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VoxelEngine/src/world/generator/GeneratorDef.hpp
T

228 lines
6.3 KiB
C++

#pragma once
#include <array>
#include <string>
#include <vector>
#include <glm/glm.hpp>
#include <unordered_map>
#include "typedefs.hpp"
#include "maths/Heightmap.hpp"
#include "StructurePlacement.hpp"
class Content;
class VoxelFragment;
struct GeneratorDef;
struct VoxelStructureMeta {
std::string name;
};
struct BlocksLayer {
/// @brief Layer block
std::string block;
/// @brief Layer height. -1 is resizeable layer
int height;
/// @brief Layer can present under the sea level (default: true) else will
/// extend the next layer
bool belowSeaLevel;
struct {
/// @brief Layer block index
blockid_t id;
} rt;
};
/// @brief Set of blocks layers with additional info
struct BlocksLayers {
std::vector<BlocksLayer> layers;
/// @brief Total height of all layers after the resizeable one
uint lastLayersHeight;
};
struct BiomeParameter {
/// @brief Central parameter value for the biome
float value;
/// @brief Parameter score multiplier
/// (the higher the weight, the greater the chance of biome choosing)
float weight;
};
struct WeightedEntry {
std::string name;
float weight;
struct {
size_t id;
} rt;
bool operator>(const WeightedEntry& other) const {
return weight > other.weight;
}
};
struct BiomeElementList {
static inline float MIN_CHANCE = 1e-6f;
/// @brief Entries sorted by weight descending.
std::vector<WeightedEntry> entries;
/// @brief Sum of weight values
float weightsSum = 0.0f;
/// @brief Value generation chance
float chance;
BiomeElementList() {}
BiomeElementList(std::vector<WeightedEntry> entries, float chance)
: entries(entries), chance(chance) {
for (const auto& entry : entries) {
weightsSum += entry.weight;
}
}
/// @brief Choose value based on weight
/// @param rand some random value in range [0, 1)
/// @return *.index of chosen value
inline size_t choose(float rand, size_t def=0) const {
if (entries.empty() || rand > chance || chance < MIN_CHANCE) {
return def;
}
rand = rand / chance;
rand *= weightsSum;
for (const auto& entry : entries) {
rand -= entry.weight;
if (rand <= 0.0f) {
return entry.rt.id;
}
}
return entries[entries.size()-1].rt.id;
}
};
struct Biome {
/// @brief Biome name
std::string name;
std::vector<BiomeParameter> parameters;
/// @brief Plant is a single-block structure randomly generating in world
BiomeElementList plants;
BiomeElementList structures;
BlocksLayers groundLayers;
BlocksLayers seaLayers;
};
/// @brief Generator behaviour and settings interface
class GeneratorScript {
public:
virtual ~GeneratorScript() = default;
virtual void initialize(uint64_t seed) = 0;
/// @brief Generate a heightmap with values in range 0..1
/// @param offset position of the heightmap in the world
/// @param size size of the heightmap
/// @param bpd blocks per dot
/// @param inputs biome parameter maps passed to generate_heightmap
/// @return generated heightmap (can't be nullptr)
virtual std::shared_ptr<Heightmap> generateHeightmap(
const glm::ivec2& offset,
const glm::ivec2& size,
uint bpd,
const std::vector<std::shared_ptr<Heightmap>>& inputs
) = 0;
/// @brief Generate a biomes parameters maps
/// @param offset position of maps in the world
/// @param size maps size
/// @param bpd blocks per dot
/// @return generated maps (can't be nullptr)
virtual std::vector<std::shared_ptr<Heightmap>> generateParameterMaps(
const glm::ivec2& offset,
const glm::ivec2& size,
uint bpd
) = 0;
/// @brief Generate a list of structures placements. Structures may be
/// placed to nearest N chunks also (position of out area), where N is
/// wide-structs-chunks-radius
/// @param offset position of the area
/// @param size size of the area (blocks)
/// @param chunkHeight chunk height to use as heights multiplier
virtual std::vector<Placement> placeStructuresWide(
const glm::ivec2& offset,
const glm::ivec2& size,
uint chunkHeight
) = 0;
/// @brief Generate a list of structures placements. Structures may be
/// placed to nearest chunks also (position of out area).
/// @param offset position of the area
/// @param size size of the area (blocks)
/// @param heightmap area heightmap
/// @param chunkHeight chunk height to use as heights multiplier
/// @return structure & line placements
virtual std::vector<Placement> placeStructures(
const glm::ivec2& offset,
const glm::ivec2& size,
const std::shared_ptr<Heightmap>& heightmap,
uint chunkHeight
) = 0;
};
/// @brief Structure voxel fragments and metadata
struct VoxelStructure {
VoxelStructureMeta meta;
/// @brief voxel fragment and 3 pre-calculated rotated versions
std::array<std::unique_ptr<VoxelFragment>, 4> fragments;
VoxelStructure(
VoxelStructureMeta meta,
std::unique_ptr<VoxelFragment> structure
);
};
/// @brief Generator information
struct GeneratorDef {
/// @brief Generator full name - packid:name
std::string name;
/// @brief Generator display name
std::string caption;
std::unique_ptr<GeneratorScript> script;
/// @brief Sea level (top of seaLayers)
uint seaLevel = 0;
/// @brief Number of biome parameters, that biome choosing depending on
uint biomeParameters = 0;
/// @brief Biome parameter map blocks per dot
uint biomesBPD = 8;
/// @brief Heightmap blocks per dot
uint heightsBPD = 8;
/// @brief Number of chunks must be generated before and after wide
/// structures placement triggered
uint wideStructsChunksRadius = 3;
/// @brief Indices of biome parameter maps passed to generate_heightmap
std::vector<uint8_t> heightmapInputs;
std::unordered_map<std::string, size_t> structuresIndices;
std::vector<std::unique_ptr<VoxelStructure>> structures;
std::vector<Biome> biomes;
GeneratorDef(std::string name);
GeneratorDef(const GeneratorDef&) = delete;
void prepare(const Content* content);
};