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// PrefabStructure.cpp
// Implements the cPrefabStructure class representing a cGridStructGen::cStructure descendant based on placed cPrefab
// instances
#include "Globals.h"
#include "PrefabStructure.h"
#include "Prefab.h"
cPrefabStructure::cPrefabStructure(
int a_GridX,
int a_GridZ,
int a_OriginX,
int a_OriginZ,
cPlacedPieces && a_Pieces,
cTerrainHeightGen & a_HeightGen
) :
Super(a_GridX, a_GridZ, a_OriginX, a_OriginZ), m_Pieces(std::move(a_Pieces)), m_HeightGen(a_HeightGen)
{
}
void cPrefabStructure::DrawIntoChunk(cChunkDesc & a_Chunk)
{
// Iterate over all items
// Each intersecting prefab is placed on ground, if requested, then drawn
for (cPlacedPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
const cPrefab & Prefab = static_cast<const cPrefab &>((*itr)->GetPiece());
if (Prefab.ShouldMoveToGround() && !(*itr)->HasBeenMovedToGround())
{
PlacePieceOnGround(**itr);
}
Prefab.Draw(a_Chunk, itr->get());
} // for itr - m_PlacedPieces[]
}
void cPrefabStructure::PlacePieceOnGround(cPlacedPiece & a_Piece)
{
cPiece::cConnector FirstConnector = a_Piece.GetRotatedConnector(0);
int ChunkX, ChunkZ;
int BlockX = FirstConnector.m_Pos.x;
int BlockZ = FirstConnector.m_Pos.z;
int BlockY;
cChunkDef::AbsoluteToRelative(BlockX, BlockY, BlockZ, ChunkX, ChunkZ);
cChunkDef::HeightMap HeightMap;
m_HeightGen.GenHeightMap({ChunkX, ChunkZ}, HeightMap);
int TerrainHeight = cChunkDef::GetHeight(HeightMap, BlockX, BlockZ);
a_Piece.MoveToGroundBy(TerrainHeight - FirstConnector.m_Pos.y + 1);
}
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