Added the first skeleton code for PieceGenerator.
This is a WIP and won't work / isn't used at all.
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src/Generating/PieceGenerator.cpp
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332
src/Generating/PieceGenerator.cpp
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// PieceGenerator.cpp
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// Implements the cBFSPieceGenerator class and cDFSPieceGenerator class
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// representing base classes for generating structures composed of individual "pieces"
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#include "Globals.h"
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#include "PieceGenerator.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPiece:
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cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
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{
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cPiece::cConnector res(a_Connector);
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// Rotate the res connector:
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Vector3i Size = GetSize();
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switch (a_NumCCWRotations)
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{
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case 0:
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{
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// No rotation needed
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break;
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}
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case 1:
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{
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// 1 CCW rotation:
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int NewX = Size.z - res.m_X;
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int NewZ = res.m_Z;
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res.m_X = NewX;
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res.m_Z = NewZ;
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res.m_Direction = RotateBlockFaceCCW(res.m_Direction);
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break;
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}
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case 2:
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{
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// 2 rotations ( = axis flip):
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res.m_X = Size.x - res.m_X;
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res.m_Z = Size.z - res.m_Z;
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res.m_Direction = MirrorBlockFaceY(res.m_Direction);
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break;
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}
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case 3:
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{
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// 1 CW rotation:
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int NewX = res.m_Z;
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int NewZ = Size.x - res.m_X;
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res.m_X = NewX;
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res.m_Z = NewZ;
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res.m_Direction = RotateBlockFaceCW(res.m_Direction);
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break;
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}
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}
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// Move the res connector:
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res.m_X += a_MoveX;
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res.m_Y += a_MoveY;
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res.m_Z += a_MoveZ;
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return res;
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}
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cCuboid cPiece::RotateHitBoxToConnector(
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const cPiece::cConnector & a_MyConnector,
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const cPiece::cConnector & a_ToConnector,
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int a_NumCCWRotations
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) const
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{
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cCuboid res = GetHitBox();
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switch (a_NumCCWRotations)
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{
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case 0:
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{
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// No rotation, return the hitbox as-is
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break;
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}
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case 1:
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{
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// 1 CCW rotation:
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// TODO: res.p1.x =
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break;
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}
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}
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return res;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPlacedPiece:
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cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations) :
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m_Parent(a_Parent),
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m_Piece(&a_Piece),
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m_Coords(a_Coords),
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m_NumCCWRotations(a_NumCCWRotations)
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{
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m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPieceGenerator:
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cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
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m_PiecePool(a_PiecePool),
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m_Noise(a_Seed),
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m_Seed(a_Seed)
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{
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}
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cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors)
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{
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m_PiecePool.Reset();
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int rnd = m_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 7;
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// Choose a random one of the starting pieces:
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cPieces StartingPieces = m_PiecePool.GetStartingPieces();
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cPiece * StartingPiece = StartingPieces[rnd % StartingPieces.size()];
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rnd = rnd >> 16;
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// Choose a random supported rotation:
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int Rotations[4] = {0};
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int NumRotations = 1;
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for (int i = 1; i < ARRAYCOUNT(Rotations); i++)
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{
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if (StartingPiece->CanRotateCCW(i))
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{
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Rotations[NumRotations] = i;
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NumRotations += 1;
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}
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}
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int Rotation = Rotations[rnd % NumRotations];
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cPlacedPiece res(NULL, *StartingPiece, Vector3i(a_BlockX, a_BlockY, a_BlockZ), Rotation);
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// Place the piece's connectors into a_OutConnectors:
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const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
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for (cPiece::cConnectors::const_iterator itr = Conn.begin(), end = Conn.end(); itr != end; ++itr)
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{
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a_OutConnectors.push_back(
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cFreeConnector(res, StartingPiece->RotateMoveConnector(*itr, Rotation, a_BlockX, a_BlockY, a_BlockZ))
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);
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}
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return res;
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}
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bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiece, const cPiece::cConnector & a_Connector, cPlacedPieces & a_OutPieces)
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{
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// Translation of direction - direction -> number of CCW rotations needed:
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// You need DirectionRotationTable[rot1][rot2] CCW turns to get from rot1 to rot2
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static const int DirectionRotationTable[6][6] =
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{
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/* YM, YP, ZM, ZP, XM, XP
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/* YM */ { 0, 0, 0, 0, 0, 0},
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/* YP */ { 0, 0, 0, 0, 0, 0},
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/* ZM */ { 0, 0, 0, 2, 1, 3},
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/* ZP */ { 0, 0, 2, 0, 3, 1},
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/* XM */ { 0, 0, 3, 1, 0, 2},
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/* XP */ { 0, 0, 1, 3, 2, 0},
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};
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// Get a list of available connections:
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const int * RotTable = DirectionRotationTable[a_Connector.m_Direction];
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cConnections Connections;
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cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(a_Connector.m_Type);
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Connections.reserve(AvailablePieces.size());
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for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
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{
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cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
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for (cPiece::cConnectors::iterator itrC = Connectors.begin(), endC = Connectors.end(); itrC != endC; ++itrC)
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{
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if (itrC->m_Type != a_Connector.m_Type)
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{
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continue;
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}
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// This is a same-type connector, find out how to rotate to it:
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int NumCCWRotations = RotTable[itrC->m_Direction];
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if (!(*itrP)->CanRotateCCW(NumCCWRotations))
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{
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// Doesn't support this rotation
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continue;
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}
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if (!CheckConnection(a_Connector, **itrP, *itrC, NumCCWRotations, a_OutPieces))
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{
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// Doesn't fit in this rotation
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continue;
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}
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Connections.push_back(cConnection(**itrP, *itrC, NumCCWRotations));
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} // for itrC - Connectors[]
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} // for itrP - AvailablePieces[]
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if (Connections.empty())
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{
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// No available connections, bail out
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return false;
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}
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// Choose a random connection from the list:
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int rnd = m_Noise.IntNoise3DInt(a_Connector.m_X, a_Connector.m_Y, a_Connector.m_Z) / 7;
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cConnection & Conn = Connections[rnd % Connections.size()];
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// Place the piece:
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cPiece::cConnector NewConnector = Conn.m_Piece->RotateMoveConnector(*(Conn.m_Connector), Conn.m_NumCCWRotations, 0, 0, 0);
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Vector3i Coords = a_ParentPiece.GetCoords();
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Coords.x -= NewConnector.m_X;
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Coords.y -= NewConnector.m_Y;
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Coords.z -= NewConnector.m_Z;
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a_OutPieces.push_back(cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), Coords, Conn.m_NumCCWRotations));
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return false;
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}
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bool cPieceGenerator::CheckConnection(
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const cPiece::cConnector & a_ExistingConnector,
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const cPiece & a_Piece,
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const cPiece::cConnector & a_NewConnector,
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int a_NumCCWRotations,
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const cPlacedPieces & a_OutPieces
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)
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{
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// For each placed piece, test the hitbox against the new piece:
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cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ExistingConnector, a_NumCCWRotations);
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for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr)
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{
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if (itr->GetHitBox().DoesIntersect(RotatedHitBox))
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{
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return false;
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}
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}
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return true;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPieceGenerator::cConnection:
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cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
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m_Piece(&a_Piece),
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m_Connector(&a_Connector),
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m_NumCCWRotations(a_NumCCWRotations)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPieceGenerator::cFreeConnector:
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cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece & a_Piece, const cPiece::cConnector & a_Connector) :
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m_Piece(&a_Piece),
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m_Connector(a_Connector)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cBFSPieceGenerator:
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cBFSPieceGenerator::cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
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super(a_PiecePool, a_Seed)
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{
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}
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void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces)
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{
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a_OutPieces.clear();
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cFreeConnectors ConnectorPool;
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// Place the starting piece:
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a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockY, a_BlockZ, ConnectorPool));
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// Place pieces at the available connectors:
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/*
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Instead of removing them one by one from the pool, we process them sequentially and take note of the last
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processed one. To save on memory, once the number of processed connectors reaches a big number, a chunk
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of the connectors is removed.
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*/
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size_t NumProcessed = 0;
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while (ConnectorPool.size() > NumProcessed)
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{
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cFreeConnector & Conn = ConnectorPool[NumProcessed];
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TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces);
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NumProcessed++;
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if (NumProcessed > 1000)
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{
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ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + NumProcessed);
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NumProcessed = 0;
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}
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}
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}
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src/Generating/PieceGenerator.h
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213
src/Generating/PieceGenerator.h
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// PieceGenerator.h
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// Declares the cBFSPieceGenerator class and cDFSPieceGenerator class
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// representing base classes for generating structures composed of individual "pieces"
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/*
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Each uses a slightly different approach to generating:
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- DFS extends pieces one by one until it hits the configured depth (or can't connect another piece anymore),
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then starts looking at adjacent connectors (like depth-first search).
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- BFS keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it,
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thus possibly extending the pool of open connectors (like breadth-first search).
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*/
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#pragma once
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#include "../Defines.h"
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#include "../Cuboid.h"
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#include "../Noise.h"
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/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */
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class cPiece
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{
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public:
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struct cConnector
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{
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int m_X;
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int m_Y;
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int m_Z;
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int m_Type;
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eBlockFace m_Direction;
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cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace m_Direction);
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};
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typedef std::vector<cConnector> cConnectors;
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/** Returns all of the available connectors that the piece has.
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Each connector has a (relative) position in the piece, and a type associated with it. */
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virtual cConnectors GetConnectors(void) const = 0;
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/** Returns the dimensions of this piece.
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The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */
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virtual Vector3i GetSize(void) const = 0;
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/** Returns the "hitbox" of this piece.
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A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */
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virtual cCuboid GetHitBox(void) const = 0;
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/** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
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virtual bool CanRotateCCW(int a_NumRotations) const = 0;
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/** Returns a copy of the connector that is rotated and then moved by the specified amounts. */
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cConnector RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const;
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/** Returns the hitbox after the specified number of rotations and moved so that a_MyConnector is placed at a_ToConnector*/
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cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const cConnector & a_ToConnector, int a_NumCCWRotations) const;
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};
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typedef std::vector<cPiece *> cPieces;
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class cPiecePool
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{
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public:
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/** Returns a list of pieces that contain the specified connector type.
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The cPiece pointers returned are managed by the pool and the caller doesn't free them. */
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virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0;
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/** Returns the pieces that should be used as the starting point.
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Multiple starting points are supported, one of the returned piece will be chosen. */
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virtual cPieces GetStartingPieces(void) = 0;
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/** Called after a piece is placed, to notify the pool that it has been used.
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The pool may adjust the pieces it will return the next time. */
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virtual void PiecePlaced(const cPiece & a_Piece) = 0;
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/** Called when the pool has finished the current structure and should reset any piece-counters it has
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for a new structure. */
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virtual void Reset(void) = 0;
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};
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/** Represents a single piece that has been placed to specific coords in the world. */
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class cPlacedPiece
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{
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public:
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cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations);
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const cPiece & GetPiece (void) const { return *m_Piece; }
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const Vector3i & GetCoords (void) const { return m_Coords; }
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const int GetNumCCWRotations(void) const { return m_NumCCWRotations; }
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const cCuboid & GetHitBox (void) const { return m_HitBox; }
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const int GetDepth (void) const { return m_Depth; }
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protected:
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const cPlacedPiece * m_Parent;
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const cPiece * m_Piece;
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Vector3i m_Coords;
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int m_NumCCWRotations;
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cCuboid m_HitBox;
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int m_Depth;
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};
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typedef std::vector<cPlacedPiece> cPlacedPieces;
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class cPieceGenerator
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{
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public:
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cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
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protected:
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/** The type used for storing a connection from one piece to another, while building the piece tree. */
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struct cConnection
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{
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cPiece * m_Piece; // The piece being connected
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cPiece::cConnector * m_Connector; // The piece's connector being used
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int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
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cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
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};
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typedef std::vector<cConnection> cConnections;
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/** The type used for storing a pool of connectors that will be attempted to expand by another piece. */
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struct cFreeConnector
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{
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cPlacedPiece * m_Piece;
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cPiece::cConnector m_Connector;
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|
||||
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,
|
||||
const cPiece::cConnector & a_Connector,
|
||||
cPlacedPieces & a_OutPieces
|
||||
);
|
||||
|
||||
/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
|
||||
and number of CCW rotations.
|
||||
Returns true if the piece fits, false if not. */
|
||||
bool CheckConnection(
|
||||
const cPiece::cConnector & a_ExistingConnector, // The existing connector
|
||||
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
|
||||
);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cBFSPieceGenerator :
|
||||
public cPieceGenerator
|
||||
{
|
||||
typedef cPieceGenerator super;
|
||||
|
||||
public:
|
||||
cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||
|
||||
/** Generates a placement for pieces at the specified coords. */
|
||||
void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cDFSPieceGenerator :
|
||||
public cPieceGenerator
|
||||
{
|
||||
public:
|
||||
cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||
|
||||
/** Generates a placement for pieces at the specified coords. */
|
||||
void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user