From e6305d29a53c9a0c5e607629d30fec70e01cccab Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Fri, 7 Mar 2014 18:37:18 +0100 Subject: Added the first skeleton code for PieceGenerator. This is a WIP and won't work / isn't used at all. --- src/Generating/PieceGenerator.cpp | 332 ++++++++++++++++++++++++++++++++++++++ 1 file changed, 332 insertions(+) create mode 100644 src/Generating/PieceGenerator.cpp (limited to 'src/Generating/PieceGenerator.cpp') diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp new file mode 100644 index 000000000..04513666d --- /dev/null +++ b/src/Generating/PieceGenerator.cpp @@ -0,0 +1,332 @@ + +// 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" + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cPiece: + +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: + int NewX = Size.z - res.m_X; + int NewZ = res.m_Z; + res.m_X = NewX; + res.m_Z = NewZ; + res.m_Direction = RotateBlockFaceCCW(res.m_Direction); + break; + } + case 2: + { + // 2 rotations ( = axis flip): + res.m_X = Size.x - res.m_X; + res.m_Z = Size.z - res.m_Z; + res.m_Direction = MirrorBlockFaceY(res.m_Direction); + break; + } + case 3: + { + // 1 CW rotation: + int NewX = res.m_Z; + int NewZ = Size.x - res.m_X; + res.m_X = NewX; + res.m_Z = NewZ; + res.m_Direction = RotateBlockFaceCW(res.m_Direction); + break; + } + } + + // Move the res connector: + res.m_X += a_MoveX; + res.m_Y += a_MoveY; + res.m_Z += a_MoveZ; + + return res; +} + + + + + +cCuboid cPiece::RotateHitBoxToConnector( + const cPiece::cConnector & a_MyConnector, + const cPiece::cConnector & a_ToConnector, + int a_NumCCWRotations +) const +{ + cCuboid res = GetHitBox(); + switch (a_NumCCWRotations) + { + case 0: + { + // No rotation, return the hitbox as-is + break; + } + case 1: + { + // 1 CCW rotation: + // TODO: res.p1.x = + break; + } + } + return res; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cPieceGenerator: + +cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) : + m_PiecePool(a_PiecePool), + m_Noise(a_Seed), + m_Seed(a_Seed) +{ +} + + + + + +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(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) +{ + // Translation of direction - direction -> number of CCW rotations needed: + // You need DirectionRotationTable[rot1][rot2] CCW turns to get from rot1 to rot2 + 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, 0, 2, 1, 3}, + /* ZP */ { 0, 0, 2, 0, 3, 1}, + /* XM */ { 0, 0, 3, 1, 0, 2}, + /* XP */ { 0, 0, 1, 3, 2, 0}, + }; + + // 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()); + 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, **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_X, a_Connector.m_Y, a_Connector.m_Z) / 7; + cConnection & Conn = Connections[rnd % Connections.size()]; + + // Place the piece: + cPiece::cConnector NewConnector = Conn.m_Piece->RotateMoveConnector(*(Conn.m_Connector), Conn.m_NumCCWRotations, 0, 0, 0); + Vector3i Coords = a_ParentPiece.GetCoords(); + Coords.x -= NewConnector.m_X; + Coords.y -= NewConnector.m_Y; + Coords.z -= NewConnector.m_Z; + a_OutPieces.push_back(cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), Coords, Conn.m_NumCCWRotations)); + return false; +} + + + + + +bool cPieceGenerator::CheckConnection( + const cPiece::cConnector & a_ExistingConnector, + 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_ExistingConnector, a_NumCCWRotations); + for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr) + { + if (itr->GetHitBox().DoesIntersect(RotatedHitBox)) + { + return false; + } + } + return true; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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, cPlacedPieces & a_OutPieces) +{ + a_OutPieces.clear(); + cFreeConnectors ConnectorPool; + + // Place the starting piece: + a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockY, a_BlockZ, ConnectorPool)); + + // 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]; + TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces); + NumProcessed++; + if (NumProcessed > 1000) + { + ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + NumProcessed); + NumProcessed = 0; + } + } +} + + + + -- cgit v1.2.3 From b9190fc04e1463371cec773d069315a6743a56d5 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sun, 9 Mar 2014 10:11:33 +0100 Subject: PieceGenerator can connect two connectors of the same type. Also added extensive debugging output and a test. --- src/Generating/PieceGenerator.cpp | 347 ++++++++++++++++++++++++++++++++------ 1 file changed, 300 insertions(+), 47 deletions(-) (limited to 'src/Generating/PieceGenerator.cpp') diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp index 04513666d..58ccaf2c2 100644 --- a/src/Generating/PieceGenerator.cpp +++ b/src/Generating/PieceGenerator.cpp @@ -11,9 +11,169 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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; + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // 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); @@ -30,37 +190,28 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i case 1: { // 1 CCW rotation: - int NewX = Size.z - res.m_X; - int NewZ = res.m_Z; - res.m_X = NewX; - res.m_Z = NewZ; res.m_Direction = RotateBlockFaceCCW(res.m_Direction); break; } case 2: { // 2 rotations ( = axis flip): - res.m_X = Size.x - res.m_X; - res.m_Z = Size.z - res.m_Z; res.m_Direction = MirrorBlockFaceY(res.m_Direction); break; } case 3: { // 1 CW rotation: - int NewX = res.m_Z; - int NewZ = Size.x - res.m_X; - res.m_X = NewX; - res.m_Z = NewZ; res.m_Direction = RotateBlockFaceCW(res.m_Direction); break; } } + res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations); // Move the res connector: - res.m_X += a_MoveX; - res.m_Y += a_MoveY; - res.m_Z += a_MoveZ; + res.m_Pos.x += a_MoveX; + res.m_Pos.y += a_MoveY; + res.m_Pos.z += a_MoveZ; return res; } @@ -71,25 +222,28 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i cCuboid cPiece::RotateHitBoxToConnector( const cPiece::cConnector & a_MyConnector, - const cPiece::cConnector & a_ToConnector, + 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(); - switch (a_NumCCWRotations) - { - case 0: - { - // No rotation, return the hitbox as-is - break; - } - case 1: - { - // 1 CCW rotation: - // TODO: res.p1.x = - break; - } - } + 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; } @@ -97,6 +251,31 @@ cCuboid cPiece::RotateHitBoxToConnector( +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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: @@ -107,6 +286,7 @@ cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece 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); } @@ -127,7 +307,20 @@ cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) : -cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors) +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; @@ -150,7 +343,7 @@ cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int } int Rotation = Rotations[rnd % NumRotations]; - cPlacedPiece res(NULL, *StartingPiece, Vector3i(a_BlockX, a_BlockY, a_BlockZ), Rotation); + 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(); @@ -171,7 +364,7 @@ cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiece, const cPiece::cConnector & a_Connector, cPlacedPieces & a_OutPieces) { // Translation of direction - direction -> number of CCW rotations needed: - // You need DirectionRotationTable[rot1][rot2] CCW turns to get from rot1 to rot2 + // 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 @@ -188,6 +381,12 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec 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 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(); @@ -204,7 +403,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec // Doesn't support this rotation continue; } - if (!CheckConnection(a_Connector, **itrP, *itrC, NumCCWRotations, a_OutPieces)) + if (!CheckConnection(a_Connector, ConnPos, **itrP, *itrC, NumCCWRotations, a_OutPieces)) { // Doesn't fit in this rotation continue; @@ -219,17 +418,23 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec } // Choose a random connection from the list: - int rnd = m_Noise.IntNoise3DInt(a_Connector.m_X, a_Connector.m_Y, a_Connector.m_Z) / 7; + 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: - cPiece::cConnector NewConnector = Conn.m_Piece->RotateMoveConnector(*(Conn.m_Connector), Conn.m_NumCCWRotations, 0, 0, 0); - Vector3i Coords = a_ParentPiece.GetCoords(); - Coords.x -= NewConnector.m_X; - Coords.y -= NewConnector.m_Y; - Coords.z -= NewConnector.m_Z; - a_OutPieces.push_back(cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), Coords, Conn.m_NumCCWRotations)); - return false; + 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; + a_OutPieces.push_back(new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations)); + + // Add the new piece's connectors to the list of free connectors: + // TODO + + return true; } @@ -238,6 +443,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec bool cPieceGenerator::CheckConnection( const cPiece::cConnector & a_ExistingConnector, + const Vector3i & a_ToPos, const cPiece & a_Piece, const cPiece::cConnector & a_NewConnector, int a_NumCCWRotations, @@ -245,10 +451,10 @@ bool cPieceGenerator::CheckConnection( ) { // For each placed piece, test the hitbox against the new piece: - cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ExistingConnector, a_NumCCWRotations); + cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ToPos, a_NumCCWRotations); for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr) { - if (itr->GetHitBox().DoesIntersect(RotatedHitBox)) + if ((*itr)->GetHitBox().DoesIntersect(RotatedHitBox)) { return false; } @@ -260,12 +466,32 @@ bool cPieceGenerator::CheckConnection( +// 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\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() + ); + } // 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_Connector(a_Connector), m_NumCCWRotations(a_NumCCWRotations) { } @@ -277,8 +503,8 @@ cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cPieceGenerator::cFreeConnector: -cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece & a_Piece, const cPiece::cConnector & a_Connector) : - m_Piece(&a_Piece), +cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) : + m_Piece(a_Piece), m_Connector(a_Connector) { } @@ -299,7 +525,7 @@ cBFSPieceGenerator::cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) : -void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces) +void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces) { a_OutPieces.clear(); cFreeConnectors ConnectorPool; @@ -307,6 +533,17 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, c // 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 @@ -317,7 +554,23 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, c while (ConnectorPool.size() > NumProcessed) { cFreeConnector & Conn = ConnectorPool[NumProcessed]; - TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces); + if (Conn.m_Piece->GetDepth() < a_MaxDepth) + { + if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces)) + { + 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) { -- cgit v1.2.3 From 1fdeabcf78394d197a7ab5e0f9edca07abdedd0e Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sun, 9 Mar 2014 19:30:38 +0100 Subject: cPieceGenerator: New connectors are added to the free pool. --- src/Generating/PieceGenerator.cpp | 32 ++++++++++++++++++++++++++------ 1 file changed, 26 insertions(+), 6 deletions(-) (limited to 'src/Generating/PieceGenerator.cpp') diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp index 58ccaf2c2..c8e4ec71b 100644 --- a/src/Generating/PieceGenerator.cpp +++ b/src/Generating/PieceGenerator.cpp @@ -361,7 +361,12 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, i -bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiece, const cPiece::cConnector & a_Connector, cPlacedPieces & a_OutPieces) +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) @@ -429,10 +434,24 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec ); Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations); ConnPos -= NewPos; - a_OutPieces.push_back(new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations)); + 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: - // TODO + 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; } @@ -473,11 +492,12 @@ void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors 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\n", + 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() + BlockFaceToString(itr->m_Connector.m_Direction).c_str(), + itr->m_Piece->GetDepth() ); } // for itr - a_ConnectorPool[] } @@ -556,7 +576,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i cFreeConnector & Conn = ConnectorPool[NumProcessed]; if (Conn.m_Piece->GetDepth() < a_MaxDepth) { - if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces)) + if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool)) { const cPlacedPiece * NewPiece = a_OutPieces.back(); const Vector3i & Coords = NewPiece->GetCoords(); -- cgit v1.2.3 From 0e985293b50ec89a163f40222825b3c147135b9a Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Sun, 9 Mar 2014 22:04:29 +0100 Subject: A working POCPiece generator. --- src/Generating/PieceGenerator.cpp | 31 ++++++++++++++++++++++++++----- 1 file changed, 26 insertions(+), 5 deletions(-) (limited to 'src/Generating/PieceGenerator.cpp') diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp index c8e4ec71b..e3de5b951 100644 --- a/src/Generating/PieceGenerator.cpp +++ b/src/Generating/PieceGenerator.cpp @@ -11,6 +11,8 @@ +#ifdef SELF_TEST + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Self-test: @@ -132,6 +134,8 @@ protected: } } g_Test; +#endif // SELF_TEST + @@ -287,6 +291,7 @@ cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece { 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(); } @@ -375,10 +380,10 @@ bool cPieceGenerator::TryPlacePieceAtConnector( /* YM, YP, ZM, ZP, XM, XP /* YM */ { 0, 0, 0, 0, 0, 0}, /* YP */ { 0, 0, 0, 0, 0, 0}, - /* ZM */ { 0, 0, 0, 2, 1, 3}, - /* ZP */ { 0, 0, 2, 0, 3, 1}, - /* XM */ { 0, 0, 3, 1, 0, 2}, - /* XP */ { 0, 0, 1, 3, 2, 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: @@ -389,8 +394,10 @@ bool cPieceGenerator::TryPlacePieceAtConnector( 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 pos {%d, %d, %d}, direction %s\n", ConnPos.x, ConnPos.y, ConnPos.z, BlockFaceToString(a_Connector.m_Direction).c_str()); + 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) { @@ -427,11 +434,15 @@ bool cPieceGenerator::TryPlacePieceAtConnector( 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); @@ -440,8 +451,10 @@ bool cPieceGenerator::TryPlacePieceAtConnector( // 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) { @@ -471,6 +484,7 @@ bool cPieceGenerator::CheckConnection( { // 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)) @@ -485,6 +499,7 @@ bool cPieceGenerator::CheckConnection( +//* // DEBUG: void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed) { @@ -501,6 +516,7 @@ void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors ); } // for itr - a_ConnectorPool[] } +//*/ @@ -553,6 +569,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i // 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(); @@ -563,6 +580,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1 ); DebugConnectorPool(ConnectorPool, 0); + //*/ // Place pieces at the available connectors: /* @@ -578,6 +596,8 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i { 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()); @@ -589,6 +609,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1 ); DebugConnectorPool(ConnectorPool, NumProcessed + 1); + //*/ } } NumProcessed++; -- cgit v1.2.3