feat: vertical movement and agent height
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1d31c33525
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@ -22,7 +22,6 @@ struct Node {
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float fScore;
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};
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struct NodeLess {
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bool operator()(const Node& l, const Node& r) const {
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return l.fScore > r.fScore;
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@ -33,9 +32,54 @@ static float distance(const glm::ivec3& a, const glm::ivec3& b) {
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return glm::distance(glm::vec3(a), glm::vec3(b));
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}
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Pathfinding::Pathfinding(const Level& level) : level(level) {}
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Pathfinding::Pathfinding(const Level& level)
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: level(level), chunks(*level.chunks) {
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}
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static bool check_passability(
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const Agent& agent,
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const GlobalChunks& chunks,
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const Node& node,
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const glm::ivec2& offset,
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bool diagonal
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) {
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if (!diagonal) {
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return true;
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}
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auto a = node.pos + glm::ivec3(offset.x, 0, 0);
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auto b = node.pos + glm::ivec3(0, 0, offset.y);
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for (int i = 0; i < agent.height; i++) {
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if (blocks_agent::is_obstacle_at(chunks, a.x, a.y + i, a.z))
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return false;
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if (blocks_agent::is_obstacle_at(chunks, b.x, b.y + i, b.z))
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return false;
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}
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return true;
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}
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static void restore_route(
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Route& route,
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const Node& node,
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const std::unordered_map<glm::ivec3, Node>& parents
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) {
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auto pos = node.pos;
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while (true) {
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const auto& found = parents.find(pos);
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if (found == parents.end()) {
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route.nodes.push_back({pos});
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break;
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}
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route.nodes.push_back({pos});
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pos = found->second.pos;
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}
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}
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Route Pathfinding::perform(
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const Agent& agent, const glm::ivec3& start, const glm::ivec3& end
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) {
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using namespace blocks_agent;
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Route Pathfinding::perform(const glm::ivec3& start, const glm::ivec3& end) {
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Route route {};
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std::priority_queue<Node, std::vector<Node>, NodeLess> queue;
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@ -50,24 +94,8 @@ Route Pathfinding::perform(const glm::ivec3& start, const glm::ivec3& end) {
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auto node = queue.top();
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queue.pop();
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if (blocked.find(node.pos) != blocked.end()) {
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continue;
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}
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if (node.pos.x == end.x && node.pos.z == end.z) {
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auto prev = glm::ivec3();
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auto pos = node.pos;
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while (pos != start) {
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const auto& found = parents.find(pos);
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if (found == parents.end()) {
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route.nodes.push_back({pos});
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break;
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}
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route.nodes.push_back({pos});
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prev = pos;
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pos = found->second.pos;
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}
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restore_route(route, node, parents);
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route.nodes.push_back({start});
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route.found = true;
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break;
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@ -81,28 +109,30 @@ Route Pathfinding::perform(const glm::ivec3& start, const glm::ivec3& end) {
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for (int i = 0; i < sizeof(neighbors) / sizeof(glm::ivec2); i++) {
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auto offset = neighbors[i];
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auto point = node.pos + glm::ivec3(offset.x, 0, offset.y);
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if (blocks_agent::is_obstacle_at(
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chunks, point.x + 0.5f, point.y + 0.5f, point.z + 0.5f
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)) {
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auto pos = node.pos;
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int surface = getSurfaceAt(pos + glm::ivec3(offset.x, 0, offset.y), 1);
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if (surface == -1) {
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continue;
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}
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if (i >= 4) {
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auto a = node.pos + glm::ivec3(offset.x, 0, offset.y);
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auto b = node.pos + glm::ivec3(offset.x, 0, offset.y);
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if (blocks_agent::is_obstacle_at(chunks, a.x, a.y, a.z))
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continue;
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if (blocks_agent::is_obstacle_at(chunks, b.x, b.y, b.z))
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continue;
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pos.y = surface;
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auto point = pos + glm::ivec3(offset.x, 0, offset.y);
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if (is_obstacle_at(chunks, pos.x, pos.y + agent.height / 2, pos.z)) {
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continue;
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}
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if (!check_passability(agent, chunks, node, offset, i >= 4)) {
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continue;
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}
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if (blocked.find(point) != blocked.end()) {
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continue;
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}
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int score = glm::abs(node.pos.y - pos.y);
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float gScore =
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node.gScore + glm::abs(offset.x) + glm::abs(offset.y);
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const auto& foundParent = parents.find(point);
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bool queued = foundParent != parents.end();
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if (!queued || gScore < foundParent->second.gScore) {
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node.gScore + glm::abs(offset.x) + glm::abs(offset.y) + score;
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const auto& found = parents.find(point);
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if (found == parents.end() || gScore < found->second.gScore) {
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float hScore = distance(point, end);
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float fScore = gScore + hScore;
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Node nNode {point, node.pos, gScore, fScore};
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@ -113,3 +143,46 @@ Route Pathfinding::perform(const glm::ivec3& start, const glm::ivec3& end) {
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}
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return route;
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}
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static int check_point(
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const ContentUnitIndices<Block>& defs,
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const GlobalChunks& chunks,
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int x,
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int y,
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int z
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) {
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auto vox = blocks_agent::get(chunks, x, y, z);
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if (vox == nullptr) {
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return 0;
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}
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const auto& def = defs.require(vox->id);
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if (def.obstacle) {
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return 0;
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}
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if (def.translucent) {
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return -1;
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}
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return 1;
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}
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int Pathfinding::getSurfaceAt(const glm::ivec3& pos, int maxDelta) {
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using namespace blocks_agent;
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const auto& defs = level.content.getIndices()->blocks;
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int status;
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int surface = pos.y;
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if (check_point(defs, chunks, pos.x, surface, pos.z) <= 0) {
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if (check_point(defs, chunks, pos.x, surface + 1, pos.z) <= 0)
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return -1;
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else
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return surface + 1;
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} else if ((status = check_point(defs, chunks, pos.x, surface - 1, pos.z)) <= 0) {
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if (status == -1)
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return -1;
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return surface;
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} else if (check_point(defs, chunks, pos.x, surface - 2, pos.z) == 0) {
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return surface - 1;
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}
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return -1;
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}
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@ -6,6 +6,7 @@
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#include <glm/vec3.hpp>
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class Level;
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class GlobalChunks;
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namespace voxels {
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struct RouteNode {
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@ -17,6 +18,10 @@ namespace voxels {
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std::vector<RouteNode> nodes;
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};
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struct Agent {
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int height;
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};
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struct Map {
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int width;
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int height;
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@ -40,9 +45,14 @@ namespace voxels {
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class Pathfinding {
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public:
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Pathfinding(const Level& level);
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Route perform(const glm::ivec3& start, const glm::ivec3& end);
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Route perform(
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const Agent& agent, const glm::ivec3& start, const glm::ivec3& end
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);
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private:
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const Level& level;
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const GlobalChunks& chunks;
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int getSurfaceAt(const glm::ivec3& pos, int maxDelta);
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};
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}
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