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authorMattes D <github@xoft.cz>2014-03-10 23:13:08 +0100
committerMattes D <github@xoft.cz>2014-03-10 23:13:08 +0100
commitb72661681c0676b6977e95a1d58eb8e282582b73 (patch)
tree9d5e7cccb22d13dd15ad015b4765053d528ca58c
parentMerge pull request #767 from worktycho/envmatrix (diff)
parentRemoved debugging output. (diff)
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-rw-r--r--src/ChunkDef.h16
-rw-r--r--src/Cuboid.cpp40
-rw-r--r--src/Cuboid.h11
-rw-r--r--src/Defines.h20
-rw-r--r--src/Generating/ComposableGenerator.cpp5
-rw-r--r--src/Generating/POCPieceGenerator.cpp270
-rw-r--r--src/Generating/POCPieceGenerator.h54
-rw-r--r--src/Generating/PieceGenerator.cpp626
-rw-r--r--src/Generating/PieceGenerator.h247
-rw-r--r--src/Vector3i.cpp52
-rw-r--r--src/Vector3i.h47
11 files changed, 1358 insertions, 30 deletions
diff --git a/src/ChunkDef.h b/src/ChunkDef.h
index 7be2fa2df..7876c58e7 100644
--- a/src/ChunkDef.h
+++ b/src/ChunkDef.h
@@ -62,16 +62,12 @@ typedef unsigned char HEIGHTTYPE;
class cChunkDef
{
public:
- enum
- {
- // Chunk dimensions:
- Width = 16,
- Height = 256,
- NumBlocks = Width * Height * Width,
-
- /// If the data is collected into a single buffer, how large it needs to be:
- BlockDataSize = cChunkDef::NumBlocks * 2 + (cChunkDef::NumBlocks / 2), // 2.5 * numblocks
- } ;
+ // Chunk dimensions:
+ static const int Width = 16;
+ static const int Height = 256;
+ static const int NumBlocks = Width * Height * Width;
+ /// If the data is collected into a single buffer, how large it needs to be:
+ static const int BlockDataSize = cChunkDef::NumBlocks * 2 + (cChunkDef::NumBlocks / 2); // 2.5 * numblocks
/// The type used for any heightmap operations and storage; idx = x + Width * z; Height points to the highest non-air block in the column
typedef HEIGHTTYPE HeightMap[Width * Width];
diff --git a/src/Cuboid.cpp b/src/Cuboid.cpp
index 782837b23..2400c64f3 100644
--- a/src/Cuboid.cpp
+++ b/src/Cuboid.cpp
@@ -72,6 +72,9 @@ int cCuboid::GetVolume(void) const
bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
{
+ ASSERT(IsSorted());
+ ASSERT(a_Other.IsSorted());
+
// In order for cuboids to intersect, each of their coord intervals need to intersect
return (
DoIntervalsIntersect(p1.x, p2.x, a_Other.p1.x, a_Other.p2.x) &&
@@ -86,6 +89,9 @@ bool cCuboid::DoesIntersect(const cCuboid & a_Other) const
bool cCuboid::IsCompletelyInside(const cCuboid & a_Outer) const
{
+ ASSERT(IsSorted());
+ ASSERT(a_Outer.IsSorted());
+
return (
(p1.x >= a_Outer.p1.x) &&
(p2.x <= a_Outer.p2.x) &&
@@ -197,3 +203,37 @@ bool cCuboid::IsSorted(void) const
+
+void cCuboid::Engulf(const Vector3i & a_Point)
+{
+ if (a_Point.x < p1.x)
+ {
+ p1.x = a_Point.x;
+ }
+ else if (a_Point.x > p2.x)
+ {
+ p2.x = a_Point.x;
+ }
+
+ if (a_Point.y < p1.y)
+ {
+ p1.y = a_Point.y;
+ }
+ else if (a_Point.y > p2.y)
+ {
+ p2.y = a_Point.y;
+ }
+
+ if (a_Point.z < p1.z)
+ {
+ p1.z = a_Point.z;
+ }
+ else if (a_Point.z > p2.z)
+ {
+ p2.z = a_Point.z;
+ }
+}
+
+
+
+
diff --git a/src/Cuboid.h b/src/Cuboid.h
index 51ccf799b..b95517f69 100644
--- a/src/Cuboid.h
+++ b/src/Cuboid.h
@@ -34,7 +34,8 @@ public:
Works on unsorted cuboids, too. */
int GetVolume(void) const;
- /** Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive. */
+ /** Returns true if the cuboids have at least one voxel in common. Both coords are considered inclusive.
+ Assumes both cuboids are sorted. */
bool DoesIntersect(const cCuboid & a_Other) const;
bool IsInside(const Vector3i & v) const
@@ -64,7 +65,8 @@ public:
);
}
- /** Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords) */
+ /** Returns true if this cuboid is completely inside the specifie cuboid (in all 6 coords).
+ Assumes both cuboids are sorted. */
bool IsCompletelyInside(const cCuboid & a_Outer) const;
/** Moves the cuboid by the specified offsets in each direction */
@@ -72,7 +74,7 @@ public:
/** Expands the cuboid by the specified amount in each direction.
Works on unsorted cuboids as well.
- Note that this function doesn't check for underflows. */
+ Note that this function doesn't check for underflows when using negative amounts. */
void Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ);
/** Clamps both X coords to the specified range. Works on unsorted cuboids, too. */
@@ -86,6 +88,9 @@ public:
/** Returns true if the coords are properly sorted (lesser in p1, greater in p2) */
bool IsSorted(void) const;
+
+ /** If needed, expands the cuboid so that it contains the specified point. Assumes sorted. Doesn't contract. */
+ void Engulf(const Vector3i & a_Point);
} ;
// tolua_end
diff --git a/src/Defines.h b/src/Defines.h
index 6ab2274a4..d2fcce576 100644
--- a/src/Defines.h
+++ b/src/Defines.h
@@ -276,6 +276,26 @@ inline eBlockFace RotateBlockFaceCW(eBlockFace a_BlockFace)
+/** Returns the textual representation of the BlockFace constant. */
+inline AString BlockFaceToString(eBlockFace a_BlockFace)
+{
+ switch (a_BlockFace)
+ {
+ case BLOCK_FACE_XM: return "BLOCK_FACE_XM";
+ case BLOCK_FACE_XP: return "BLOCK_FACE_XP";
+ case BLOCK_FACE_YM: return "BLOCK_FACE_YM";
+ case BLOCK_FACE_YP: return "BLOCK_FACE_YP";
+ case BLOCK_FACE_ZM: return "BLOCK_FACE_ZM";
+ case BLOCK_FACE_ZP: return "BLOCK_FACE_ZP";
+ case BLOCK_FACE_NONE: return "BLOCK_FACE_NONE";
+ }
+ return Printf("Unknown BLOCK_FACE: %d", a_BlockFace);
+}
+
+
+
+
+
inline bool IsValidBlock(int a_BlockType)
{
if (
diff --git a/src/Generating/ComposableGenerator.cpp b/src/Generating/ComposableGenerator.cpp
index e96e9a645..6c00b5905 100644
--- a/src/Generating/ComposableGenerator.cpp
+++ b/src/Generating/ComposableGenerator.cpp
@@ -22,6 +22,7 @@
#include "EndGen.h"
#include "MineShafts.h"
#include "Noise3DGenerator.h"
+#include "POCPieceGenerator.h"
#include "Ravines.h"
@@ -364,6 +365,10 @@ void cComposableGenerator::InitFinishGens(cIniFile & a_IniFile)
{
m_FinishGens.push_back(new cStructGenOreNests(Seed));
}
+ else if (NoCaseCompare(*itr, "POCPieces") == 0)
+ {
+ m_FinishGens.push_back(new cPOCPieceGenerator(Seed));
+ }
else if (NoCaseCompare(*itr, "PreSimulator") == 0)
{
m_FinishGens.push_back(new cFinishGenPreSimulator);
diff --git a/src/Generating/POCPieceGenerator.cpp b/src/Generating/POCPieceGenerator.cpp
new file mode 100644
index 000000000..9ed4b565e
--- /dev/null
+++ b/src/Generating/POCPieceGenerator.cpp
@@ -0,0 +1,270 @@
+
+// POCPieceGenerator.cpp
+
+// Implements the cPOCPieceGenerator class representing a Proof-Of_Concept structure generator using the cPieceGenerator technique
+// The generator generates a maze of rooms at {0, 50, 0}
+
+#include "Globals.h"
+#include "POCPieceGenerator.h"
+#include "ChunkDesc.h"
+
+
+
+
+
+/** POC pieces are simple boxes that have connectors in the middle of their walls.
+Each wall has one connector, there are 3 connector types that get assigned semi-randomly.
+The piece also knows how to imprint itself in a cChunkDesc, each piece has a different color glass
+and each connector is uses a different color wool frame. */
+class cPOCPiece :
+ public cPiece
+{
+public:
+ cPOCPiece(int a_SizeXZ, int a_Height) :
+ m_SizeXZ(a_SizeXZ),
+ m_Height(a_Height)
+ {
+ m_Connectors.push_back(cConnector(m_SizeXZ / 2, a_Height / 2, 0, 0, BLOCK_FACE_ZM));
+ m_Connectors.push_back(cConnector(m_SizeXZ / 2, a_Height / 2, m_SizeXZ - 1, 1, BLOCK_FACE_ZP));
+ m_Connectors.push_back(cConnector(0, a_Height / 2, m_SizeXZ / 2, 2, BLOCK_FACE_XM));
+ m_Connectors.push_back(cConnector(m_SizeXZ - 1, a_Height - 1, m_SizeXZ / 2, m_SizeXZ % 3, BLOCK_FACE_XP));
+ }
+
+
+ /** Imprints the piece in the specified chunk. Assumes they intersect. */
+ void ImprintInChunk(cChunkDesc & a_ChunkDesc, const Vector3i & a_Pos, int a_NumCCWRotations)
+ {
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ Vector3i Min = a_Pos;
+ Min.Move(-BlockX, 0, -BlockZ);
+ Vector3i Max = Min;
+ Max.Move(m_SizeXZ - 1, m_Height - 1, m_SizeXZ - 1);
+ ASSERT(Min.x < cChunkDef::Width);
+ ASSERT(Min.z < cChunkDef::Width);
+ ASSERT(Max.x >= 0);
+ ASSERT(Max.z >= 0);
+ if (Min.x >= 0)
+ {
+ // Draw the XM wall:
+ a_ChunkDesc.FillRelCuboid(Min.x, Min.x, Min.y, Max.y, Min.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
+ }
+ if (Min.z >= 0)
+ {
+ // Draw the ZM wall:
+ a_ChunkDesc.FillRelCuboid(Min.x, Max.x, Min.y, Max.y, Min.z, Min.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
+ }
+ if (Max.x < cChunkDef::Width)
+ {
+ // Draw the XP wall:
+ a_ChunkDesc.FillRelCuboid(Max.x, Max.x, Min.y, Max.y, Min.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
+ }
+ if (Max.z < cChunkDef::Width)
+ {
+ // Draw the ZP wall:
+ a_ChunkDesc.FillRelCuboid(Min.x, Max.x, Min.y, Max.y, Max.z, Max.z, E_BLOCK_STAINED_GLASS, m_SizeXZ % 16);
+ }
+
+ // Draw all the connectors:
+ for (cConnectors::const_iterator itr = m_Connectors.begin(), end = m_Connectors.end(); itr != end; ++itr)
+ {
+ cConnector Conn = cPiece::RotateMoveConnector(*itr, a_NumCCWRotations, a_Pos.x, a_Pos.y, a_Pos.z);
+ Conn.m_Pos.Move(-BlockX, 0, -BlockZ);
+ if (
+ (Conn.m_Pos.x >= 0) && (Conn.m_Pos.x < cChunkDef::Width) &&
+ (Conn.m_Pos.z >= 0) && (Conn.m_Pos.z < cChunkDef::Width)
+ )
+ {
+ a_ChunkDesc.SetBlockTypeMeta(Conn.m_Pos.x, Conn.m_Pos.y, Conn.m_Pos.z, E_BLOCK_WOOL, itr->m_Type % 16);
+ }
+
+ /*
+ // TODO: Frame the connectors
+ switch (itr->m_Direction)
+ {
+ case BLOCK_FACE_XM:
+ case BLOCK_FACE_XP:
+ {
+ // TODO
+ break;
+ }
+
+ case BLOCK_FACE_ZM:
+ case BLOCK_FACE_ZP:
+ {
+ // TODO
+ break;
+ }
+ }
+ */
+ } // for itr - m_Connectors[]
+ }
+
+protected:
+ int m_SizeXZ;
+ int m_Height;
+ cConnectors m_Connectors;
+
+ // cPiece overrides:
+ virtual cConnectors GetConnectors(void) const override
+ {
+ return m_Connectors;
+ }
+
+ virtual Vector3i GetSize(void) const override
+ {
+ return Vector3i(m_SizeXZ, m_Height, m_SizeXZ);
+ }
+
+ virtual cCuboid GetHitBox(void) const override
+ {
+ return cCuboid(0, 0, 0, m_SizeXZ - 1, m_Height - 1, m_SizeXZ - 1);
+ }
+
+ virtual bool CanRotateCCW(int a_NumRotations) const override
+ {
+ return true;
+ }
+};
+
+
+
+
+
+/*
+static void DebugPieces(const cPlacedPieces & a_Pieces)
+{
+ size_t idx = 0;
+ for (cPlacedPieces::const_iterator itr = a_Pieces.begin(), end = a_Pieces.end(); itr != end; ++itr, ++idx)
+ {
+ const cCuboid & HitBox = (*itr)->GetHitBox();
+ printf(" %u: %d rotations, {%d - %d, %d - %d}\n",
+ idx, (*itr)->GetNumCCWRotations(),
+ HitBox.p1.x, HitBox.p2.x, HitBox.p1.z, HitBox.p2.z
+ );
+ } // for itr - a_Pieces[]
+}
+//*/
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPOCPieceGenerator:
+
+cPOCPieceGenerator::cPOCPieceGenerator(int a_Seed) :
+ m_Seed(a_Seed)
+{
+ // Prepare a vector of available pieces:
+ m_AvailPieces.push_back(new cPOCPiece(5, 3));
+ m_AvailPieces.push_back(new cPOCPiece(7, 5));
+ m_AvailPieces.push_back(new cPOCPiece(9, 5));
+ m_AvailPieces.push_back(new cPOCPiece(5, 7));
+
+ // Generate the structure:
+ cBFSPieceGenerator Gen(*this, a_Seed);
+ Gen.PlacePieces(0, 50, 0, 6, m_Pieces);
+
+ // DebugPieces(m_Pieces);
+
+ // Get the smallest cuboid encompassing the entire generated structure:
+ cCuboid Bounds(0, 50, 0, 0, 50, 0);
+ for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
+ {
+ Vector3i MinCoords = (*itr)->GetCoords();
+ Bounds.Engulf(MinCoords);
+ Bounds.Engulf(MinCoords + (*itr)->GetPiece().GetSize());
+ } // for itr - m_Pieces[]
+ m_Bounds = Bounds;
+}
+
+
+
+
+
+cPOCPieceGenerator::~cPOCPieceGenerator()
+{
+ cPieceGenerator::FreePieces(m_Pieces);
+}
+
+
+
+
+
+void cPOCPieceGenerator::GenFinish(cChunkDesc & a_ChunkDesc)
+{
+ int BlockX = a_ChunkDesc.GetChunkX() * cChunkDef::Width;
+ int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width;
+ if (
+ (BlockX + 16 < m_Bounds.p1.x) || (BlockX > m_Bounds.p2.x) || // X coords out of bounds of the generated structure
+ (BlockZ + 16 < m_Bounds.p1.z) || (BlockZ > m_Bounds.p2.z) // Z coords out of bounds of the generated structure
+ )
+ {
+ return;
+ }
+
+ // Imprint each piece in the chunk:
+ for (cPlacedPieces::const_iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
+ {
+ const Vector3i & Pos = (*itr)->GetCoords();
+ Vector3i Size = (*itr)->GetPiece().GetSize();
+ if (((*itr)->GetNumCCWRotations() % 2) == 1)
+ {
+ std::swap(Size.x, Size.z);
+ }
+ if (
+ (Pos.x >= BlockX + 16) || (Pos.x + Size.x - 1 < BlockX) ||
+ (Pos.z >= BlockZ + 16) || (Pos.z + Size.z - 1 < BlockZ)
+ )
+ {
+ // This piece doesn't intersect the chunk
+ continue;
+ }
+
+ ((cPOCPiece &)(*itr)->GetPiece()).ImprintInChunk(a_ChunkDesc, Pos, (*itr)->GetNumCCWRotations());
+ } // for itr - m_Pieces[]
+ a_ChunkDesc.UpdateHeightmap();
+}
+
+
+
+
+
+cPieces cPOCPieceGenerator::GetPiecesWithConnector(int a_ConnectorType)
+{
+ // Each piece has each connector
+ return m_AvailPieces;
+}
+
+
+
+
+
+cPieces cPOCPieceGenerator::GetStartingPieces(void)
+{
+ // Any piece can be a starting piece
+ return m_AvailPieces;
+}
+
+
+
+
+
+void cPOCPieceGenerator::PiecePlaced(const cPiece & a_Piece)
+{
+ UNUSED(a_Piece);
+}
+
+
+
+
+
+void cPOCPieceGenerator::Reset(void)
+{
+ // Nothing needed
+}
+
+
+
+
diff --git a/src/Generating/POCPieceGenerator.h b/src/Generating/POCPieceGenerator.h
new file mode 100644
index 000000000..de3114ce0
--- /dev/null
+++ b/src/Generating/POCPieceGenerator.h
@@ -0,0 +1,54 @@
+
+// POCPieceGenerator.h
+
+// Declares the cPOCPieceGenerator class representing a Proof-Of_Concept structure generator using the cPieceGenerator technique
+// The generator generates a maze of rooms at {0, 100, 0}
+
+
+
+
+
+#pragma once
+
+#include "PieceGenerator.h"
+#include "ComposableGenerator.h"
+
+
+
+
+
+class cPOCPieceGenerator :
+ public cFinishGen,
+ protected cPiecePool
+{
+public:
+ cPOCPieceGenerator(int a_Seed);
+ ~cPOCPieceGenerator();
+
+protected:
+ int m_Seed;
+
+ /** The pieces from which the generated structure is built. */
+ cPieces m_AvailPieces;
+
+ /** The placed pieces of the generated structure. */
+ cPlacedPieces m_Pieces;
+
+ /** Bounds of the complete structure, to save on processing outside chunks. */
+ cCuboid m_Bounds;
+
+
+ // cFinishGen overrides:
+ virtual void GenFinish(cChunkDesc & a_ChunkDesc) override;
+
+ // cPiecePool overrides:
+ virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override;
+ virtual cPieces GetStartingPieces(void) override;
+ virtual void PiecePlaced(const cPiece & a_Piece) override;
+ virtual void Reset(void) override;
+} ;
+
+
+
+
+
diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp
new file mode 100644
index 000000000..e3de5b951
--- /dev/null
+++ b/src/Generating/PieceGenerator.cpp
@@ -0,0 +1,626 @@
+
+// PieceGenerator.cpp
+
+// Implements the cBFSPieceGenerator class and cDFSPieceGenerator class
+// representing base classes for generating structures composed of individual "pieces"
+
+#include "Globals.h"
+#include "PieceGenerator.h"
+
+
+
+
+
+#ifdef SELF_TEST
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Self-test:
+
+static class cPieceGeneratorSelfTest :
+ public cPiecePool
+{
+public:
+ cPieceGeneratorSelfTest(void)
+ {
+ // Prepare the internal state:
+ InitializePieces();
+
+ // Generate:
+ cBFSPieceGenerator Gen(*this, 0);
+ cPlacedPieces OutPieces;
+ Gen.PlacePieces(500, 50, 500, 3, OutPieces);
+
+ // Print out the pieces:
+ printf("OutPieces.size() = %u\n", OutPieces.size());
+ size_t idx = 0;
+ for (cPlacedPieces::const_iterator itr = OutPieces.begin(), end = OutPieces.end(); itr != end; ++itr, ++idx)
+ {
+ const Vector3i & Coords = (*itr)->GetCoords();
+ cCuboid Hitbox = (*itr)->GetHitBox();
+ Hitbox.Sort();
+ printf("%u: {%d, %d, %d}, rot %d, hitbox {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n", idx,
+ Coords.x, Coords.y, Coords.z,
+ (*itr)->GetNumCCWRotations(),
+ Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
+ Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
+ Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
+ );
+ } // itr - OutPieces[]
+ printf("Done.\n");
+
+ // Free the placed pieces properly:
+ Gen.FreePieces(OutPieces);
+ }
+
+ ~cPieceGeneratorSelfTest()
+ {
+ // Dealloc all the pieces:
+ for (cPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
+ {
+ delete *itr;
+ }
+ m_Pieces.clear();
+ }
+
+protected:
+ class cTestPiece :
+ public cPiece
+ {
+ int m_Size;
+ public:
+ cTestPiece(int a_Size) :
+ m_Size(a_Size)
+ {
+ }
+
+ virtual cConnectors GetConnectors(void) const override
+ {
+ // Each piece has 4 connectors, one of each type, plus one extra, at the center of its walls:
+ cConnectors res;
+ res.push_back(cConnector(m_Size / 2, 1, 0, 0, BLOCK_FACE_ZM));
+ res.push_back(cConnector(m_Size / 2, 1, m_Size - 1, 1, BLOCK_FACE_ZP));
+ res.push_back(cConnector(0, 1, m_Size / 2, 2, BLOCK_FACE_XM));
+ res.push_back(cConnector(m_Size - 1, 1, m_Size / 2, m_Size % 3, BLOCK_FACE_XP));
+ return res;
+ }
+
+ virtual Vector3i GetSize(void) const override
+ {
+ return Vector3i(m_Size, 5, m_Size);
+ }
+
+ virtual cCuboid GetHitBox(void) const override
+ {
+ return cCuboid(0, 0, 0, m_Size - 1, 4, m_Size - 1);
+ }
+
+ virtual bool CanRotateCCW(int a_NumCCWRotations) const override
+ {
+ return true;
+ }
+ };
+
+ cPieces m_Pieces;
+
+ virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override
+ {
+ // Each piece contains each connector
+ return m_Pieces;
+ }
+
+
+ virtual cPieces GetStartingPieces(void) override
+ {
+ return m_Pieces;
+ }
+
+
+ virtual void PiecePlaced(const cPiece & a_Piece) override
+ {
+ UNUSED(a_Piece);
+ }
+
+
+ virtual void Reset(void) override
+ {
+ }
+
+
+ void InitializePieces(void)
+ {
+ m_Pieces.push_back(new cTestPiece(5));
+ m_Pieces.push_back(new cTestPiece(7));
+ m_Pieces.push_back(new cTestPiece(9));
+ }
+} g_Test;
+
+#endif // SELF_TEST
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPiece:
+
+
+Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
+{
+ Vector3i Size = GetSize();
+ switch (a_NumCCWRotations)
+ {
+ case 0:
+ {
+ // No rotation needed
+ return a_Pos;
+ }
+ case 1:
+ {
+ // 1 CCW rotation:
+ return Vector3i(a_Pos.z, a_Pos.y, Size.x - a_Pos.x - 1);
+ }
+ case 2:
+ {
+ // 2 rotations ( = axis flip):
+ return Vector3i(Size.x - a_Pos.x - 1, a_Pos.y, Size.z - a_Pos.z - 1);
+ }
+ case 3:
+ {
+ // 1 CW rotation:
+ return Vector3i(Size.z - a_Pos.z - 1, a_Pos.y, a_Pos.x);
+ }
+ }
+ ASSERT(!"Unhandled rotation");
+ return a_Pos;
+}
+
+
+
+
+
+cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
+{
+ cPiece::cConnector res(a_Connector);
+
+ // Rotate the res connector:
+ Vector3i Size = GetSize();
+ switch (a_NumCCWRotations)
+ {
+ case 0:
+ {
+ // No rotation needed
+ break;
+ }
+ case 1:
+ {
+ // 1 CCW rotation:
+ res.m_Direction = RotateBlockFaceCCW(res.m_Direction);
+ break;
+ }
+ case 2:
+ {
+ // 2 rotations ( = axis flip):
+ res.m_Direction = MirrorBlockFaceY(res.m_Direction);
+ break;
+ }
+ case 3:
+ {
+ // 1 CW rotation:
+ res.m_Direction = RotateBlockFaceCW(res.m_Direction);
+ break;
+ }
+ }
+ res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations);
+
+ // Move the res connector:
+ res.m_Pos.x += a_MoveX;
+ res.m_Pos.y += a_MoveY;
+ res.m_Pos.z += a_MoveZ;
+
+ return res;
+}
+
+
+
+
+
+cCuboid cPiece::RotateHitBoxToConnector(
+ const cPiece::cConnector & a_MyConnector,
+ const Vector3i & a_ToConnectorPos,
+ int a_NumCCWRotations
+) const
+{
+ ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
+ Vector3i ConnPos = RotatePos(a_MyConnector.m_Pos, a_NumCCWRotations);
+ ConnPos = a_ToConnectorPos - ConnPos;
+ return RotateMoveHitBox(a_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z);
+}
+
+
+
+
+
+cCuboid cPiece::RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
+{
+ ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
+ cCuboid res = GetHitBox();
+ res.p1 = RotatePos(res.p1, a_NumCCWRotations);
+ res.p2 = RotatePos(res.p2, a_NumCCWRotations);
+ res.p1.Move(a_MoveX, a_MoveY, a_MoveZ);
+ res.p2.Move(a_MoveX, a_MoveY, a_MoveZ);
+ return res;
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPiece::cConnector:
+
+cPiece::cConnector::cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction) :
+ m_Pos(a_X, a_Y, a_Z),
+ m_Type(a_Type),
+ m_Direction(a_Direction)
+{
+}
+
+
+
+
+
+cPiece::cConnector::cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction) :
+ m_Pos(a_Pos),
+ m_Type(a_Type),
+ m_Direction(a_Direction)
+{
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPlacedPiece:
+
+cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations) :
+ m_Parent(a_Parent),
+ m_Piece(&a_Piece),
+ m_Coords(a_Coords),
+ m_NumCCWRotations(a_NumCCWRotations)
+{
+ m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
+ m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
+ m_HitBox.Sort();
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPieceGenerator:
+
+cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
+ m_PiecePool(a_PiecePool),
+ m_Noise(a_Seed),
+ m_Seed(a_Seed)
+{
+}
+
+
+
+
+
+void cPieceGenerator::FreePieces(cPlacedPieces & a_PlacedPieces)
+{
+ for (cPlacedPieces::iterator itr = a_PlacedPieces.begin(), end = a_PlacedPieces.end(); itr != end; ++itr)
+ {
+ delete *itr;
+ } // for itr - a_PlacedPieces[]
+ a_PlacedPieces.clear();
+}
+
+
+
+
+
+cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors)
+{
+ m_PiecePool.Reset();
+ int rnd = m_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 7;
+
+ // Choose a random one of the starting pieces:
+ cPieces StartingPieces = m_PiecePool.GetStartingPieces();
+ cPiece * StartingPiece = StartingPieces[rnd % StartingPieces.size()];
+ rnd = rnd >> 16;
+
+ // Choose a random supported rotation:
+ int Rotations[4] = {0};
+ int NumRotations = 1;
+ for (int i = 1; i < ARRAYCOUNT(Rotations); i++)
+ {
+ if (StartingPiece->CanRotateCCW(i))
+ {
+ Rotations[NumRotations] = i;
+ NumRotations += 1;
+ }
+ }
+ int Rotation = Rotations[rnd % NumRotations];
+
+ cPlacedPiece * res = new cPlacedPiece(NULL, *StartingPiece, Vector3i(a_BlockX, a_BlockY, a_BlockZ), Rotation);
+
+ // Place the piece's connectors into a_OutConnectors:
+ const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
+ for (cPiece::cConnectors::const_iterator itr = Conn.begin(), end = Conn.end(); itr != end; ++itr)
+ {
+ a_OutConnectors.push_back(
+ cFreeConnector(res, StartingPiece->RotateMoveConnector(*itr, Rotation, a_BlockX, a_BlockY, a_BlockZ))
+ );
+ }
+
+ return res;
+}
+
+
+
+
+
+bool cPieceGenerator::TryPlacePieceAtConnector(
+ const cPlacedPiece & a_ParentPiece,
+ const cPiece::cConnector & a_Connector,
+ cPlacedPieces & a_OutPieces,
+ cPieceGenerator::cFreeConnectors & a_OutConnectors
+)
+{
+ // Translation of direction - direction -> number of CCW rotations needed:
+ // You need DirectionRotationTable[rot1][rot2] CCW turns to connect rot1 to rot2 (they are opposite)
+ static const int DirectionRotationTable[6][6] =
+ {
+ /* YM, YP, ZM, ZP, XM, XP
+ /* YM */ { 0, 0, 0, 0, 0, 0},
+ /* YP */ { 0, 0, 0, 0, 0, 0},
+ /* ZM */ { 0, 0, 2, 0, 1, 3},
+ /* ZP */ { 0, 0, 0, 2, 3, 1},
+ /* XM */ { 0, 0, 3, 1, 2, 0},
+ /* XP */ { 0, 0, 1, 3, 0, 2},
+ };
+
+ // Get a list of available connections:
+ const int * RotTable = DirectionRotationTable[a_Connector.m_Direction];
+ cConnections Connections;
+ cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(a_Connector.m_Type);
+ Connections.reserve(AvailablePieces.size());
+ Vector3i ConnPos = a_Connector.m_Pos; // The position at which the new connector should be placed - 1 block away from the connector
+ AddFaceDirection(ConnPos.x, ConnPos.y, ConnPos.z, a_Connector.m_Direction);
+
+ /*
+ // DEBUG:
+ printf("Placing piece at connector pos {%d, %d, %d}, direction %s\n", ConnPos.x, ConnPos.y, ConnPos.z, BlockFaceToString(a_Connector.m_Direction).c_str());
+ //*/
+
+ for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
+ {
+ cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
+ for (cPiece::cConnectors::iterator itrC = Connectors.begin(), endC = Connectors.end(); itrC != endC; ++itrC)
+ {
+ if (itrC->m_Type != a_Connector.m_Type)
+ {
+ continue;
+ }
+ // This is a same-type connector, find out how to rotate to it:
+ int NumCCWRotations = RotTable[itrC->m_Direction];
+ if (!(*itrP)->CanRotateCCW(NumCCWRotations))
+ {
+ // Doesn't support this rotation
+ continue;
+ }
+ if (!CheckConnection(a_Connector, ConnPos, **itrP, *itrC, NumCCWRotations, a_OutPieces))
+ {
+ // Doesn't fit in this rotation
+ continue;
+ }
+ Connections.push_back(cConnection(**itrP, *itrC, NumCCWRotations));
+ } // for itrC - Connectors[]
+ } // for itrP - AvailablePieces[]
+ if (Connections.empty())
+ {
+ // No available connections, bail out
+ return false;
+ }
+
+ // Choose a random connection from the list:
+ int rnd = m_Noise.IntNoise3DInt(a_Connector.m_Pos.x, a_Connector.m_Pos.y, a_Connector.m_Pos.z) / 7;
+ cConnection & Conn = Connections[rnd % Connections.size()];
+
+ // Place the piece:
+ /*
+ // DEBUG
+ printf("Chosen connector at {%d, %d, %d}, direction %s, needs %d rotations\n",
+ Conn.m_Connector.m_Pos.x, Conn.m_Connector.m_Pos.y, Conn.m_Connector.m_Pos.z,
+ BlockFaceToString(Conn.m_Connector.m_Direction).c_str(),
+ Conn.m_NumCCWRotations
+ );
+ //*/
+
+ Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
+ ConnPos -= NewPos;
+ cPlacedPiece * PlacedPiece = new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
+ a_OutPieces.push_back(PlacedPiece);
+
+ // Add the new piece's connectors to the list of free connectors:
+ cPiece::cConnectors Connectors = Conn.m_Piece->GetConnectors();
+
+ /*
+ // DEBUG:
+ printf("Adding %u connectors to the pool\n", Connectors.size() - 1);
+ //*/
+
+ for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
+ {
+ if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
+ {
+ // This is the connector through which we have been connected to the parent, don't add
+ continue;
+ }
+ a_OutConnectors.push_back(cFreeConnector(PlacedPiece, Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z)));
+ }
+
+ return true;
+}
+
+
+
+
+
+bool cPieceGenerator::CheckConnection(
+ const cPiece::cConnector & a_ExistingConnector,
+ const Vector3i & a_ToPos,
+ const cPiece & a_Piece,
+ const cPiece::cConnector & a_NewConnector,
+ int a_NumCCWRotations,
+ const cPlacedPieces & a_OutPieces
+)
+{
+ // For each placed piece, test the hitbox against the new piece:
+ cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ToPos, a_NumCCWRotations);
+ RotatedHitBox.Sort();
+ for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr)
+ {
+ if ((*itr)->GetHitBox().DoesIntersect(RotatedHitBox))
+ {
+ return false;
+ }
+ }
+ return true;
+}
+
+
+
+
+
+//*
+// DEBUG:
+void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed)
+{
+ printf(" Connector pool: %u items\n", a_ConnectorPool.size() - a_NumProcessed);
+ size_t idx = 0;
+ for (cPieceGenerator::cFreeConnectors::const_iterator itr = a_ConnectorPool.begin() + a_NumProcessed, end = a_ConnectorPool.end(); itr != end; ++itr, ++idx)
+ {
+ printf(" %u: {%d, %d, %d}, type %d, direction %s, depth %d\n",
+ idx,
+ itr->m_Connector.m_Pos.x, itr->m_Connector.m_Pos.y, itr->m_Connector.m_Pos.z,
+ itr->m_Connector.m_Type,
+ BlockFaceToString(itr->m_Connector.m_Direction).c_str(),
+ itr->m_Piece->GetDepth()
+ );
+ } // for itr - a_ConnectorPool[]
+}
+//*/
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPieceGenerator::cConnection:
+
+cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
+ m_Piece(&a_Piece),
+ m_Connector(a_Connector),
+ m_NumCCWRotations(a_NumCCWRotations)
+{
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPieceGenerator::cFreeConnector:
+
+cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) :
+ m_Piece(a_Piece),
+ m_Connector(a_Connector)
+{
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cBFSPieceGenerator:
+
+cBFSPieceGenerator::cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
+ super(a_PiecePool, a_Seed)
+{
+}
+
+
+
+
+
+void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces)
+{
+ a_OutPieces.clear();
+ cFreeConnectors ConnectorPool;
+
+ // Place the starting piece:
+ a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockY, a_BlockZ, ConnectorPool));
+
+ /*
+ // DEBUG:
+ printf("Placed the starting piece at {%d, %d, %d}\n", a_BlockX, a_BlockY, a_BlockZ);
+ cCuboid Hitbox = a_OutPieces[0]->GetHitBox();
+ Hitbox.Sort();
+ printf(" Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
+ Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
+ Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
+ Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
+ );
+ DebugConnectorPool(ConnectorPool, 0);
+ //*/
+
+ // Place pieces at the available connectors:
+ /*
+ Instead of removing them one by one from the pool, we process them sequentially and take note of the last
+ processed one. To save on memory, once the number of processed connectors reaches a big number, a chunk
+ of the connectors is removed.
+ */
+ size_t NumProcessed = 0;
+ while (ConnectorPool.size() > NumProcessed)
+ {
+ cFreeConnector & Conn = ConnectorPool[NumProcessed];
+ if (Conn.m_Piece->GetDepth() < a_MaxDepth)
+ {
+ if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool))
+ {
+ /*
+ // DEBUG:
+ const cPlacedPiece * NewPiece = a_OutPieces.back();
+ const Vector3i & Coords = NewPiece->GetCoords();
+ printf("Placed a new piece at {%d, %d, %d}, rotation %d\n", Coords.x, Coords.y, Coords.z, NewPiece->GetNumCCWRotations());
+ cCuboid Hitbox = NewPiece->GetHitBox();
+ Hitbox.Sort();
+ printf(" Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
+ Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
+ Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
+ Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
+ );
+ DebugConnectorPool(ConnectorPool, NumProcessed + 1);
+ //*/
+ }
+ }
+ NumProcessed++;
+ if (NumProcessed > 1000)
+ {
+ ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + NumProcessed);
+ NumProcessed = 0;
+ }
+ }
+}
+
+
+
+
diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PieceGenerator.h
new file mode 100644
index 000000000..9dd5bcfba
--- /dev/null
+++ b/src/Generating/PieceGenerator.h
@@ -0,0 +1,247 @@
+
+// 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).
+*/
+
+
+
+
+
+#pragma once
+
+#include "../Defines.h"
+#include "../Cuboid.h"
+#include "../Noise.h"
+
+
+
+
+
+/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */
+class cPiece
+{
+public:
+ // Force a virtual destructor in all descendants
+ virtual ~cPiece() {}
+
+ struct cConnector
+ {
+ /** Position relative to the piece */
+ Vector3i m_Pos;
+
+ /** Type of the connector. Any arbitrary number; the generator connects only connectors of the same type. */
+ int m_Type;
+
+ /** Direction in which the connector is facing.
+ Will be matched by the opposite direction for the connecting connector. */
+ eBlockFace m_Direction;
+
+ cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction);
+ cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction);
+ };
+
+ typedef std::vector<cConnector> cConnectors;
+
+ /** Returns all of the available connectors that the piece has.
+ Each connector has a (relative) position in the piece, and a type associated with it. */
+ virtual cConnectors GetConnectors(void) const = 0;
+
+ /** Returns the dimensions of this piece.
+ The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */
+ virtual Vector3i GetSize(void) const = 0;
+
+ /** Returns the "hitbox" of this piece.
+ A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */
+ virtual cCuboid GetHitBox(void) const = 0;
+
+ /** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
+ virtual bool CanRotateCCW(int a_NumRotations) const = 0;
+
+ /** Returns a copy of the a_Pos after rotating the piece the specified number of CCW rotations. */
+ Vector3i RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const;
+
+ /** Returns a copy of the connector that is rotated and then moved by the specified amounts. */
+ cConnector RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const;
+
+ /** Returns the hitbox after the specified number of rotations and moved so that a_MyConnector is placed at a_ToConnectorPos. */
+ cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const Vector3i & a_ToConnectorPos, int a_NumCCWRotations) const;
+
+ /** Returns the hitbox after the specified number of CCW rotations and moved by the specified amounts. */
+ cCuboid RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const;
+};
+
+typedef std::vector<cPiece *> cPieces;
+
+
+
+
+
+/** 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. */
+class cPiecePool
+{
+public:
+ // Force a virtual destructor in all descendants:
+ virtual ~cPiecePool() {}
+
+ /** Returns a list of pieces that contain the specified connector type.
+ The cPiece pointers returned are managed by the pool and the caller doesn't free them. */
+ virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0;
+
+ /** Returns the pieces that should be used as the starting point.
+ Multiple starting points are supported, one of the returned piece will be chosen. */
+ virtual cPieces GetStartingPieces(void) = 0;
+
+ /** Called after a piece is placed, to notify the pool that it has been used.
+ The pool may adjust the pieces it will return the next time. */
+ virtual void PiecePlaced(const cPiece & a_Piece) = 0;
+
+ /** Called when the pool has finished the current structure and should reset any piece-counters it has
+ for a new structure. */
+ virtual void Reset(void) = 0;
+};
+
+
+
+
+
+/** Represents a single piece that has been placed to specific coords in the world. */
+class cPlacedPiece
+{
+public:
+ cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations);
+
+ const cPiece & GetPiece (void) const { return *m_Piece; }
+ const Vector3i & GetCoords (void) const { return m_Coords; }
+ const int GetNumCCWRotations(void) const { return m_NumCCWRotations; }
+ const cCuboid & GetHitBox (void) const { return m_HitBox; }
+ const int GetDepth (void) const { return m_Depth; }
+
+protected:
+ const cPlacedPiece * m_Parent;
+ const cPiece * m_Piece;
+ Vector3i m_Coords;
+ int m_NumCCWRotations;
+ cCuboid m_HitBox;
+ int m_Depth;
+};
+
+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
+
+ cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
+ };
+ 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 the rotations.
+ Also puts the piece's connectors in a_OutConnectors. */
+ cPlacedPiece * PlaceStartingPiece(int a_BlockX, int a_BlockY, 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.
+ Caller must free each individual cPlacedPiece in a_OutPieces. */
+ void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces);
+};
+
+
+
+
+
+class cDFSPieceGenerator :
+ public cPieceGenerator
+{
+public:
+ cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
+
+ /** Generates a placement for pieces at the specified coords.
+ Caller must free each individual cPlacedPiece in a_OutPieces. */
+ void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
+};
+
+
+
+
diff --git a/src/Vector3i.cpp b/src/Vector3i.cpp
index 4ce1e2cf3..2106aea6d 100644
--- a/src/Vector3i.cpp
+++ b/src/Vector3i.cpp
@@ -1,6 +1,11 @@
+// Vector3i.cpp
+
+// Implements the Vector3i class representing an int-based 3D vector
+
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+#include "math.h"
#include "Vector3i.h"
#include "Vector3d.h"
@@ -8,9 +13,46 @@
-Vector3i::Vector3i( const Vector3d & v )
- : x( (int)v.x )
- , y( (int)v.y )
- , z( (int)v.z )
+Vector3i::Vector3i(const Vector3d & v) :
+ x((int)v.x),
+ y((int)v.y),
+ z((int)v.z)
+{
+}
+
+
+
+
+
+Vector3i::Vector3i(void) :
+ x(0),
+ y(0),
+ z(0)
+{
+}
+
+
+
+
+
+Vector3i::Vector3i(int a_x, int a_y, int a_z) :
+ x(a_x),
+ y(a_y),
+ z(a_z)
+{
+}
+
+
+
+
+
+void Vector3i::Move(int a_MoveX, int a_MoveY, int a_MoveZ)
{
-} \ No newline at end of file
+ x += a_MoveX;
+ y += a_MoveY;
+ z += a_MoveZ;
+}
+
+
+
+
diff --git a/src/Vector3i.h b/src/Vector3i.h
index 7d726a7b3..39e138683 100644
--- a/src/Vector3i.h
+++ b/src/Vector3i.h
@@ -1,22 +1,45 @@
+
+// Vector3i.h
+
+// Declares the Vector3i class representing an int-based 3D vector
+
+
+
+
+
#pragma once
-#include <math.h>
+
+
+
+// fwd:
class Vector3d;
-class Vector3i // tolua_export
-{ // tolua_export
-public: // tolua_export
- Vector3i( const Vector3d & v ); // tolua_export
- Vector3i() : x(0), y(0), z(0) {} // tolua_export
- Vector3i(int a_x, int a_y, int a_z) : x(a_x), y(a_y), z(a_z) {} // tolua_export
- inline void Set(int a_x, int a_y, int a_z) { x = a_x, y = a_y, z = a_z; } // tolua_export
- inline float Length() const { return sqrtf( (float)( x * x + y * y + z * z) ); } // tolua_export
- inline int SqrLength() const { return x * x + y * y + z * z; } // tolua_export
- inline bool Equals( const Vector3i & v ) const { return (x == v.x && y == v.y && z == v.z ); } // tolua_export
- inline bool Equals( const Vector3i * v ) const { return (x == v->x && y == v->y && z == v->z ); } // tolua_export
+
+
+// tolua_begin
+class Vector3i
+{
+public:
+ /** Creates an int vector based on the floor()-ed coords of a double vector. */
+ Vector3i(const Vector3d & v);
+
+ Vector3i(void);
+ Vector3i(int a_x, int a_y, int a_z);
+
+ inline void Set(int a_x, int a_y, int a_z) { x = a_x, y = a_y, z = a_z; }
+ inline float Length() const { return sqrtf( (float)( x * x + y * y + z * z) ); }
+ inline int SqrLength() const { return x * x + y * y + z * z; }
+
+ inline bool Equals( const Vector3i & v ) const { return (x == v.x && y == v.y && z == v.z ); }
+ inline bool Equals( const Vector3i * v ) const { return (x == v->x && y == v->y && z == v->z ); }
+
+ void Move(int a_MoveX, int a_MoveY, int a_MoveZ);
+
+ // tolua_end
void operator += ( const Vector3i& a_V ) { x += a_V.x; y += a_V.y; z += a_V.z; }
void operator += ( Vector3i* a_V ) { x += a_V->x; y += a_V->y; z += a_V->z; }