cPieceGenerator: New connectors are added to the free pool.
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e214bd7666
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@ -361,7 +361,12 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, i
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bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiece, const cPiece::cConnector & a_Connector, cPlacedPieces & a_OutPieces)
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bool cPieceGenerator::TryPlacePieceAtConnector(
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const cPlacedPiece & a_ParentPiece,
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const cPiece::cConnector & a_Connector,
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cPlacedPieces & a_OutPieces,
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cPieceGenerator::cFreeConnectors & a_OutConnectors
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)
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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 connect rot1 to rot2 (they are opposite)
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@ -429,10 +434,24 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
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);
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Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
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ConnPos -= NewPos;
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a_OutPieces.push_back(new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations));
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cPlacedPiece * PlacedPiece = new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
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a_OutPieces.push_back(PlacedPiece);
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// Add the new piece's connectors to the list of free connectors:
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// TODO
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cPiece::cConnectors Connectors = Conn.m_Piece->GetConnectors();
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// DEBUG:
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printf("Adding %u connectors to the pool\n", Connectors.size() - 1);
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for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
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{
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if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
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{
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// This is the connector through which we have been connected to the parent, don't add
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continue;
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}
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a_OutConnectors.push_back(cFreeConnector(PlacedPiece, Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z)));
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}
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return true;
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}
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@ -473,11 +492,12 @@ void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors
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size_t idx = 0;
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for (cPieceGenerator::cFreeConnectors::const_iterator itr = a_ConnectorPool.begin() + a_NumProcessed, end = a_ConnectorPool.end(); itr != end; ++itr, ++idx)
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{
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printf(" %u: {%d, %d, %d}, type %d, direction %s\n",
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printf(" %u: {%d, %d, %d}, type %d, direction %s, depth %d\n",
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idx,
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itr->m_Connector.m_Pos.x, itr->m_Connector.m_Pos.y, itr->m_Connector.m_Pos.z,
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itr->m_Connector.m_Type,
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BlockFaceToString(itr->m_Connector.m_Direction).c_str()
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BlockFaceToString(itr->m_Connector.m_Direction).c_str(),
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itr->m_Piece->GetDepth()
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);
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} // for itr - a_ConnectorPool[]
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}
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@ -556,7 +576,7 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i
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cFreeConnector & Conn = ConnectorPool[NumProcessed];
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if (Conn.m_Piece->GetDepth() < a_MaxDepth)
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{
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if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces))
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if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool))
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{
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const cPlacedPiece * NewPiece = a_OutPieces.back();
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const Vector3i & Coords = NewPiece->GetCoords();
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@ -176,9 +176,10 @@ protected:
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/** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */
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bool TryPlacePieceAtConnector(
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const cPlacedPiece & a_ParentPiece,
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const cPiece::cConnector & a_Connector,
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cPlacedPieces & a_OutPieces
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const cPlacedPiece & a_ParentPiece, // The existing piece to a new piece should be placed
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const cPiece::cConnector & a_Connector, // The existing connector (world-coords) to which a new piece should be placed
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cPlacedPieces & a_OutPieces, // Already placed pieces, to be checked for intersections
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cFreeConnectors & a_OutConnectors // List of free connectors to which the new connectors will be placed
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);
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/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
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