feat: 'lines' (cave-like structures/tunnels) (WIP)
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@@ -11,6 +11,7 @@
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#include "util/timeutil.hpp"
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#include "util/listutil.hpp"
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#include "maths/voxmaths.hpp"
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#include "maths/util.hpp"
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#include "debug/Logger.hpp"
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static debug::Logger logger("world-generator");
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@@ -138,7 +139,7 @@ inline AABB gen_chunk_aabb(int chunkX, int chunkZ) {
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}
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void WorldGenerator::placeStructure(
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const glm::ivec3 offset, size_t structureId, uint8_t rotation,
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const glm::ivec3& offset, size_t structureId, uint8_t rotation,
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int chunkX, int chunkZ
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) {
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auto& structure = *def.structures[structureId]->fragments[rotation];
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@@ -157,8 +158,7 @@ void WorldGenerator::placeStructure(
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if (chunkAABB.intersect(aabb)) {
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otherPrototype.structures.emplace_back(
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structureId,
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offset -
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glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D),
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offset - glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D),
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rotation
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);
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}
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@@ -166,6 +166,33 @@ void WorldGenerator::placeStructure(
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}
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}
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void WorldGenerator::placeLine(const LinePlacement& line) {
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AABB aabb(line.a, line.b);
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aabb.fix();
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aabb.a -= line.radius;
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aabb.b += line.radius;
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int cxa = floordiv(aabb.a.x, CHUNK_W);
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int cza = floordiv(aabb.a.z, CHUNK_D);
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int cxb = floordiv(aabb.b.x, CHUNK_W);
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int czb = floordiv(aabb.b.z, CHUNK_D);
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for (int cz = cza; cz <= czb; cz++) {
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for (int cx = cxa; cx <= cxb; cx++) {
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auto& otherPrototype = requirePrototype(cx, cz);
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auto chunkAABB = gen_chunk_aabb(cx, cz);
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chunkAABB.a -= line.radius;
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chunkAABB.b += line.radius;
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auto found = util::closest_point_on_segment(line.a, line.b, {
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cx * CHUNK_W + CHUNK_W / 2,
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0,
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cz * CHUNK_D + CHUNK_D / 2
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});
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if (chunkAABB.contains(found)) {
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otherPrototype.lines.push_back(line);
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}
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}
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}
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}
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void WorldGenerator::generateStructures(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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@@ -175,10 +202,12 @@ void WorldGenerator::generateStructures(
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const auto& biomes = prototype.biomes;
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const auto& heightmap = prototype.heightmap;
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util::concat(prototype.structures, def.script->placeStructures(
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auto placements = def.script->placeStructures(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed,
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heightmap, CHUNK_H
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));
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);
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util::concat(prototype.structures, placements.structs);
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for (const auto& placement : prototype.structures) {
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const auto& offset = placement.position;
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if (placement.structure < 0 || placement.structure >= def.structures.size()) {
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@@ -188,6 +217,9 @@ void WorldGenerator::generateStructures(
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placeStructure(
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offset, placement.structure, placement.rotation, chunkX, chunkZ);
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}
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for (const auto& line : placements.lines) {
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placeLine(line);
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}
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util::PseudoRandom structsRand;
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structsRand.setSeed(chunkX, chunkZ);
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@@ -358,6 +390,22 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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}
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}
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}
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for (const auto& line : prototype.lines) {
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int minY = std::max(0, std::min(line.a.y-line.radius, line.b.y-line.radius));
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int maxY = std::min(CHUNK_H, std::max(line.a.y+line.radius, line.b.y+line.radius));
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for (int y = minY; y < maxY; y++) {
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for (int z = 0; z < CHUNK_D; z++) {
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for (int x = 0; x < CHUNK_W; x++) {
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int gx = x + chunkX * CHUNK_W;
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int gz = z + chunkZ * CHUNK_D;
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if (glm::distance2(util::closest_point_on_segment(line.a, line.b, {gx, y, gz}), {gx, y, gz}) <= line.radius*line.radius) {
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voxels[vox_index(x, y, z)] = {line.block, {}};
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}
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}
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}
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}
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}
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}
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WorldGenDebugInfo WorldGenerator::createDebugInfo() const {
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