Added the first skeleton code for PieceGenerator.
This is a WIP and won't work / isn't used at all.
This commit is contained in:
@@ -0,0 +1,213 @@
|
||||
|
||||
// PieceGenerator.h
|
||||
|
||||
// Declares the cBFSPieceGenerator class and cDFSPieceGenerator class
|
||||
// representing base classes for generating structures composed of individual "pieces"
|
||||
|
||||
/*
|
||||
Each uses a slightly different approach to generating:
|
||||
- DFS extends pieces one by one until it hits the configured depth (or can't connect another piece anymore),
|
||||
then starts looking at adjacent connectors (like depth-first search).
|
||||
- BFS keeps a pool of currently-open connectors, chooses one at random and tries to place a piece on it,
|
||||
thus possibly extending the pool of open connectors (like breadth-first search).
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "../Defines.h"
|
||||
#include "../Cuboid.h"
|
||||
#include "../Noise.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/** Represents a single piece. Can have multiple connectors of different types where other pieces can connect. */
|
||||
class cPiece
|
||||
{
|
||||
public:
|
||||
struct cConnector
|
||||
{
|
||||
int m_X;
|
||||
int m_Y;
|
||||
int m_Z;
|
||||
int m_Type;
|
||||
eBlockFace m_Direction;
|
||||
|
||||
cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace m_Direction);
|
||||
};
|
||||
|
||||
typedef std::vector<cConnector> cConnectors;
|
||||
|
||||
/** Returns all of the available connectors that the piece has.
|
||||
Each connector has a (relative) position in the piece, and a type associated with it. */
|
||||
virtual cConnectors GetConnectors(void) const = 0;
|
||||
|
||||
/** Returns the dimensions of this piece.
|
||||
The dimensions cover the entire piece, there is no block that the piece generates outside of this size. */
|
||||
virtual Vector3i GetSize(void) const = 0;
|
||||
|
||||
/** Returns the "hitbox" of this piece.
|
||||
A hitbox is what is compared and must not intersect other pieces' hitboxes when generating. */
|
||||
virtual cCuboid GetHitBox(void) const = 0;
|
||||
|
||||
/** Returns true if the piece can be rotated CCW the specific number of 90-degree turns. */
|
||||
virtual bool CanRotateCCW(int a_NumRotations) const = 0;
|
||||
|
||||
/** 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;
|
||||
|
||||
/** Returns the hitbox after the specified number of rotations and moved so that a_MyConnector is placed at a_ToConnector*/
|
||||
cCuboid RotateHitBoxToConnector(const cConnector & a_MyConnector, const cConnector & a_ToConnector, int a_NumCCWRotations) const;
|
||||
};
|
||||
|
||||
typedef std::vector<cPiece *> cPieces;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cPiecePool
|
||||
{
|
||||
public:
|
||||
/** Returns a list of pieces that contain the specified connector type.
|
||||
The cPiece pointers returned are managed by the pool and the caller doesn't free them. */
|
||||
virtual cPieces GetPiecesWithConnector(int a_ConnectorType) = 0;
|
||||
|
||||
/** Returns the pieces that should be used as the starting point.
|
||||
Multiple starting points are supported, one of the returned piece will be chosen. */
|
||||
virtual cPieces GetStartingPieces(void) = 0;
|
||||
|
||||
/** Called after a piece is placed, to notify the pool that it has been used.
|
||||
The pool may adjust the pieces it will return the next time. */
|
||||
virtual void PiecePlaced(const cPiece & a_Piece) = 0;
|
||||
|
||||
/** Called when the pool has finished the current structure and should reset any piece-counters it has
|
||||
for a new structure. */
|
||||
virtual void Reset(void) = 0;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/** Represents a single piece that has been placed to specific coords in the world. */
|
||||
class cPlacedPiece
|
||||
{
|
||||
public:
|
||||
cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations);
|
||||
|
||||
const cPiece & GetPiece (void) const { return *m_Piece; }
|
||||
const Vector3i & GetCoords (void) const { return m_Coords; }
|
||||
const int GetNumCCWRotations(void) const { return m_NumCCWRotations; }
|
||||
const cCuboid & GetHitBox (void) const { return m_HitBox; }
|
||||
const int GetDepth (void) const { return m_Depth; }
|
||||
|
||||
protected:
|
||||
const cPlacedPiece * m_Parent;
|
||||
const cPiece * m_Piece;
|
||||
Vector3i m_Coords;
|
||||
int m_NumCCWRotations;
|
||||
cCuboid m_HitBox;
|
||||
int m_Depth;
|
||||
};
|
||||
|
||||
typedef std::vector<cPlacedPiece> cPlacedPieces;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cPieceGenerator
|
||||
{
|
||||
public:
|
||||
cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed);
|
||||
|
||||
protected:
|
||||
/** The type used for storing a connection from one piece to another, while building the piece tree. */
|
||||
struct cConnection
|
||||
{
|
||||
cPiece * m_Piece; // The piece being connected
|
||||
cPiece::cConnector * m_Connector; // The piece's connector being used
|
||||
int m_NumCCWRotations; // Number of rotations necessary to match the two connectors
|
||||
|
||||
cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
|
||||
};
|
||||
typedef std::vector<cConnection> cConnections;
|
||||
|
||||
/** The type used for storing a pool of connectors that will be attempted to expand by another piece. */
|
||||
struct cFreeConnector
|
||||
{
|
||||
cPlacedPiece * m_Piece;
|
||||
cPiece::cConnector m_Connector;
|
||||
|
||||
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);
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user