993fd14ddf
Indenting by spaces and alignment by spaces, as well as trailing whitespace on non-empty lines.
374 lines
16 KiB
C++
374 lines
16 KiB
C++
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// BlockArea.h
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// Interfaces to the cBlockArea object representing an area of block data that can be queried from cWorld and then accessed again without further queries
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// The object also supports writing the blockdata back into cWorld, even into other coords
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// NOTE: All Nibble values (meta, blocklight, skylight) are stored one-nibble-per-byte for faster access / editting!
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#pragma once
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#include "ForEachChunkProvider.h"
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#include "Vector3.h"
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#include "ChunkDataCallback.h"
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// fwd:
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class cCuboid;
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// tolua_begin
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class cBlockArea
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{
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// tolua_end
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DISALLOW_COPY_AND_ASSIGN(cBlockArea);
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// tolua_begin
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public:
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/** What data is to be queried (bit-mask) */
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enum
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{
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baTypes = 1,
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baMetas = 2,
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baLight = 4,
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baSkyLight = 8,
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} ;
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/** The per-block strategy to use when merging another block area into this object.
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See the Merge function for the description of these */
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enum eMergeStrategy
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{
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msOverwrite,
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msFillAir,
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msImprint,
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msLake,
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msSpongePrint,
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msDifference,
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msMask,
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} ;
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cBlockArea(void);
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~cBlockArea();
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/** Clears the data stored to reclaim memory */
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void Clear(void);
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/** Creates a new area of the specified size and contents.
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Origin is set to all zeroes.
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BlockTypes are set to air, block metas to zero, blocklights to zero and skylights to full light.
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*/
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void Create(int a_SizeX, int a_SizeY, int a_SizeZ, int a_DataTypes = baTypes | baMetas);
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/** Creates a new area of the specified size and contents.
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Origin is set to all zeroes.
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BlockTypes are set to air, block metas to zero, blocklights to zero and skylights to full light.
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*/
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void Create(const Vector3i & a_Size, int a_DataTypes = baTypes | baMetas);
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/** Resets the origin. No other changes are made, contents are untouched. */
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void SetOrigin(int a_OriginX, int a_OriginY, int a_OriginZ);
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/** Resets the origin. No other changes are made, contents are untouched. */
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void SetOrigin(const Vector3i & a_Origin);
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/** Reads an area of blocks specified. Returns true if successful. All coords are inclusive. */
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bool Read(cForEachChunkProvider * a_ForEachChunkProvider, int a_MinBlockX, int a_MaxBlockX, int a_MinBlockY, int a_MaxBlockY, int a_MinBlockZ, int a_MaxBlockZ, int a_DataTypes = baTypes | baMetas);
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/** Reads an area of blocks specified. Returns true if successful. The bounds are included in the read area. */
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bool Read(cForEachChunkProvider * a_ForEachChunkProvider, const cCuboid & a_Bounds, int a_DataTypes = baTypes | baMetas);
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/** Reads an area of blocks specified. Returns true if successful. The bounds are included in the read area. */
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bool Read(cForEachChunkProvider * a_ForEachChunkProvider, const Vector3i & a_Point1, const Vector3i & a_Point2, int a_DataTypes = baTypes | baMetas);
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// TODO: Write() is not too good an interface: if it fails, there's no way to repeat only for the parts that didn't write
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// A better way may be to return a list of cBlockAreas for each part that didn't succeed writing, so that the caller may try again
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/** Writes the area back into cWorld at the coords specified. Returns true if successful in all chunks, false if only partially / not at all */
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bool Write(cForEachChunkProvider * a_ForEachChunkProvider, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes = baTypes | baMetas);
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/** Writes the area back into cWorld at the coords specified. Returns true if successful in all chunks, false if only partially / not at all */
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bool Write(cForEachChunkProvider * a_ForEachChunkProvider, const Vector3i & a_MinCoords, int a_DataTypes = baTypes | baMetas);
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/** Copies this object's contents into the specified BlockArea. */
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void CopyTo(cBlockArea & a_Into) const;
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/** Copies the contents from the specified BlockArea into this object. */
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void CopyFrom(const cBlockArea & a_From);
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/** For testing purposes only, dumps the area into a file. */
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void DumpToRawFile(const AString & a_FileName);
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/** Crops the internal contents by the specified amount of blocks from each border. */
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void Crop(int a_AddMinX, int a_SubMaxX, int a_AddMinY, int a_SubMaxY, int a_AddMinZ, int a_SubMaxZ);
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/** Expands the internal contents by the specified amount of blocks from each border */
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void Expand(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ);
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/** Merges another block area into this one, using the specified block combinating strategy
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This function combines another BlockArea into the current object.
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The strategy parameter specifies how individual blocks are combined together, using the table below.
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| area block | result |
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| this | Src | msOverwrite | msFillAir | msImprint |
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+------+-----+-------------+-----------+-----------+
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| air | air | air | air | air |
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| A | air | air | A | A |
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| air | B | B | B | B |
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| A | B | B | A | B |
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So to sum up:
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- msOverwrite completely overwrites all blocks with the Src's blocks
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- msFillAir overwrites only those blocks that were air
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- msImprint overwrites with only those blocks that are non-air
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Special strategies (evaluate top-down, first match wins):
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msLake:
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| area block | |
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| this | Src | result |
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+----------+--------+--------+
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| A | sponge | A | Sponge is the NOP block
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| * | air | air | Air always gets hollowed out, even under the oceans
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| water | * | water | Water is never overwritten
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| lava | * | lava | Lava is never overwritten
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| * | water | water | Water always overwrites anything
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| * | lava | lava | Lava always overwrites anything
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| dirt | stone | stone | Stone overwrites dirt
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| grass | stone | stone | ... and grass
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| mycelium | stone | stone | ... and mycelium
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| A | stone | A | ... but nothing else
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| A | * | A | Everything else is left as it is
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msSpongePrint:
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Used for most generators, it allows carving out air pockets, too, and uses the Sponge as the NOP block
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| area block | |
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| this | Src | result |
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+----------+--------+--------+
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| A | sponge | A | Sponge is the NOP block
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| * | B | B | Everything else overwrites anything
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msMask:
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Combines two areas, the blocks that are the same are kept, differing ones are reset to air
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| area block | |
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| this | Src | result |
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+------+-------+--------+
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| A | A | A | Same blocks are kept
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| A | non-A | air | Everything else is replaced with air
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*/
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void Merge(const cBlockArea & a_Src, int a_RelX, int a_RelY, int a_RelZ, eMergeStrategy a_Strategy);
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/** Merges another block area into this one, using the specified block combinating strategy.
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See Merge() above for details. */
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void Merge(const cBlockArea & a_Src, const Vector3i & a_RelMinCoords, eMergeStrategy a_Strategy);
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/** Fills the entire block area with the specified data */
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void Fill(int a_DataTypes, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta = 0, NIBBLETYPE a_BlockLight = 0, NIBBLETYPE a_BlockSkyLight = 0x0f);
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/** Fills a cuboid inside the block area with the specified data */
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void FillRelCuboid(int a_MinRelX, int a_MaxRelX, int a_MinRelY, int a_MaxRelY, int a_MinRelZ, int a_MaxRelZ,
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int a_DataTypes, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta = 0,
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NIBBLETYPE a_BlockLight = 0, NIBBLETYPE a_BlockSkyLight = 0x0f
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);
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/** Fills a cuboid inside the block area with the specified data. a_Cuboid must be sorted. */
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void FillRelCuboid(const cCuboid & a_RelCuboid,
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int a_DataTypes, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta = 0,
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NIBBLETYPE a_BlockLight = 0, NIBBLETYPE a_BlockSkyLight = 0x0f
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);
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/** Draws a line from between two points with the specified data */
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void RelLine(int a_RelX1, int a_RelY1, int a_RelZ1, int a_RelX2, int a_RelY2, int a_RelZ2,
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int a_DataTypes, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta = 0,
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NIBBLETYPE a_BlockLight = 0, NIBBLETYPE a_BlockSkyLight = 0x0f
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);
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/** Draws a line from between two points with the specified data */
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void RelLine(const Vector3i & a_Point1, const Vector3i & a_Point2,
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int a_DataTypes, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta = 0,
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NIBBLETYPE a_BlockLight = 0, NIBBLETYPE a_BlockSkyLight = 0x0f
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);
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/** Rotates the entire area counter-clockwise around the Y axis */
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void RotateCCW(void);
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/** Rotates the entire area clockwise around the Y axis */
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void RotateCW(void);
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/** Mirrors the entire area around the XY plane */
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void MirrorXY(void);
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/** Mirrors the entire area around the XZ plane */
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void MirrorXZ(void);
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/** Mirrors the entire area around the YZ plane */
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void MirrorYZ(void);
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/** Rotates the entire area counter-clockwise around the Y axis, doesn't use blockhandlers for block meta */
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void RotateCCWNoMeta(void);
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/** Rotates the entire area clockwise around the Y axis, doesn't use blockhandlers for block meta */
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void RotateCWNoMeta(void);
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/** Mirrors the entire area around the XY plane, doesn't use blockhandlers for block meta */
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void MirrorXYNoMeta(void);
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/** Mirrors the entire area around the XZ plane, doesn't use blockhandlers for block meta */
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void MirrorXZNoMeta(void);
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/** Mirrors the entire area around the YZ plane, doesn't use blockhandlers for block meta */
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void MirrorYZNoMeta(void);
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// Setters:
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void SetRelBlockType (int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType);
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void SetBlockType (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType);
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void SetRelBlockMeta (int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockMeta);
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void SetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockMeta);
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void SetRelBlockLight (int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockLight);
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void SetBlockLight (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockLight);
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void SetRelBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_BlockSkyLight);
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void SetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_BlockSkyLight);
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void SetWEOffset (int a_OffsetX, int a_OffsetY, int a_OffsetZ);
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void SetWEOffset (const Vector3i & a_Offset);
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// Getters:
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BLOCKTYPE GetRelBlockType (int a_RelX, int a_RelY, int a_RelZ) const;
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BLOCKTYPE GetBlockType (int a_BlockX, int a_BlockY, int a_BlockZ) const;
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NIBBLETYPE GetRelBlockMeta (int a_RelX, int a_RelY, int a_RelZ) const;
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NIBBLETYPE GetBlockMeta (int a_BlockX, int a_BlockY, int a_BlockZ) const;
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NIBBLETYPE GetRelBlockLight (int a_RelX, int a_RelY, int a_RelZ) const;
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NIBBLETYPE GetBlockLight (int a_BlockX, int a_BlockY, int a_BlockZ) const;
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NIBBLETYPE GetRelBlockSkyLight(int a_RelX, int a_RelY, int a_RelZ) const;
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NIBBLETYPE GetBlockSkyLight (int a_BlockX, int a_BlockY, int a_BlockZ) const;
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const Vector3i & GetWEOffset (void) const {return m_WEOffset;}
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void SetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void SetRelBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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// tolua_end
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// These need manual exporting, tolua generates the binding as requiring 2 extra input params
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void GetBlockTypeMeta (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
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void GetRelBlockTypeMeta(int a_RelX, int a_RelY, int a_RelZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta) const;
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// GetSize() is already exported manually to return 3 numbers, can't auto-export
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const Vector3i & GetSize(void) const { return m_Size; }
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// GetOrigin() is already exported manually to return 3 numbers, can't auto-export
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const Vector3i & GetOrigin(void) const { return m_Origin; }
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// tolua_begin
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int GetSizeX(void) const { return m_Size.x; }
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int GetSizeY(void) const { return m_Size.y; }
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int GetSizeZ(void) const { return m_Size.z; }
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/** Returns the volume of the area, as number of blocks */
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int GetVolume(void) const { return m_Size.x * m_Size.y * m_Size.z; }
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int GetOriginX(void) const { return m_Origin.x; }
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int GetOriginY(void) const { return m_Origin.y; }
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int GetOriginZ(void) const { return m_Origin.z; }
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/** Returns the datatypes that are stored in the object (bitmask of baXXX values) */
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int GetDataTypes(void) const;
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bool HasBlockTypes (void) const { return (m_BlockTypes != NULL); }
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bool HasBlockMetas (void) const { return (m_BlockMetas != NULL); }
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bool HasBlockLights (void) const { return (m_BlockLight != NULL); }
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bool HasBlockSkyLights(void) const { return (m_BlockSkyLight != NULL); }
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// tolua_end
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// Clients can use these for faster access to all blocktypes. Be careful though!
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/** Returns the internal pointer to the block types */
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BLOCKTYPE * GetBlockTypes (void) const { return m_BlockTypes; }
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NIBBLETYPE * GetBlockMetas (void) const { return m_BlockMetas; } // NOTE: one byte per block!
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NIBBLETYPE * GetBlockLight (void) const { return m_BlockLight; } // NOTE: one byte per block!
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NIBBLETYPE * GetBlockSkyLight(void) const { return m_BlockSkyLight; } // NOTE: one byte per block!
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size_t GetBlockCount(void) const { return (size_t)(m_Size.x * m_Size.y * m_Size.z); }
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int MakeIndex(int a_RelX, int a_RelY, int a_RelZ) const;
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protected:
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friend class cChunkDesc;
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friend class cSchematicFileSerializer;
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class cChunkReader :
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public cChunkDataCallback
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{
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public:
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cChunkReader(cBlockArea & a_Area);
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protected:
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cBlockArea & m_Area;
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Vector3i m_Origin;
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int m_CurrentChunkX;
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int m_CurrentChunkZ;
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void CopyNibbles(NIBBLETYPE * a_AreaDst, const NIBBLETYPE * a_ChunkSrc);
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// cChunkDataCallback overrides:
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virtual bool Coords(int a_ChunkX, int a_ChunkZ) override;
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virtual void ChunkData(const cChunkData & a_BlockTypes) override;
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} ;
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typedef NIBBLETYPE * NIBBLEARRAY;
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Vector3i m_Origin;
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Vector3i m_Size;
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/** An extra data value sometimes stored in the .schematic file. Used mainly by the WorldEdit plugin.
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cBlockArea doesn't use this value in any way. */
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Vector3i m_WEOffset;
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BLOCKTYPE * m_BlockTypes;
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NIBBLETYPE * m_BlockMetas; // Each meta is stored as a separate byte for faster access
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NIBBLETYPE * m_BlockLight; // Each light value is stored as a separate byte for faster access
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NIBBLETYPE * m_BlockSkyLight; // Each light value is stored as a separate byte for faster access
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/** Clears the data stored and prepares a fresh new block area with the specified dimensions */
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bool SetSize(int a_SizeX, int a_SizeY, int a_SizeZ, int a_DataTypes);
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// Basic Setters:
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void SetRelNibble(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE a_Value, NIBBLETYPE * a_Array);
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void SetNibble (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE a_Value, NIBBLETYPE * a_Array);
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// Basic Getters:
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NIBBLETYPE GetRelNibble(int a_RelX, int a_RelY, int a_RelZ, NIBBLETYPE * a_Array) const;
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NIBBLETYPE GetNibble (int a_BlockX, int a_BlockY, int a_BlockZ, NIBBLETYPE * a_Array) const;
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// Crop helpers:
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void CropBlockTypes(int a_AddMinX, int a_SubMaxX, int a_AddMinY, int a_SubMaxY, int a_AddMinZ, int a_SubMaxZ);
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void CropNibbles (NIBBLEARRAY & a_Array, int a_AddMinX, int a_SubMaxX, int a_AddMinY, int a_SubMaxY, int a_AddMinZ, int a_SubMaxZ);
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// Expand helpers:
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void ExpandBlockTypes(int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ);
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void ExpandNibbles (NIBBLEARRAY & a_Array, int a_SubMinX, int a_AddMaxX, int a_SubMinY, int a_AddMaxY, int a_SubMinZ, int a_AddMaxZ);
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/** Sets the specified datatypes at the specified location. */
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void RelSetData(
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int a_RelX, int a_RelY, int a_RelZ,
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int a_DataTypes, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta,
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NIBBLETYPE a_BlockLight, NIBBLETYPE a_BlockSkyLight
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);
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template<bool MetasValid>
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void MergeByStrategy(const cBlockArea & a_Src, int a_RelX, int a_RelY, int a_RelZ, eMergeStrategy a_Strategy, const NIBBLETYPE * SrcMetas, NIBBLETYPE * DstMetas);
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// tolua_begin
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} ;
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// tolua_end
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