add VoxelStructure lua usertype
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@@ -14,6 +14,7 @@ class Content;
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struct GeneratorDef;
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class Heightmap;
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struct Biome;
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class VoxelStructure;
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enum class ChunkPrototypeLevel {
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BIOMES, HEIGHTMAP
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@@ -22,18 +23,19 @@ enum class ChunkPrototypeLevel {
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struct ChunkPrototype {
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ChunkPrototypeLevel level;
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/// @brief chunk heightmap
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std::shared_ptr<Heightmap> heightmap;
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/// @brief chunk biomes matrix
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std::vector<const Biome*> biomes;
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/// @brief chunk heightmap
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std::shared_ptr<Heightmap> heightmap;
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ChunkPrototype(
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ChunkPrototypeLevel level,
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std::shared_ptr<Heightmap> heightmap,
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std::vector<const Biome*> biomes
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std::vector<const Biome*> biomes,
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std::shared_ptr<Heightmap> heightmap
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) : level(level),
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heightmap(std::move(heightmap)),
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biomes(std::move(biomes)) {};
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biomes(std::move(biomes)),
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heightmap(std::move(heightmap)) {};
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};
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/// @brief High-level world generation controller
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@@ -49,6 +51,8 @@ class WorldGenerator {
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/// @brief Chunk prototypes loading surround map
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SurroundMap surroundMap;
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std::vector<std::unique_ptr<VoxelStructure>> structures;
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/// @brief Generate chunk prototype (see ChunkPrototype)
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/// @param x chunk position X divided by CHUNK_W
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/// @param z chunk position Y divided by CHUNK_D
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@@ -61,15 +65,15 @@ public:
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const Content* content,
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uint64_t seed
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);
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virtual ~WorldGenerator() = default;
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~WorldGenerator();
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virtual void update(int centerX, int centerY, int loadDistance);
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void update(int centerX, int centerY, int loadDistance);
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/// @brief Generate complete chunk voxels
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/// @param voxels destinatiopn chunk voxels buffer
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/// @param x chunk position X divided by CHUNK_W
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/// @param z chunk position Y divided by CHUNK_D
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virtual void generate(voxel* voxels, int x, int z);
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void generate(voxel* voxels, int x, int z);
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inline static std::string DEFAULT = "core:default";
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};
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