PieceGenerator can connect two connectors of the same type.
Also added extensive debugging output and a test.
This commit is contained in:
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5be983e775
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@ -11,9 +11,169 @@
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Self-test:
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static class cPieceGeneratorSelfTest :
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public cPiecePool
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{
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public:
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cPieceGeneratorSelfTest(void)
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{
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// Prepare the internal state:
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InitializePieces();
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// Generate:
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cBFSPieceGenerator Gen(*this, 0);
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cPlacedPieces OutPieces;
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Gen.PlacePieces(500, 50, 500, 3, OutPieces);
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// Print out the pieces:
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printf("OutPieces.size() = %u\n", OutPieces.size());
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size_t idx = 0;
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for (cPlacedPieces::const_iterator itr = OutPieces.begin(), end = OutPieces.end(); itr != end; ++itr, ++idx)
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{
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const Vector3i & Coords = (*itr)->GetCoords();
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cCuboid Hitbox = (*itr)->GetHitBox();
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Hitbox.Sort();
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printf("%u: {%d, %d, %d}, rot %d, hitbox {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n", idx,
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Coords.x, Coords.y, Coords.z,
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(*itr)->GetNumCCWRotations(),
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Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
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Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
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Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
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);
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} // itr - OutPieces[]
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printf("Done.\n");
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// Free the placed pieces properly:
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Gen.FreePieces(OutPieces);
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}
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~cPieceGeneratorSelfTest()
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{
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// Dealloc all the pieces:
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for (cPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
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{
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delete *itr;
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}
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m_Pieces.clear();
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}
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protected:
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class cTestPiece :
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public cPiece
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{
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int m_Size;
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public:
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cTestPiece(int a_Size) :
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m_Size(a_Size)
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{
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}
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virtual cConnectors GetConnectors(void) const override
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{
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// Each piece has 4 connectors, one of each type, plus one extra, at the center of its walls:
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cConnectors res;
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res.push_back(cConnector(m_Size / 2, 1, 0, 0, BLOCK_FACE_ZM));
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res.push_back(cConnector(m_Size / 2, 1, m_Size - 1, 1, BLOCK_FACE_ZP));
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res.push_back(cConnector(0, 1, m_Size / 2, 2, BLOCK_FACE_XM));
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res.push_back(cConnector(m_Size - 1, 1, m_Size / 2, m_Size % 3, BLOCK_FACE_XP));
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return res;
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}
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virtual Vector3i GetSize(void) const override
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{
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return Vector3i(m_Size, 5, m_Size);
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}
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virtual cCuboid GetHitBox(void) const override
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{
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return cCuboid(0, 0, 0, m_Size - 1, 4, m_Size - 1);
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}
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virtual bool CanRotateCCW(int a_NumCCWRotations) const override
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{
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return true;
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}
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};
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cPieces m_Pieces;
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virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override
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{
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// Each piece contains each connector
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return m_Pieces;
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}
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virtual cPieces GetStartingPieces(void) override
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{
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return m_Pieces;
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}
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virtual void PiecePlaced(const cPiece & a_Piece) override
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{
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UNUSED(a_Piece);
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}
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virtual void Reset(void) override
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{
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}
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void InitializePieces(void)
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{
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m_Pieces.push_back(new cTestPiece(5));
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m_Pieces.push_back(new cTestPiece(7));
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m_Pieces.push_back(new cTestPiece(9));
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}
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} g_Test;
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPiece:
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// cPiece:
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Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
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{
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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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return a_Pos;
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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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return Vector3i(a_Pos.z, a_Pos.y, Size.x - a_Pos.x - 1);
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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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return Vector3i(Size.x - a_Pos.x - 1, a_Pos.y, Size.z - a_Pos.z - 1);
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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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return Vector3i(Size.z - a_Pos.z - 1, a_Pos.y, a_Pos.x);
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}
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}
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ASSERT(!"Unhandled rotation");
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return a_Pos;
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}
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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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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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{
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cPiece::cConnector res(a_Connector);
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cPiece::cConnector res(a_Connector);
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@ -30,37 +190,28 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i
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case 1:
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case 1:
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{
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{
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// 1 CCW rotation:
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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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res.m_Direction = RotateBlockFaceCCW(res.m_Direction);
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break;
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break;
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}
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}
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case 2:
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case 2:
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{
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{
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// 2 rotations ( = axis flip):
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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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res.m_Direction = MirrorBlockFaceY(res.m_Direction);
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break;
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break;
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}
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}
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case 3:
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case 3:
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{
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{
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// 1 CW rotation:
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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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res.m_Direction = RotateBlockFaceCW(res.m_Direction);
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break;
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break;
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}
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}
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}
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}
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res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations);
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// Move the res connector:
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// Move the res connector:
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res.m_X += a_MoveX;
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res.m_Pos.x += a_MoveX;
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res.m_Y += a_MoveY;
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res.m_Pos.y += a_MoveY;
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res.m_Z += a_MoveZ;
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res.m_Pos.z += a_MoveZ;
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return res;
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return res;
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}
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}
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@ -71,25 +222,28 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i
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cCuboid cPiece::RotateHitBoxToConnector(
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cCuboid cPiece::RotateHitBoxToConnector(
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const cPiece::cConnector & a_MyConnector,
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const cPiece::cConnector & a_MyConnector,
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const cPiece::cConnector & a_ToConnector,
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const Vector3i & a_ToConnectorPos,
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int a_NumCCWRotations
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int a_NumCCWRotations
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) const
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) const
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{
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{
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ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
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Vector3i ConnPos = RotatePos(a_MyConnector.m_Pos, a_NumCCWRotations);
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ConnPos = a_ToConnectorPos - ConnPos;
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return RotateMoveHitBox(a_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z);
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}
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cCuboid cPiece::RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
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{
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ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
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cCuboid res = GetHitBox();
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cCuboid res = GetHitBox();
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switch (a_NumCCWRotations)
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res.p1 = RotatePos(res.p1, a_NumCCWRotations);
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{
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res.p2 = RotatePos(res.p2, a_NumCCWRotations);
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case 0:
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res.p1.Move(a_MoveX, a_MoveY, a_MoveZ);
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{
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res.p2.Move(a_MoveX, a_MoveY, a_MoveZ);
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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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return res;
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}
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}
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@ -97,6 +251,31 @@ cCuboid cPiece::RotateHitBoxToConnector(
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPiece::cConnector:
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cPiece::cConnector::cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction) :
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m_Pos(a_X, a_Y, a_Z),
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m_Type(a_Type),
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m_Direction(a_Direction)
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{
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}
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cPiece::cConnector::cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction) :
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m_Pos(a_Pos),
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m_Type(a_Type),
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m_Direction(a_Direction)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cPlacedPiece:
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// cPlacedPiece:
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@ -107,6 +286,7 @@ cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece
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m_NumCCWRotations(a_NumCCWRotations)
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m_NumCCWRotations(a_NumCCWRotations)
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{
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{
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m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
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m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
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m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
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}
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}
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@ -127,7 +307,20 @@ cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
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cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors)
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void cPieceGenerator::FreePieces(cPlacedPieces & a_PlacedPieces)
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{
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for (cPlacedPieces::iterator itr = a_PlacedPieces.begin(), end = a_PlacedPieces.end(); itr != end; ++itr)
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{
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delete *itr;
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} // for itr - a_PlacedPieces[]
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a_PlacedPieces.clear();
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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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{
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m_PiecePool.Reset();
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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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int rnd = m_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 7;
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@ -150,7 +343,7 @@ cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int
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}
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}
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int Rotation = Rotations[rnd % NumRotations];
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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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cPlacedPiece * res = new cPlacedPiece(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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// Place the piece's connectors into a_OutConnectors:
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const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
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const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
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@ -171,7 +364,7 @@ cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int
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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(const cPlacedPiece & a_ParentPiece, const cPiece::cConnector & a_Connector, cPlacedPieces & a_OutPieces)
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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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// 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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// You need DirectionRotationTable[rot1][rot2] CCW turns to connect rot1 to rot2 (they are opposite)
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static const int DirectionRotationTable[6][6] =
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static const int DirectionRotationTable[6][6] =
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{
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{
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/* YM, YP, ZM, ZP, XM, XP
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/* YM, YP, ZM, ZP, XM, XP
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@ -188,6 +381,12 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
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cConnections Connections;
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cConnections Connections;
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cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(a_Connector.m_Type);
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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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Connections.reserve(AvailablePieces.size());
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Vector3i ConnPos = a_Connector.m_Pos; // The position at which the new connector should be placed - 1 block away from the connector
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AddFaceDirection(ConnPos.x, ConnPos.y, ConnPos.z, a_Connector.m_Direction);
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// DEBUG:
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printf("Placing piece at pos {%d, %d, %d}, direction %s\n", ConnPos.x, ConnPos.y, ConnPos.z, BlockFaceToString(a_Connector.m_Direction).c_str());
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for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
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for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
|
||||||
{
|
{
|
||||||
cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
|
cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
|
||||||
@ -204,7 +403,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
|
|||||||
// Doesn't support this rotation
|
// Doesn't support this rotation
|
||||||
continue;
|
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
|
// Doesn't fit in this rotation
|
||||||
continue;
|
continue;
|
||||||
@ -219,17 +418,23 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Choose a random connection from the list:
|
// 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()];
|
cConnection & Conn = Connections[rnd % Connections.size()];
|
||||||
|
|
||||||
// Place the piece:
|
// Place the piece:
|
||||||
cPiece::cConnector NewConnector = Conn.m_Piece->RotateMoveConnector(*(Conn.m_Connector), Conn.m_NumCCWRotations, 0, 0, 0);
|
printf("Chosen connector at {%d, %d, %d}, direction %s, needs %d rotations\n",
|
||||||
Vector3i Coords = a_ParentPiece.GetCoords();
|
Conn.m_Connector.m_Pos.x, Conn.m_Connector.m_Pos.y, Conn.m_Connector.m_Pos.z,
|
||||||
Coords.x -= NewConnector.m_X;
|
BlockFaceToString(Conn.m_Connector.m_Direction).c_str(),
|
||||||
Coords.y -= NewConnector.m_Y;
|
Conn.m_NumCCWRotations
|
||||||
Coords.z -= NewConnector.m_Z;
|
);
|
||||||
a_OutPieces.push_back(cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), Coords, Conn.m_NumCCWRotations));
|
Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
|
||||||
return false;
|
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(
|
bool cPieceGenerator::CheckConnection(
|
||||||
const cPiece::cConnector & a_ExistingConnector,
|
const cPiece::cConnector & a_ExistingConnector,
|
||||||
|
const Vector3i & a_ToPos,
|
||||||
const cPiece & a_Piece,
|
const cPiece & a_Piece,
|
||||||
const cPiece::cConnector & a_NewConnector,
|
const cPiece::cConnector & a_NewConnector,
|
||||||
int a_NumCCWRotations,
|
int a_NumCCWRotations,
|
||||||
@ -245,10 +451,10 @@ bool cPieceGenerator::CheckConnection(
|
|||||||
)
|
)
|
||||||
{
|
{
|
||||||
// For each placed piece, test the hitbox against the new piece:
|
// 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)
|
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;
|
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:
|
||||||
|
|
||||||
cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
|
cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
|
||||||
m_Piece(&a_Piece),
|
m_Piece(&a_Piece),
|
||||||
m_Connector(&a_Connector),
|
m_Connector(a_Connector),
|
||||||
m_NumCCWRotations(a_NumCCWRotations)
|
m_NumCCWRotations(a_NumCCWRotations)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
@ -277,8 +503,8 @@ cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector &
|
|||||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// cPieceGenerator::cFreeConnector:
|
// cPieceGenerator::cFreeConnector:
|
||||||
|
|
||||||
cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece & a_Piece, const cPiece::cConnector & a_Connector) :
|
cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) :
|
||||||
m_Piece(&a_Piece),
|
m_Piece(a_Piece),
|
||||||
m_Connector(a_Connector)
|
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();
|
a_OutPieces.clear();
|
||||||
cFreeConnectors ConnectorPool;
|
cFreeConnectors ConnectorPool;
|
||||||
@ -307,6 +533,17 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, c
|
|||||||
// Place the starting piece:
|
// Place the starting piece:
|
||||||
a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockY, a_BlockZ, ConnectorPool));
|
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:
|
// 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
|
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)
|
while (ConnectorPool.size() > NumProcessed)
|
||||||
{
|
{
|
||||||
cFreeConnector & Conn = ConnectorPool[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++;
|
NumProcessed++;
|
||||||
if (NumProcessed > 1000)
|
if (NumProcessed > 1000)
|
||||||
{
|
{
|
||||||
|
@ -32,13 +32,18 @@ class cPiece
|
|||||||
public:
|
public:
|
||||||
struct cConnector
|
struct cConnector
|
||||||
{
|
{
|
||||||
int m_X;
|
/** Position relative to the piece */
|
||||||
int m_Y;
|
Vector3i m_Pos;
|
||||||
int m_Z;
|
|
||||||
|
/** Type of the connector. Any arbitrary number; the generator connects only connectors of the same type. */
|
||||||
int m_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;
|
eBlockFace m_Direction;
|
||||||
|
|
||||||
cConnector(int a_X, int a_Y, int a_Z, int a_Type, 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;
|
typedef std::vector<cConnector> cConnectors;
|
||||||
@ -58,11 +63,17 @@ public:
|
|||||||
/** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
|
/** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
|
||||||
virtual bool CanRotateCCW(int a_NumRotations) const = 0;
|
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. */
|
/** 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;
|
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_ToConnector*/
|
/** 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 cConnector & a_ToConnector, int a_NumCCWRotations) const;
|
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;
|
typedef std::vector<cPiece *> cPieces;
|
||||||
@ -116,7 +127,7 @@ protected:
|
|||||||
int m_Depth;
|
int m_Depth;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef std::vector<cPlacedPiece> cPlacedPieces;
|
typedef std::vector<cPlacedPiece *> cPlacedPieces;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
@ -127,12 +138,16 @@ class cPieceGenerator
|
|||||||
public:
|
public:
|
||||||
cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
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. */
|
||||||
|
void FreePieces(cPlacedPieces & a_PlacedPieces);
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
/** The type used for storing a connection from one piece to another, while building the piece tree. */
|
/** The type used for storing a connection from one piece to another, while building the piece tree. */
|
||||||
struct cConnection
|
struct cConnection
|
||||||
{
|
{
|
||||||
cPiece * m_Piece; // The piece being connected
|
cPiece * m_Piece; // The piece being connected
|
||||||
cPiece::cConnector * m_Connector; // The piece's connector being used
|
cPiece::cConnector m_Connector; // The piece's connector being used (relative non-rotated coords)
|
||||||
int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
|
int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
|
||||||
|
|
||||||
cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
|
cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
|
||||||
@ -145,7 +160,7 @@ protected:
|
|||||||
cPlacedPiece * m_Piece;
|
cPlacedPiece * m_Piece;
|
||||||
cPiece::cConnector m_Connector;
|
cPiece::cConnector m_Connector;
|
||||||
|
|
||||||
cFreeConnector(cPlacedPiece & a_Piece, const cPiece::cConnector & a_Connector);
|
cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector);
|
||||||
};
|
};
|
||||||
typedef std::vector<cFreeConnector> cFreeConnectors;
|
typedef std::vector<cFreeConnector> cFreeConnectors;
|
||||||
|
|
||||||
@ -157,7 +172,7 @@ protected:
|
|||||||
|
|
||||||
/** Selects a starting piece and places it, including the rotations.
|
/** Selects a starting piece and places it, including the rotations.
|
||||||
Also puts the piece's connectors in a_OutConnectors. */
|
Also puts the piece's connectors in a_OutConnectors. */
|
||||||
cPlacedPiece PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & 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. */
|
/** Tries to place a new piece at the specified (placed) connector. Returns true if successful. */
|
||||||
bool TryPlacePieceAtConnector(
|
bool TryPlacePieceAtConnector(
|
||||||
@ -168,14 +183,22 @@ protected:
|
|||||||
|
|
||||||
/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
|
/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
|
||||||
and number of CCW rotations.
|
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. */
|
Returns true if the piece fits, false if not. */
|
||||||
bool CheckConnection(
|
bool CheckConnection(
|
||||||
const cPiece::cConnector & a_ExistingConnector, // The existing connector
|
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 & a_Piece, // The new piece
|
||||||
const cPiece::cConnector & a_NewConnector, // The connector of 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
|
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
|
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);
|
||||||
} ;
|
} ;
|
||||||
|
|
||||||
|
|
||||||
@ -190,8 +213,9 @@ class cBFSPieceGenerator :
|
|||||||
public:
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public:
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cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
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cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
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|
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||||||
/** Generates a placement for pieces at the specified coords. */
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/** Generates a placement for pieces at the specified coords.
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||||||
void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
|
Caller must free each individual cPlacedPiece in a_OutPieces. */
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||||||
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void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces);
|
||||||
};
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};
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||||||
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||||||
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||||||
@ -204,7 +228,8 @@ class cDFSPieceGenerator :
|
|||||||
public:
|
public:
|
||||||
cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
cDFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||||
|
|
||||||
/** Generates a placement for pieces at the specified coords. */
|
/** 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);
|
void PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, cPlacedPieces & a_OutPieces);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user