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-rw-r--r--src/Generating/PieceGenerator.h51
1 files changed, 38 insertions, 13 deletions
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);
};