attachChild(terrainNode);
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cellNode = new Node();
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cellNode->setVisible(false);
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rootNode->attachChild(cellNode);
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landCellMat = new Material(libPath + "texture");
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landCellMat->addBoolUniform("lightingEnabled", false);
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landCellMat->addBoolUniform("texturingEnabled", false);
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landCellMat->addVec4Uniform("diffuseColor", Vector4(0, 1, 0, 1));
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waterCellMat = new Material(libPath + "texture");
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waterCellMat->addBoolUniform("lightingEnabled", false);
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waterCellMat->addBoolUniform("texturingEnabled", false);
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waterCellMat->addVec4Uniform("diffuseColor", Vector4(0, 0, 1, 1));
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Camera *cam = root->getCamera();
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cam->setPosition(Vector3(1, 1, 1) * 40);
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cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm());
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}
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void Map::loadCells(){
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sol::state_view SOL_LUA_STATE = generateView();
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int numCells = SOL_LUA_STATE[mapTable]["numCells"];
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sol::table cellsTable = SOL_LUA_STATE[mapTable]["cells"];
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for(int i = 0; i < numCells; i++){
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sol::table cellTable = cellsTable[i + 1], posTable = cellTable["pos"];
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int numEdges = cellTable["numEdges"];
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vector<Edge> edges;
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for(int j = 0; j < numEdges; j++){
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sol::table edgeTable = cellTable["edges"][j + 1];
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edges.push_back(Edge(edgeTable["weight"], edgeTable["srcCellId"], edgeTable["destCellId"]));
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}
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Vector3 cellPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
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Cell::Type cellType = (Cell::Type)cellTable["type"];
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Quad *quad = new Quad(Vector3(CELL_SIZE.x, CELL_SIZE.z, 0));
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quad->setWireframe(true);
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quad->setMaterial(cellType == Cell::Type::LAND ? landCellMat : waterCellMat);
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Node *node = new Node(cellPos + Vector3::VEC_J * .1);
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node->attachMesh(quad);
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cellNode->attachChild(node);
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cells.push_back(Cell(cellPos, cellType, edges));
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}
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}
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void Map::load(string mapName, bool empty) {
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this->mapName = mapName;
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Pathfinder::getSingleton()->setImpassibleNodeVal(u16(0 - 1));
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string path = GameManager::getSingleton()->getPath();
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sol::state_view SOL_LUA_STATE = generateView();
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preprareScene();
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if(!empty){
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SOL_LUA_STATE.script_file(GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/" + mapName + ".lua");
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int numWaterbodies = SOL_LUA_STATE[mapTable]["numWaterBodies"];
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loadSpawnPoints();
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loadPlayers();
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loadSkybox();
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loadCells();
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loadTerrainObject(-1);
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for(int i = 0; i < numWaterbodies; i++)
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loadTerrainObject(i);
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}
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}
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void Map::unload() {}
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int Map::getCellId(Vector3 pos, int id){
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/*
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Vector3 regionSize = terrainObjects[id].size;
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Vector3 regionPos = terrainObjects[id].pos;
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Vector3 cellSize = terrainObjects[id].cellSize;
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int numCellsX = regionSize.x / cellSize.x;
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int numCellsZ = regionSize.z / cellSize.z;
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Vector3 initPos = regionPos - Vector3(regionSize.x, 0, regionSize.z) * 0.5;
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int x = fabs(pos.x - initPos.x) / cellSize.x;
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int y = (cellSize.y > 0 ? (fabs(pos.y - initPos.y) / cellSize.y) : 0);
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int z = fabs(pos.z - initPos.z) / cellSize.z;
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return (numCellsX * numCellsZ * y + (numCellsX * z + x));
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*/
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return 0;
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}
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}
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