code cleanup
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@ -101,67 +101,67 @@ public class FoliageCellManager {
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/**
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* The octree holding all the chunks to evaluate
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*/
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WorldOctTree<FoliageCell> chunkTree;
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private WorldOctTree<FoliageCell> chunkTree;
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/**
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* Tracks what nodes have been evaluated this frame -- used to deduplicate evaluation calls
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*/
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Map<WorldOctTreeNode<FoliageCell>,Boolean> evaluationMap = new HashMap<WorldOctTreeNode<FoliageCell>,Boolean>();
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private Map<WorldOctTreeNode<FoliageCell>,Boolean> evaluationMap = new HashMap<WorldOctTreeNode<FoliageCell>,Boolean>();
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/**
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* The last recorded player world position
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*/
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Vector3i lastPlayerPos = new Vector3i();
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private Vector3i lastPlayerPos = new Vector3i();
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/**
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* Tracks whether the cell manager updated last frame or not
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*/
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boolean updatedLastFrame = true;
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private boolean updatedLastFrame = true;
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/**
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* Controls whether the foliage cell manager should update or not
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*/
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boolean shouldUpdate = true;
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private boolean shouldUpdate = true;
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/**
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* The dimensions of the world
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*/
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int worldDim = 0;
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private int worldDim = 0;
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/**
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* Tracks the number of currently valid cells (ie didn't require an update this frame)
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*/
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int validCellCount = 0;
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private int validCellCount = 0;
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/**
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* The number of maximum resolution chunks
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*/
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int maxResCount = 0;
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private int maxResCount = 0;
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/**
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* The number of half resolution chunks
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*/
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int halfResCount = 0;
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private int halfResCount = 0;
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/**
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* The number of generated chunks
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*/
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int generated = 0;
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private int generated = 0;
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/**
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* Tracks whether the cell manager has initialized or not
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*/
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boolean initialized = false;
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private boolean initialized = false;
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/**
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* The list of points to break at next evaluation
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*/
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List<Vector3i> breakPoints = new LinkedList<Vector3i>();
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private List<Vector3i> breakPoints = new LinkedList<Vector3i>();
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/**
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* Used to bust the distance cache from external calls
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*/
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boolean bustDistCache = false;
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private boolean bustDistCache = false;
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/**
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* Constructor
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