1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
|
// PieceGenerator.cpp
// Implements the cBFSPieceGenerator class and cDFSPieceGenerator class
// representing base classes for generating structures composed of individual "pieces"
#include "Globals.h"
#include "PieceGenerator.h"
#ifdef SELF_TEST
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Self-test:
static class cPieceGeneratorSelfTest :
public cPiecePool
{
public:
cPieceGeneratorSelfTest(void)
{
// Prepare the internal state:
InitializePieces();
// Generate:
cBFSPieceGenerator Gen(*this, 0);
cPlacedPieces OutPieces;
Gen.PlacePieces(500, 50, 500, 3, OutPieces);
// Print out the pieces:
printf("OutPieces.size() = %zu\n", OutPieces.size());
size_t idx = 0;
for (cPlacedPieces::const_iterator itr = OutPieces.begin(), end = OutPieces.end(); itr != end; ++itr, ++idx)
{
const Vector3i & Coords = (*itr)->GetCoords();
cCuboid Hitbox = (*itr)->GetHitBox();
Hitbox.Sort();
printf("%zu: {%d, %d, %d}, rot %d, hitbox {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n", idx,
Coords.x, Coords.y, Coords.z,
(*itr)->GetNumCCWRotations(),
Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
);
} // itr - OutPieces[]
printf("Done.\n");
// Free the placed pieces properly:
Gen.FreePieces(OutPieces);
}
~cPieceGeneratorSelfTest()
{
// Dealloc all the pieces:
for (cPieces::iterator itr = m_Pieces.begin(), end = m_Pieces.end(); itr != end; ++itr)
{
delete *itr;
}
m_Pieces.clear();
}
protected:
class cTestPiece :
public cPiece
{
int m_Size;
public:
cTestPiece(int a_Size) :
m_Size(a_Size)
{
}
virtual cConnectors GetConnectors(void) const override
{
// Each piece has 4 connectors, one of each type, plus one extra, at the center of its walls:
cConnectors res;
res.push_back(cConnector(m_Size / 2, 1, 0, 0, BLOCK_FACE_ZM));
res.push_back(cConnector(m_Size / 2, 1, m_Size - 1, 1, BLOCK_FACE_ZP));
res.push_back(cConnector(0, 1, m_Size / 2, 2, BLOCK_FACE_XM));
res.push_back(cConnector(m_Size - 1, 1, m_Size / 2, m_Size % 3, BLOCK_FACE_XP));
return res;
}
virtual Vector3i GetSize(void) const override
{
return Vector3i(m_Size, 5, m_Size);
}
virtual cCuboid GetHitBox(void) const override
{
return cCuboid(0, 0, 0, m_Size - 1, 4, m_Size - 1);
}
virtual bool CanRotateCCW(int a_NumCCWRotations) const override
{
return true;
}
};
cPieces m_Pieces;
virtual cPieces GetPiecesWithConnector(int a_ConnectorType) override
{
// Each piece contains each connector
return m_Pieces;
}
virtual cPieces GetStartingPieces(void) override
{
return m_Pieces;
}
virtual void PiecePlaced(const cPiece & a_Piece) override
{
UNUSED(a_Piece);
}
virtual void Reset(void) override
{
}
void InitializePieces(void)
{
m_Pieces.push_back(new cTestPiece(5));
m_Pieces.push_back(new cTestPiece(7));
m_Pieces.push_back(new cTestPiece(9));
}
} g_Test;
#endif // SELF_TEST
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPiece:
Vector3i cPiece::RotatePos(const Vector3i & a_Pos, int a_NumCCWRotations) const
{
Vector3i Size = GetSize();
switch (a_NumCCWRotations)
{
case 0:
{
// No rotation needed
return a_Pos;
}
case 1:
{
// 1 CCW rotation:
return Vector3i(a_Pos.z, a_Pos.y, Size.x - a_Pos.x - 1);
}
case 2:
{
// 2 rotations ( = axis flip):
return Vector3i(Size.x - a_Pos.x - 1, a_Pos.y, Size.z - a_Pos.z - 1);
}
case 3:
{
// 1 CW rotation:
return Vector3i(Size.z - a_Pos.z - 1, a_Pos.y, a_Pos.x);
}
}
ASSERT(!"Unhandled rotation");
return a_Pos;
}
cPiece::cConnector cPiece::RotateMoveConnector(const cConnector & a_Connector, int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
cPiece::cConnector res(a_Connector);
// Rotate the res connector:
switch (a_NumCCWRotations)
{
case 0:
{
// No rotation needed
break;
}
case 1:
{
// 1 CCW rotation:
res.m_Direction = RotateBlockFaceCCW(res.m_Direction);
break;
}
case 2:
{
// 2 rotations ( = axis flip):
res.m_Direction = MirrorBlockFaceY(res.m_Direction);
break;
}
case 3:
{
// 1 CW rotation:
res.m_Direction = RotateBlockFaceCW(res.m_Direction);
break;
}
}
res.m_Pos = RotatePos(a_Connector.m_Pos, a_NumCCWRotations);
// Move the res connector:
res.m_Pos.x += a_MoveX;
res.m_Pos.y += a_MoveY;
res.m_Pos.z += a_MoveZ;
return res;
}
cCuboid cPiece::RotateHitBoxToConnector(
const cPiece::cConnector & a_MyConnector,
const Vector3i & a_ToConnectorPos,
int a_NumCCWRotations
) const
{
ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
Vector3i ConnPos = RotatePos(a_MyConnector.m_Pos, a_NumCCWRotations);
ConnPos = a_ToConnectorPos - ConnPos;
return RotateMoveHitBox(a_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z);
}
cCuboid cPiece::RotateMoveHitBox(int a_NumCCWRotations, int a_MoveX, int a_MoveY, int a_MoveZ) const
{
ASSERT(a_NumCCWRotations == (a_NumCCWRotations % 4));
cCuboid res = GetHitBox();
res.p1 = RotatePos(res.p1, a_NumCCWRotations);
res.p2 = RotatePos(res.p2, a_NumCCWRotations);
res.p1.Move(a_MoveX, a_MoveY, a_MoveZ);
res.p2.Move(a_MoveX, a_MoveY, a_MoveZ);
return res;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPiece::cConnector:
cPiece::cConnector::cConnector(int a_X, int a_Y, int a_Z, int a_Type, eBlockFace a_Direction) :
m_Pos(a_X, a_Y, a_Z),
m_Type(a_Type),
m_Direction(a_Direction)
{
}
cPiece::cConnector::cConnector(const Vector3i & a_Pos, int a_Type, eBlockFace a_Direction) :
m_Pos(a_Pos),
m_Type(a_Type),
m_Direction(a_Direction)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPlacedPiece:
cPlacedPiece::cPlacedPiece(const cPlacedPiece * a_Parent, const cPiece & a_Piece, const Vector3i & a_Coords, int a_NumCCWRotations) :
m_Parent(a_Parent),
m_Piece(&a_Piece),
m_Coords(a_Coords),
m_NumCCWRotations(a_NumCCWRotations)
{
m_Depth = (m_Parent == NULL) ? 0 : (m_Parent->GetDepth() + 1);
m_HitBox = a_Piece.RotateMoveHitBox(a_NumCCWRotations, a_Coords.x, a_Coords.y, a_Coords.z);
m_HitBox.Sort();
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator:
cPieceGenerator::cPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
m_PiecePool(a_PiecePool),
m_Noise(a_Seed),
m_Seed(a_Seed)
{
}
void cPieceGenerator::FreePieces(cPlacedPieces & a_PlacedPieces)
{
for (cPlacedPieces::iterator itr = a_PlacedPieces.begin(), end = a_PlacedPieces.end(); itr != end; ++itr)
{
delete *itr;
} // for itr - a_PlacedPieces[]
a_PlacedPieces.clear();
}
cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, int a_BlockZ, cFreeConnectors & a_OutConnectors)
{
m_PiecePool.Reset();
int rnd = m_Noise.IntNoise3DInt(a_BlockX, a_BlockY, a_BlockZ) / 7;
// Choose a random one of the starting pieces:
cPieces StartingPieces = m_PiecePool.GetStartingPieces();
cPiece * StartingPiece = StartingPieces[rnd % StartingPieces.size()];
rnd = rnd >> 16;
// Choose a random supported rotation:
int Rotations[4] = {0};
int NumRotations = 1;
for (size_t i = 1; i < ARRAYCOUNT(Rotations); i++)
{
if (StartingPiece->CanRotateCCW(i))
{
Rotations[NumRotations] = i;
NumRotations += 1;
}
}
int Rotation = Rotations[rnd % NumRotations];
cPlacedPiece * res = new cPlacedPiece(NULL, *StartingPiece, Vector3i(a_BlockX, a_BlockY, a_BlockZ), Rotation);
// Place the piece's connectors into a_OutConnectors:
const cPiece::cConnectors & Conn = StartingPiece->GetConnectors();
for (cPiece::cConnectors::const_iterator itr = Conn.begin(), end = Conn.end(); itr != end; ++itr)
{
a_OutConnectors.push_back(
cFreeConnector(res, StartingPiece->RotateMoveConnector(*itr, Rotation, a_BlockX, a_BlockY, a_BlockZ))
);
}
return res;
}
bool cPieceGenerator::TryPlacePieceAtConnector(
const cPlacedPiece & a_ParentPiece,
const cPiece::cConnector & a_Connector,
cPlacedPieces & a_OutPieces,
cPieceGenerator::cFreeConnectors & a_OutConnectors
)
{
// Translation of direction - direction -> number of CCW rotations needed:
// You need DirectionRotationTable[rot1][rot2] CCW turns to connect rot1 to rot2 (they are opposite)
static const int DirectionRotationTable[6][6] =
{
/* YM, YP, ZM, ZP, XM, XP */
/* YM */ { 0, 0, 0, 0, 0, 0},
/* YP */ { 0, 0, 0, 0, 0, 0},
/* ZM */ { 0, 0, 2, 0, 1, 3},
/* ZP */ { 0, 0, 0, 2, 3, 1},
/* XM */ { 0, 0, 3, 1, 2, 0},
/* XP */ { 0, 0, 1, 3, 0, 2},
};
// Get a list of available connections:
const int * RotTable = DirectionRotationTable[a_Connector.m_Direction];
cConnections Connections;
cPieces AvailablePieces = m_PiecePool.GetPiecesWithConnector(a_Connector.m_Type);
Connections.reserve(AvailablePieces.size());
Vector3i ConnPos = a_Connector.m_Pos; // The position at which the new connector should be placed - 1 block away from the connector
AddFaceDirection(ConnPos.x, ConnPos.y, ConnPos.z, a_Connector.m_Direction);
/*
// DEBUG:
printf("Placing piece at connector pos {%d, %d, %d}, direction %s\n", ConnPos.x, ConnPos.y, ConnPos.z, BlockFaceToString(a_Connector.m_Direction).c_str());
//*/
for (cPieces::iterator itrP = AvailablePieces.begin(), endP = AvailablePieces.end(); itrP != endP; ++itrP)
{
cPiece::cConnectors Connectors = (*itrP)->GetConnectors();
for (cPiece::cConnectors::iterator itrC = Connectors.begin(), endC = Connectors.end(); itrC != endC; ++itrC)
{
if (itrC->m_Type != a_Connector.m_Type)
{
continue;
}
// This is a same-type connector, find out how to rotate to it:
int NumCCWRotations = RotTable[itrC->m_Direction];
if (!(*itrP)->CanRotateCCW(NumCCWRotations))
{
// Doesn't support this rotation
continue;
}
if (!CheckConnection(a_Connector, ConnPos, **itrP, *itrC, NumCCWRotations, a_OutPieces))
{
// Doesn't fit in this rotation
continue;
}
Connections.push_back(cConnection(**itrP, *itrC, NumCCWRotations));
} // for itrC - Connectors[]
} // for itrP - AvailablePieces[]
if (Connections.empty())
{
// No available connections, bail out
return false;
}
// Choose a random connection from the list:
int rnd = m_Noise.IntNoise3DInt(a_Connector.m_Pos.x, a_Connector.m_Pos.y, a_Connector.m_Pos.z) / 7;
cConnection & Conn = Connections[rnd % Connections.size()];
// Place the piece:
/*
// DEBUG
printf("Chosen connector at {%d, %d, %d}, direction %s, needs %d rotations\n",
Conn.m_Connector.m_Pos.x, Conn.m_Connector.m_Pos.y, Conn.m_Connector.m_Pos.z,
BlockFaceToString(Conn.m_Connector.m_Direction).c_str(),
Conn.m_NumCCWRotations
);
//*/
Vector3i NewPos = Conn.m_Piece->RotatePos(Conn.m_Connector.m_Pos, Conn.m_NumCCWRotations);
ConnPos -= NewPos;
cPlacedPiece * PlacedPiece = new cPlacedPiece(&a_ParentPiece, *(Conn.m_Piece), ConnPos, Conn.m_NumCCWRotations);
a_OutPieces.push_back(PlacedPiece);
// Add the new piece's connectors to the list of free connectors:
cPiece::cConnectors Connectors = Conn.m_Piece->GetConnectors();
/*
// DEBUG:
printf("Adding %u connectors to the pool\n", Connectors.size() - 1);
//*/
for (cPiece::cConnectors::const_iterator itr = Connectors.begin(), end = Connectors.end(); itr != end; ++itr)
{
if (itr->m_Pos.Equals(Conn.m_Connector.m_Pos))
{
// This is the connector through which we have been connected to the parent, don't add
continue;
}
a_OutConnectors.push_back(cFreeConnector(PlacedPiece, Conn.m_Piece->RotateMoveConnector(*itr, Conn.m_NumCCWRotations, ConnPos.x, ConnPos.y, ConnPos.z)));
}
return true;
}
bool cPieceGenerator::CheckConnection(
const cPiece::cConnector & a_ExistingConnector,
const Vector3i & a_ToPos,
const cPiece & a_Piece,
const cPiece::cConnector & a_NewConnector,
int a_NumCCWRotations,
const cPlacedPieces & a_OutPieces
)
{
// For each placed piece, test the hitbox against the new piece:
cCuboid RotatedHitBox = a_Piece.RotateHitBoxToConnector(a_NewConnector, a_ToPos, a_NumCCWRotations);
RotatedHitBox.Sort();
for (cPlacedPieces::const_iterator itr = a_OutPieces.begin(), end = a_OutPieces.end(); itr != end; ++itr)
{
if ((*itr)->GetHitBox().DoesIntersect(RotatedHitBox))
{
return false;
}
}
return true;
}
//*
// DEBUG:
void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors & a_ConnectorPool, size_t a_NumProcessed)
{
printf(" Connector pool: %zu items\n", a_ConnectorPool.size() - a_NumProcessed);
size_t idx = 0;
for (cPieceGenerator::cFreeConnectors::const_iterator itr = a_ConnectorPool.begin() + a_NumProcessed, end = a_ConnectorPool.end(); itr != end; ++itr, ++idx)
{
// Format specifier for size_t is zu
printf(" %zu: {%d, %d, %d}, type %d, direction %s, depth %d\n",
idx,
itr->m_Connector.m_Pos.x, itr->m_Connector.m_Pos.y, itr->m_Connector.m_Pos.z,
itr->m_Connector.m_Type,
BlockFaceToString(itr->m_Connector.m_Direction).c_str(),
itr->m_Piece->GetDepth()
);
} // for itr - a_ConnectorPool[]
}
//*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator::cConnection:
cPieceGenerator::cConnection::cConnection(cPiece & a_Piece, cPiece::cConnector & a_Connector, int a_NumCCWRotations) :
m_Piece(&a_Piece),
m_Connector(a_Connector),
m_NumCCWRotations(a_NumCCWRotations)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cPieceGenerator::cFreeConnector:
cPieceGenerator::cFreeConnector::cFreeConnector(cPlacedPiece * a_Piece, const cPiece::cConnector & a_Connector) :
m_Piece(a_Piece),
m_Connector(a_Connector)
{
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cBFSPieceGenerator:
cBFSPieceGenerator::cBFSPieceGenerator(cPiecePool & a_PiecePool, int a_Seed) :
super(a_PiecePool, a_Seed)
{
}
void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, int a_MaxDepth, cPlacedPieces & a_OutPieces)
{
a_OutPieces.clear();
cFreeConnectors ConnectorPool;
// Place the starting piece:
a_OutPieces.push_back(PlaceStartingPiece(a_BlockX, a_BlockY, a_BlockZ, ConnectorPool));
/*
// DEBUG:
printf("Placed the starting piece at {%d, %d, %d}\n", a_BlockX, a_BlockY, a_BlockZ);
cCuboid Hitbox = a_OutPieces[0]->GetHitBox();
Hitbox.Sort();
printf(" Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
);
DebugConnectorPool(ConnectorPool, 0);
//*/
// Place pieces at the available connectors:
/*
Instead of removing them one by one from the pool, we process them sequentially and take note of the last
processed one. To save on memory, once the number of processed connectors reaches a big number, a chunk
of the connectors is removed.
*/
size_t NumProcessed = 0;
while (ConnectorPool.size() > NumProcessed)
{
cFreeConnector & Conn = ConnectorPool[NumProcessed];
if (Conn.m_Piece->GetDepth() < a_MaxDepth)
{
if (TryPlacePieceAtConnector(*Conn.m_Piece, Conn.m_Connector, a_OutPieces, ConnectorPool))
{
/*
// DEBUG:
const cPlacedPiece * NewPiece = a_OutPieces.back();
const Vector3i & Coords = NewPiece->GetCoords();
printf("Placed a new piece at {%d, %d, %d}, rotation %d\n", Coords.x, Coords.y, Coords.z, NewPiece->GetNumCCWRotations());
cCuboid Hitbox = NewPiece->GetHitBox();
Hitbox.Sort();
printf(" Hitbox: {%d, %d, %d} - {%d, %d, %d} (%d * %d * %d)\n",
Hitbox.p1.x, Hitbox.p1.y, Hitbox.p1.z,
Hitbox.p2.x, Hitbox.p2.y, Hitbox.p2.z,
Hitbox.DifX() + 1, Hitbox.DifY() + 1, Hitbox.DifZ() + 1
);
DebugConnectorPool(ConnectorPool, NumProcessed + 1);
//*/
}
}
NumProcessed++;
if (NumProcessed > 1000)
{
ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + NumProcessed);
NumProcessed = 0;
}
}
}
|