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-rw-r--r--src/Generating/PieceGenerator.cpp347
-rw-r--r--src/Generating/PieceGenerator.h51
2 files changed, 338 insertions, 60 deletions
diff --git a/src/Generating/PieceGenerator.cpp b/src/Generating/PieceGenerator.cpp
index 04513666d..58ccaf2c2 100644
--- a/src/Generating/PieceGenerator.cpp
+++ b/src/Generating/PieceGenerator.cpp
@@ -12,8 +12,168 @@
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Self-test:
+
+static class cPieceGeneratorSelfTest :
+ public cPiecePool
+{
+public:
+ cPieceGeneratorSelfTest(void)
+ {
+ // Prepare the internal state:
+ InitializePieces();
+
+ // Generate:
+ cBFSPieceGenerator Gen(*this, 0);
+ cPlacedPieces OutPieces;
+ Gen.PlacePieces(500, 50, 500, 3, OutPieces);
+
+ // Print out the pieces:
+ printf("OutPieces.size() = %u\n", OutPieces.size());
+ size_t idx = 0;
+ for (cPlacedPieces::const_iterator itr = OutPieces.begin(), end = OutPieces.end(); itr != end; ++itr, ++idx)
+ {
+ const Vector3i & Coords = (*itr)->GetCoords();
+ cCuboid Hitbox = (*itr)->GetHitBox();
+ Hitbox.Sort();
+ printf("%u: {%d, %d, %d}, rot %d, hitbox {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n", idx,
+ Coords.x, Coords.y, Coords.z,
+ (*itr)->GetNumCCWRotations(),
+ 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
+ );
+ } // itr - OutPieces[]
+ printf("Done.\n");
+
+ // Free the placed pieces properly:
+ Gen.FreePieces(OutPieces);
+ }
+
+ ~cPieceGeneratorSelfTest()
+ {
+ // Dealloc all the pieces:
+ for (cPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
+ {
+ delete *itr;
+ }
+ m_Pieces.clear();
+ }
+
+protected:
+ class cTestPiece :
+ public cPiece
+ {
+ int m_Size;
+ public:
+ cTestPiece(int a_Size) :
+ m_Size(a_Size)
+ {
+ }
+
+ virtual cConnectors GetConnectors(void) const override
+ {
+ // Each piece has 4 connectors, one of each type, plus one extra, at the center of its walls:
+ cConnectors res;
+ res.push_back(cConnector(m_Size / 2, 1, 0, 0, BLOCK_FACE_ZM));
+ res.push_back(cConnector(m_Size / 2, 1, m_Size - 1, 1, BLOCK_FACE_ZP));
+ res.push_back(cConnector(0, 1, m_Size / 2, 2, BLOCK_FACE_XM));
+ res.push_back(cConnector(m_Size - 1, 1, m_Size / 2, m_Size % 3, BLOCK_FACE_XP));
+ return res;
+ }
+
+ virtual Vector3i GetSize(void) const override
+ {
+ return Vector3i(m_Size, 5, m_Size);
+ }
+
+ virtual cCuboid GetHitBox(void) const override
+ {
+ return cCuboid(0, 0, 0, m_Size - 1, 4, m_Size - 1);
+ }
+
+ virtual bool CanRotateCCW(int a_NumCCWRotations) const override
+ {
+ return true;
+ }
+ };
+
+ cPieces m_Pieces;
+
+ virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override
+ {
+ // Each piece contains each connector
+ return m_Pieces;
+ }
+
+
+ virtual cPieces GetStartingPieces(void) override
+ {
+ return m_Pieces;
+ }
+
+
+ virtual void PiecePlaced(const cPiece & a_Piece) override
+ {
+ UNUSED(a_Piece);
+ }
+
+
+ virtual void Reset(void) override
+ {
+ }
+
+
+ void InitializePieces(void)
+ {
+ m_Pieces.push_back(new cTestPiece(5));
+ m_Pieces.push_back(new cTestPiece(7));
+ m_Pieces.push_back(new cTestPiece(9));
+ }
+} g_Test;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPiece:
+
+Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
+{
+ Vector3i Size = GetSize();
+ switch (a_NumCCWRotations)
+ {
+ case 0:
+ {
+ // No rotation needed
+ return a_Pos;
+ }
+ case 1:
+ {
+ // 1 CCW rotation:
+ return Vector3i(a_Pos.z, a_Pos.y, Size.x - a_Pos.x - 1);
+ }
+ case 2:
+ {
+ // 2 rotations ( = axis flip):
+ return Vector3i(Size.x - a_Pos.x - 1, a_Pos.y, Size.z - a_Pos.z - 1);
+ }
+ case 3:
+ {
+ // 1 CW rotation:
+ return Vector3i(Size.z - a_Pos.z - 1, a_Pos.y, a_Pos.x);
+ }
+ }
+ ASSERT(!"Unhandled rotation");
+ return a_Pos;
+}
+
+
+
+
+
cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
cPiece::cConnector res(a_Connector);
@@ -30,37 +190,28 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i
case 1:
{
// 1 CCW rotation:
- int NewX = Size.z - res.m_X;
- int NewZ = res.m_Z;
- res.m_X = NewX;
- res.m_Z = NewZ;
res.m_Direction = RotateBlockFaceCCW(res.m_Direction);
break;
}
case 2:
{
// 2 rotations ( = axis flip):
- res.m_X = Size.x - res.m_X;
- res.m_Z = Size.z - res.m_Z;
res.m_Direction = MirrorBlockFaceY(res.m_Direction);
break;
}
case 3:
{
// 1 CW rotation:
- int NewX = res.m_Z;
- int NewZ = Size.x - res.m_X;
- res.m_X = NewX;
- res.m_Z = NewZ;
res.m_Direction = RotateBlockFaceCW(res.m_Direction);
break;
}
}
+ res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations);
// Move the res connector:
- res.m_X += a_MoveX;
- res.m_Y += a_MoveY;
- res.m_Z += a_MoveZ;
+ res.m_Pos.x += a_MoveX;
+ res.m_Pos.y += a_MoveY;
+ res.m_Pos.z += a_MoveZ;
return res;
}
@@ -71,25 +222,28 @@ cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, i
cCuboid cPiece::RotateHitBoxToConnector(
const cPiece::cConnector & a_MyConnector,
- const cPiece::cConnector & a_ToConnector,
+ const Vector3i & a_ToConnectorPos,
int a_NumCCWRotations
) const
{
+ ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
+ Vector3i ConnPos = RotatePos(a_MyConnector.m_Pos, a_NumCCWRotations);
+ ConnPos = a_ToConnectorPos - ConnPos;
+ return RotateMoveHitBox(a_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z);
+}
+
+
+
+
+
+cCuboid cPiece::RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
+{
+ ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
cCuboid res = GetHitBox();
- switch (a_NumCCWRotations)
- {
- case 0:
- {
- // No rotation, return the hitbox as-is
- break;
- }
- case 1:
- {
- // 1 CCW rotation:
- // TODO: res.p1.x =
- break;
- }
- }
+ res.p1 = RotatePos(res.p1, a_NumCCWRotations);
+ res.p2 = RotatePos(res.p2, a_NumCCWRotations);
+ res.p1.Move(a_MoveX, a_MoveY, a_MoveZ);
+ res.p2.Move(a_MoveX, a_MoveY, a_MoveZ);
return res;
}
@@ -98,6 +252,31 @@ cCuboid cPiece::RotateHitBoxToConnector(
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cPiece::cConnector:
+
+cPiece::cConnector::cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction) :
+ m_Pos(a_X, a_Y, a_Z),
+ m_Type(a_Type),
+ m_Direction(a_Direction)
+{
+}
+
+
+
+
+
+cPiece::cConnector::cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction) :
+ m_Pos(a_Pos),
+ m_Type(a_Type),
+ m_Direction(a_Direction)
+{
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPlacedPiece:
cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations) :
@@ -107,6 +286,7 @@ cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece
m_NumCCWRotations(a_NumCCWRotations)
{
m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
+ m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
}
@@ -127,7 +307,20 @@ cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
-cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors)
+void cPieceGenerator::FreePieces(cPlacedPieces & a_PlacedPieces)
+{
+ for (cPlacedPieces::iterator itr = a_PlacedPieces.begin(), end = a_PlacedPieces.end(); itr != end; ++itr)
+ {
+ delete *itr;
+ } // for itr - a_PlacedPieces[]
+ a_PlacedPieces.clear();
+}
+
+
+
+
+
+cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors)
{
m_PiecePool.Reset();
int rnd = m_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 7;
@@ -150,7 +343,7 @@ cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int
}
int Rotation = Rotations[rnd % NumRotations];
- cPlacedPiece res(NULL, *StartingPiece, Vector3i(a_BlockX, a_BlockY, a_BlockZ), Rotation);
+ cPlacedPiece * res = new cPlacedPiece(NULL, *StartingPiece, Vector3i(a_BlockX, a_BlockY, a_BlockZ), Rotation);
// Place the piece's connectors into a_OutConnectors:
const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
@@ -171,7 +364,7 @@ cPlacedPiece cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int
bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiece, const cPiece::cConnector & a_Connector, cPlacedPieces & a_OutPieces)
{
// Translation of direction - direction -> number of CCW rotations needed:
- // You need DirectionRotationTable[rot1][rot2] CCW turns to get from rot1 to rot2
+ // You need DirectionRotationTable[rot1][rot2] CCW turns to connect rot1 to rot2 (they are opposite)
static const int DirectionRotationTable[6][6] =
{
/* YM, YP, ZM, ZP, XM, XP
@@ -188,6 +381,12 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
cConnections Connections;
cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(a_Connector.m_Type);
Connections.reserve(AvailablePieces.size());
+ Vector3i ConnPos = a_Connector.m_Pos; // The position at which the new connector should be placed - 1 block away from the connector
+ AddFaceDirection(ConnPos.x, ConnPos.y, ConnPos.z, a_Connector.m_Direction);
+
+ // DEBUG:
+ printf("Placing piece at pos {%d, %d, %d}, direction %s\n", ConnPos.x, ConnPos.y, ConnPos.z, BlockFaceToString(a_Connector.m_Direction).c_str());
+
for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
{
cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
@@ -204,7 +403,7 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
// Doesn't support this rotation
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
continue;
@@ -219,17 +418,23 @@ bool cPieceGenerator::TryPlacePieceAtConnector(const cPlacedPiece & a_ParentPiec
}
// 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()];
// Place the piece:
- cPiece::cConnector NewConnector = Conn.m_Piece->RotateMoveConnector(*(Conn.m_Connector), Conn.m_NumCCWRotations, 0, 0, 0);
- Vector3i Coords = a_ParentPiece.GetCoords();
- Coords.x -= NewConnector.m_X;
- Coords.y -= NewConnector.m_Y;
- Coords.z -= NewConnector.m_Z;
- a_OutPieces.push_back(cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), Coords, Conn.m_NumCCWRotations));
- return false;
+ printf("Chosen connector at {%d, %d, %d}, direction %s, needs %d rotations\n",
+ Conn.m_Connector.m_Pos.x, Conn.m_Connector.m_Pos.y, Conn.m_Connector.m_Pos.z,
+ BlockFaceToString(Conn.m_Connector.m_Direction).c_str(),
+ Conn.m_NumCCWRotations
+ );
+ Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
+ 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(
const cPiece::cConnector & a_ExistingConnector,
+ const Vector3i & a_ToPos,
const cPiece & a_Piece,
const cPiece::cConnector & a_NewConnector,
int a_NumCCWRotations,
@@ -245,10 +451,10 @@ bool cPieceGenerator::CheckConnection(
)
{
// 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)
{
- if (itr->GetHitBox().DoesIntersect(RotatedHitBox))
+ if ((*itr)->GetHitBox().DoesIntersect(RotatedHitBox))
{
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::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
m_Piece(&a_Piece),
- m_Connector(&a_Connector),
+ m_Connector(a_Connector),
m_NumCCWRotations(a_NumCCWRotations)
{
}
@@ -277,8 +503,8 @@ cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector &
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator::cFreeConnector:
-cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece & a_Piece, const cPiece::cConnector & a_Connector) :
- m_Piece(&a_Piece),
+cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) :
+ m_Piece(a_Piece),
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();
cFreeConnectors ConnectorPool;
@@ -307,6 +533,17 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, c
// Place the starting piece:
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:
/*
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)
{
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++;
if (NumProcessed > 1000)
{
diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PieceGenerator.h
index 3bc71a0ab..0e24510ae 100644
--- a/src/Generating/PieceGenerator.h
+++ b/src/Generating/PieceGenerator.h
@@ -32,13 +32,18 @@ class cPiece
public:
struct cConnector
{
- int m_X;
- int m_Y;
- int m_Z;
+ /** Position relative to the piece */
+ Vector3i m_Pos;
+
+ /** Type of the connector. Any arbitrary number; the generator connects only connectors of the same 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;
- 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;
@@ -58,11 +63,17 @@ public:
/** 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 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. */
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;
+ /** 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 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;
@@ -116,7 +127,7 @@ protected:
int m_Depth;
};
-typedef std::vector<cPlacedPiece> cPlacedPieces;
+typedef std::vector<cPlacedPiece *> cPlacedPieces;
@@ -127,12 +138,16 @@ class cPieceGenerator
public:
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:
/** 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
+ 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
cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations);
@@ -145,7 +160,7 @@ protected:
cPlacedPiece * m_Piece;
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;
@@ -157,7 +172,7 @@ protected:
/** 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);
+ 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(
@@ -168,14 +183,22 @@ protected:
/** Checks if the specified piece would fit with the already-placed pieces, using the specified connector
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. */
bool CheckConnection(
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::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
);
+
+ /** 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:
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);
+ /** 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, int a_MaxDepth, cPlacedPieces & a_OutPieces);
};
@@ -204,7 +228,8 @@ class cDFSPieceGenerator :
public:
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);
};