implement structures rotation

This commit is contained in:
MihailRis
2024-09-22 01:58:59 +03:00
parent 001b930212
commit 74ded5a052
7 changed files with 67 additions and 14 deletions
+3 -2
View File
@@ -77,7 +77,8 @@ function place_structures(x, z, w, d, seed, hmap)
if py <= sea_level then if py <= sea_level then
goto continue goto continue
end end
table.insert(placements, {math.floor(math.random() * 3), {px-8, py, pz-8}}) table.insert(placements,
{math.floor(math.random() * 3), {px-8, py, pz-8}, math.floor(math.random()*4)})
::continue:: ::continue::
end end
@@ -85,7 +86,7 @@ function place_structures(x, z, w, d, seed, hmap)
local px = math.random() * w local px = math.random() * w
local pz = math.random() * d local pz = math.random() * d
local py = hmap:at(px, pz) * 256 local py = hmap:at(px, pz) * 256
table.insert(placements, {3, {px-8, py, pz-8}}) table.insert(placements, {3, {px-8, py, pz-8}, 0})
end end
return placements return placements
end end
@@ -127,9 +127,13 @@ public:
glm::ivec3 pos = lua::tovec3(L, -1); glm::ivec3 pos = lua::tovec3(L, -1);
lua::pop(L); lua::pop(L);
lua::rawgeti(L, 3);
int rotation = lua::tointeger(L, -1) & 0b11;
lua::pop(L); lua::pop(L);
placements.emplace_back(structIndex, pos); lua::pop(L);
placements.emplace_back(structIndex, pos, rotation);
} }
lua::pop(L); lua::pop(L);
} }
+7 -3
View File
@@ -1,12 +1,16 @@
#pragma once #pragma once
#include <stdint.h>
#include <glm/glm.hpp> #include <glm/glm.hpp>
struct StructurePlacement { struct StructurePlacement {
int structure; int structure;
glm::ivec3 position; glm::ivec3 position;
uint8_t rotation;
StructurePlacement(int structure, glm::ivec3 position) StructurePlacement(int structure, glm::ivec3 position, uint8_t rotation)
: structure(structure), position(std::move(position)) {} : structure(structure),
position(std::move(position)),
rotation(rotation) {
}
}; };
+32
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@@ -92,3 +92,35 @@ void VoxelStructure::prepare(const Content& content) {
voxelsRuntime[i].state = voxels[i].state; voxelsRuntime[i].state = voxels[i].state;
} }
} }
std::unique_ptr<VoxelStructure> VoxelStructure::rotated(const Content& content) const {
std::vector<voxel> newVoxels(voxels.size());
for (int y = 0; y < size.y; y++) {
for (int z = 0; z < size.z; z++) {
for (int x = 0; x < size.x; x++) {
auto& voxel = newVoxels[vox_index(x, y, z, size.x, size.z)];
voxel = voxels[vox_index(size.z-z-1, y, x, size.z, size.x)];
// swap X and Z segment bits
voxel.state.segment = ((voxel.state.segment & 0b001) << 2)
| (voxel.state.segment & 0b010)
| ((voxel.state.segment & 0b100) >> 2);
auto& def = content.blocks.require(blockNames[voxel.id]);
if (def.rotations.name == BlockRotProfile::PANE_NAME ||
def.rotations.name == BlockRotProfile::PIPE_NAME){
if (voxel.state.rotation < 4) {
voxel.state.rotation = (voxel.state.rotation + 3) & 0b11;
}
}
}
}
}
auto newStructure = std::make_unique<VoxelStructure>(
// swap X and Z on 90 deg. rotation
glm::ivec3(size.z, size.y, size.x),
std::move(newVoxels),
blockNames
);
newStructure->prepare(content);
return newStructure;
}
+4
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@@ -40,6 +40,9 @@ public:
/// @param content world content /// @param content world content
void prepare(const Content& content); void prepare(const Content& content);
/// @brief Create structure copy rotated 90 deg. clockwise
std::unique_ptr<VoxelStructure> rotated(const Content& content) const;
static std::unique_ptr<VoxelStructure> create( static std::unique_ptr<VoxelStructure> create(
Level* level, const glm::ivec3& a, const glm::ivec3& b, bool entities); Level* level, const glm::ivec3& a, const glm::ivec3& b, bool entities);
@@ -47,6 +50,7 @@ public:
return size; return size;
} }
/// @return Voxels with indices valid to current world content
const std::vector<voxel>& getRuntimeVoxels() { const std::vector<voxel>& getRuntimeVoxels() {
assert(!voxelsRuntime.empty()); assert(!voxelsRuntime.empty());
return voxelsRuntime; return voxelsRuntime;
+14 -7
View File
@@ -1,7 +1,6 @@
#include "WorldGenerator.hpp" #include "WorldGenerator.hpp"
#include <cstring> #include <cstring>
#include <iostream>
#include "maths/util.hpp" #include "maths/util.hpp"
#include "content/Content.hpp" #include "content/Content.hpp"
@@ -50,9 +49,16 @@ WorldGenerator::WorldGenerator(
generateStructures(requirePrototype(x, z), x, z); generateStructures(requirePrototype(x, z), x, z);
}); });
structures = def.script->loadStructures(); auto rawStructures = def.script->loadStructures();
for (auto& structure : structures) { structures.resize(rawStructures.size());
structure->prepare(*content);
for (int i = 0; i < rawStructures.size(); i++) {
structures[i][0] = std::move(rawStructures[i]);
structures[i][0]->prepare(*content);
// pre-calculate rotated structure variants
for (int j = 1; j < 4; j++) {
structures[i][j] = structures[i][j-1]->rotated(*content);
}
} }
} }
@@ -150,7 +156,7 @@ void WorldGenerator::generateStructures(
logger.error() << "invalid structure index " << placement.structure; logger.error() << "invalid structure index " << placement.structure;
continue; continue;
} }
auto& structure = *structures[placement.structure]; auto& structure = *structures[placement.structure][placement.rotation];
auto position = glm::ivec3(chunkX * CHUNK_W, 0, chunkZ * CHUNK_D)+offset; auto position = glm::ivec3(chunkX * CHUNK_W, 0, chunkZ * CHUNK_D)+offset;
auto size = structure.getSize() + glm::ivec3(0, CHUNK_H, 0); auto size = structure.getSize() + glm::ivec3(0, CHUNK_H, 0);
AABB aabb(position, position + size); AABB aabb(position, position + size);
@@ -167,7 +173,8 @@ void WorldGenerator::generateStructures(
otherPrototype.structures.emplace_back( otherPrototype.structures.emplace_back(
placement.structure, placement.structure,
placement.position - placement.position -
glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D) glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D),
placement.rotation
); );
} }
} }
@@ -258,7 +265,7 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
logger.error() << "invalid structure index " << placement.structure; logger.error() << "invalid structure index " << placement.structure;
continue; continue;
} }
auto& structure = *structures[placement.structure]; auto& structure = *structures[placement.structure][placement.rotation];
auto& structVoxels = structure.getRuntimeVoxels(); auto& structVoxels = structure.getRuntimeVoxels();
const auto& offset = placement.position; const auto& offset = placement.position;
const auto& size = structure.getSize(); const auto& size = structure.getSize();
+2 -1
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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <array>
#include <string> #include <string>
#include <memory> #include <memory>
#include <vector> #include <vector>
@@ -46,7 +47,7 @@ class WorldGenerator {
/// @brief Chunk prototypes loading surround map /// @brief Chunk prototypes loading surround map
SurroundMap surroundMap; SurroundMap surroundMap;
std::vector<std::shared_ptr<VoxelStructure>> structures; std::vector<std::array<std::shared_ptr<VoxelStructure>, 4>> structures;
/// @brief Generate chunk prototype (see ChunkPrototype) /// @brief Generate chunk prototype (see ChunkPrototype)
/// @param x chunk position X divided by CHUNK_W /// @param x chunk position X divided by CHUNK_W