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authorMattes D <github@xoft.cz>2017-02-26 22:49:23 +0100
committerMattes D <github@xoft.cz>2017-05-04 09:49:30 +0200
commit187abe3f5e2219e0a80c0cdca4db362e223b60ae (patch)
treeb68eac26b892fa469ec5753d34d4fa8a35a53bd3 /src/Generating/PiecePool.h
parentAPIDoc: Removed non-existent functions and added missing return types (diff)
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Diffstat (limited to '')
-rw-r--r--src/Generating/PiecePool.h (renamed from src/Generating/PieceGenerator.h)137
1 files changed, 13 insertions, 124 deletions
diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PiecePool.h
index 1900d9d02..84f511950 100644
--- a/src/Generating/PieceGenerator.h
+++ b/src/Generating/PiecePool.h
@@ -1,16 +1,6 @@
+// PiecePool.h
-// PieceGenerator.h
-
-// Declares the cBFSPieceGenerator class and cDFSPieceGenerator class
-// representing base classes for generating structures composed of individual "pieces"
-
-/*
-Each uses a slightly different approach to generating:
- - DFS extends pieces one by one until it hits the configured depth (or can't connect another piece anymore),
- then starts looking at adjacent connectors (like depth-first search).
- - BFS keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it,
- thus possibly extending the pool of open connectors (like breadth-first search).
-*/
+// Declares the cPiecePool class representing a pool of cPieces - "parts" of a structure, used in piece-generators
@@ -21,7 +11,6 @@ Each uses a slightly different approach to generating:
#include "ComposableGenerator.h"
#include "../Defines.h"
#include "../Cuboid.h"
-#include "../Noise/Noise.h"
@@ -91,6 +80,12 @@ public:
/** Returns the direction corresponding to the given direction rotated 90 degrees CW around the Y axis. */
static eDirection RotateDirectionCW(eDirection a_Direction);
+ /** Returns the number of CCW rotations that a_RotatingDir requires in order to be the counter-direction of a_FixedDir.
+ Ie. if you have a connector with a_FixedDir and you're rotating a piece that has a connector with a_RotatingDir,
+ how many CCW rotations it needs to make the connectors compatible.
+ Returns -1 if it is impossible to fit the two directions. */
+ static int GetNumCCWRotationsToFit(eDirection a_FixedDir, eDirection a_RotatingDir);
+
/** Converts the string representation of a direction into the eDirection enum value.
Returns true if successful, false on failure.
Accepts both numbers and string representations such as "x+" or "Y+X-Z+". */
@@ -229,7 +224,6 @@ typedef std::vector<cPiece *> cPieces;
-
// fwd:
class cPlacedPiece;
@@ -237,8 +231,9 @@ class cPlacedPiece;
-/** This class is an interface that provides pieces for the generator. It can keep track of what pieces were
-placed and adjust the returned piece vectors. */
+/** This class is an interface that stores pieces for a generator.
+Provides lists of pieces based on criteria (IsStarting, HasConnector).
+Provides per-piece weights for random distribution of individual pieces. */
class cPiecePool
{
public:
@@ -331,116 +326,10 @@ protected:
bool m_HasBeenMovedToGround;
};
-typedef std::vector<cPlacedPiece *> cPlacedPieces;
-
-
-
-
-
-class cPieceGenerator
-{
-public:
- cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
-
- /** Cleans up all the memory used by the placed pieces.
- Call this utility function instead of freeing the items on your own. */
- static void FreePieces(cPlacedPieces & a_PlacedPieces);
-
-protected:
- /** The type used for storing a connection from one piece to another, while building the piece tree. */
- struct cConnection
- {
- cPiece * m_Piece; // The piece being connected
- cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords)
- int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
- int m_Weight; // Relative chance that this connection will be chosen
-
- cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations, int a_Weight);
- };
- typedef std::vector<cConnection> cConnections;
-
- /** The type used for storing a pool of connectors that will be attempted to expand by another piece. */
- struct cFreeConnector
- {
- cPlacedPiece * m_Piece;
- cPiece::cConnector m_Connector;
-
- cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector);
- };
- typedef std::vector<cFreeConnector> cFreeConnectors;
-
-
- cPiecePool & m_PiecePool;
- cNoise m_Noise;
- int m_Seed;
-
-
- /** Selects a starting piece and places it, including its height and rotation.
- Also puts the piece's connectors in a_OutConnectors. */
- cPlacedPiece * PlaceStartingPiece(int a_BlockX, int a_BlockZ, cFreeConnectors & a_OutConnectors);
-
- /** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */
- bool TryPlacePieceAtConnector(
- const cPlacedPiece & a_ParentPiece, // The existing piece to a new piece should be placed
- const cPiece::cConnector & a_Connector, // The existing connector (world-coords) to which a new piece should be placed
- cPlacedPieces & a_OutPieces, // Already placed pieces, to be checked for intersections
- cFreeConnectors & a_OutConnectors // List of free connectors to which the new connectors will be placed
- );
-
- /** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
- and number of CCW rotations.
- a_ExistingConnector is in world-coords and is already rotated properly
- a_ToPos is the world-coords position on which the new connector should be placed (1 block away from a_ExistingConnector, in its Direction)
- a_NewConnector is in the original (non-rotated) coords.
- Returns true if the piece fits, false if not. */
- bool CheckConnection(
- const cPiece::cConnector & a_ExistingConnector, // The existing connector
- const Vector3i & a_ToPos, // The position on which the new connector should be placed
- const cPiece & a_Piece, // The new piece
- const cPiece::cConnector & a_NewConnector, // The connector of the new piece
- int a_NumCCWRotations, // Number of rotations for the new piece to align the connector
- const cPlacedPieces & a_OutPieces // All the already-placed pieces to check
- );
-
- /** DEBUG: Outputs all the connectors in the pool into stdout.
- a_NumProcessed signals the number of connectors from the pool that should be considered processed (not listed). */
- void DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed);
-} ;
-
-
-
-
-
-class cBFSPieceGenerator :
- public cPieceGenerator
-{
- typedef cPieceGenerator super;
-
-public:
- cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
-
- /** Generates a placement for pieces at the specified coords.
- The Y coord is generated automatically based on the starting piece that is chosen.
- Caller must free each individual cPlacedPiece in a_OutPieces using cPieceGenerator::FreePieces(). */
- void PlacePieces(int a_BlockX, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces);
-};
-
-
-
+typedef std::unique_ptr<cPlacedPiece> cPlacedPiecePtr;
+typedef std::vector<cPlacedPiecePtr> cPlacedPieces;
-class cDFSPieceGenerator :
- public cPieceGenerator
-{
-public:
- cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
-
- /** Generates a placement for pieces at the specified coords.
- The Y coord is generated automatically based on the starting piece that is chosen.
- Caller must free each individual cPlacedPiece in a_OutPieces using cPieceGenerator::FreePieces(). */
- void PlacePieces(int a_BlockX, int a_BlockZ, cPlacedPieces & a_OutPieces);
-};
-