Merge pull request #701 from MihailRis/split-the-pr
extract Feature/block placement from #659
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commit
8de9295fcc
@ -427,6 +427,22 @@ Where:
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- point_a, point_b - vec3, vec3 positions of the start and end of the tunnel.
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- radius - radius of the tunnel in blocks
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Single block:
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```lua
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{":block", block_id, position, [rotation], [priority]}
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```
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Where:
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- block_id: numeric runtime id of the block to place.
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- position: vec3 world position in blocks, relative to the current chunk start.
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- rotation: 0–3, rotation around the Y axis. Default: 0. For extended blocks (size > 1), all segments use this rotation.
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- priority: integer order. Higher values are placed later and overwrite lower‑priority placements.
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Notes:
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- `:block` automatically expands extended blocks into all their segments and replaces any voxels occupying those cells.
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- Placement is chunk‑border safe: the engine distributes the placement to all affected chunk prototypes based on the block’s size/AABB.
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- Use `:block` for single blocks; use `:line` for tunnels or continuous lines.
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### Small structures placement
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```lua
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@ -430,6 +430,22 @@ end
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- точка_а, точка_б - vec3, vec3 позиции начала и конца тоннеля.
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- радиус - радиус тоннеля в блоках
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Одиночный блок:
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```lua
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{":block", id_блока, позиция, [поворот], [приоритет]}
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```
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Где:
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- id_блока: числовой runtime‑id блока, который нужно поставить.
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- позиция: vec3 позиция в блоках относительно начала текущего чанка.
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- поворот: 0–3, поворот вокруг оси Y. По умолчанию: 0. Для расширенных блоков (размер > 1) этот поворот применяется ко всем сегментам.
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- приоритет: целое число. Бóльший приоритет ставится позже и перезаписывает более низкий.
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Примечания:
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- `:block` автоматически раскладывает расширенные блоки на сегменты и заменяет любые блоки в занимаемых ячейках.
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- Размещение корректно работает на границах чанков: движок сам разносит плейсмент по затрагиваемым прототипам на основе размера/AABB блока.
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- `:block` используйте для точечных блоков; `:line` — для туннелей/линий.
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### Расстановка малых структур
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@ -152,6 +152,32 @@ public:
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placements.emplace_back(priority, LinePlacement {block, a, b, radius});
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}
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void perform_block(lua::State* L, std::vector<Placement>& placements) {
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rawgeti(L, 2);
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blockid_t block = touinteger(L, -1);
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pop(L);
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rawgeti(L, 3);
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glm::ivec3 pos = tovec3(L, -1);
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pop(L);
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uint8_t rotation = 0;
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if (objlen(L, -1) >= 4) {
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rawgeti(L, 4);
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rotation = tointeger(L, -1) & 0b11;
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pop(L);
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}
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int priority = 0;
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if (objlen(L, -1) >= 5) {
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rawgeti(L, 5);
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priority = tointeger(L, -1);
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pop(L);
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}
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placements.emplace_back(priority, BlockPlacement {block, pos, rotation});
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}
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void perform_placement(lua::State* L, std::vector<Placement>& placements) {
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rawgeti(L, 1);
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int structIndex = 0;
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@ -162,6 +188,11 @@ public:
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perform_line(L, placements);
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return;
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} else if (!std::strcmp(name, ":block")) {
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pop(L);
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perform_block(L, placements);
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return;
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}
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const auto& found = def.structuresIndices.find(name);
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if (found != def.structuresIndices.end()) {
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@ -27,12 +27,23 @@ struct LinePlacement {
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}
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};
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struct BlockPlacement {
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blockid_t block;
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glm::ivec3 position;
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uint8_t rotation;
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bool mirror;
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BlockPlacement(blockid_t block, glm::ivec3 position, uint8_t rotation, bool mirror=false)
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: block(block), position(std::move(position)), rotation(rotation), mirror(mirror) {
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}
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};
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struct Placement {
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int priority;
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std::variant<StructurePlacement, LinePlacement> placement;
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std::variant<StructurePlacement, LinePlacement, BlockPlacement> placement;
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Placement(
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int priority,
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std::variant<StructurePlacement, LinePlacement> placement
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std::variant<StructurePlacement, LinePlacement, BlockPlacement> placement
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) : priority(priority), placement(std::move(placement)) {}
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};
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@ -204,6 +204,47 @@ void WorldGenerator::placeLine(const LinePlacement& line, int priority) {
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}
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}
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void WorldGenerator::placeBlock(const BlockPlacement& block, int priority) {
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// Compute world-space AABB of the extended block to distribute to prototypes
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const auto& indices = content.getIndices()->blocks;
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const auto& def = indices.require(block.block);
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const auto& rot = def.rotations.variants[block.rotation & 0b11];
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glm::ivec3 minp = block.position;
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glm::ivec3 maxp = block.position;
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const auto size = def.size;
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for (int sy = 0; sy < size.y; sy++) {
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for (int sz = 0; sz < size.z; sz++) {
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for (int sx = 0; sx < size.x; sx++) {
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glm::ivec3 p = block.position;
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p += rot.axes[0] * sx;
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p += rot.axes[1] * sy;
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p += rot.axes[2] * sz;
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minp = glm::min(minp, p);
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maxp = glm::max(maxp, p);
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}
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}
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}
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// inclusive-exclusive for max; expand by 1 to compute chunk coverage
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maxp += glm::ivec3(1, 1, 1);
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AABB aabb(minp, maxp);
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int cxa = floordiv<CHUNK_W>(aabb.a.x);
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int cza = floordiv<CHUNK_D>(aabb.a.z);
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int cxb = floordiv<CHUNK_W>(aabb.b.x);
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int czb = floordiv<CHUNK_D>(aabb.b.z);
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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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const auto& found = prototypes.find({cx, cz});
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if (found != prototypes.end()) {
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// position becomes relative to prototype chunk
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glm::ivec3 rel = block.position - glm::ivec3(cx * CHUNK_W, 0, cz * CHUNK_D);
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bool owner = (cx == floordiv<CHUNK_W>(block.position.x)) && (cz == floordiv<CHUNK_D>(block.position.z));
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found->second->placements.emplace_back(priority, BlockPlacement{block.block, rel, block.rotation, !owner});
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}
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}
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}
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}
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void WorldGenerator::placeStructures(
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const std::vector<Placement>& placements,
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ChunkPrototype& prototype,
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@ -217,9 +258,11 @@ void WorldGenerator::placeStructures(
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continue;
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}
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placeStructure(*sp, placement.priority, chunkX, chunkZ);
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} else if (auto lp = std::get_if<LinePlacement>(&placement.placement)) {
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placeLine(*lp, placement.priority);
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} else {
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const auto& line = std::get<LinePlacement>(placement.placement);
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placeLine(line, placement.priority);
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const auto& bp = std::get<BlockPlacement>(placement.placement);
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placeBlock(bp, placement.priority);
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}
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}
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}
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@ -482,9 +525,10 @@ void WorldGenerator::generatePlacements(
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for (const auto& placement : placements) {
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if (auto structure = std::get_if<StructurePlacement>(&placement.placement)) {
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generateStructure(prototype, *structure, voxels, chunkX, chunkZ);
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} else {
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const auto& line = std::get<LinePlacement>(placement.placement);
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generateLine(prototype, line, voxels, chunkX, chunkZ);
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} else if (auto line = std::get_if<LinePlacement>(&placement.placement)) {
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generateLine(prototype, *line, voxels, chunkX, chunkZ);
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} else if (auto block = std::get_if<BlockPlacement>(&placement.placement)) {
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generateBlock(prototype, *block, voxels, chunkX, chunkZ);
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}
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}
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}
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@ -591,6 +635,61 @@ void WorldGenerator::generateLine(
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}
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}
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void WorldGenerator::generateBlock(
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const ChunkPrototype& prototype,
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const BlockPlacement& placement,
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voxel* voxels,
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int chunkX, int chunkZ
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) {
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const auto& indices = content.getIndices()->blocks;
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const auto& def = indices.require(placement.block);
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glm::ivec3 origin = placement.position; // relative; may be outside
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int rotIndex = 0;
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if (def.rotatable && def.rotations.variantsCount) {
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rotIndex = placement.rotation % def.rotations.variantsCount;
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}
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// write origin only for owner chunk (mirror==false) and if inside bounds
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if (!placement.mirror &&
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origin.x >= 0 && origin.x < CHUNK_W &&
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origin.y >= 0 && origin.y < CHUNK_H &&
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origin.z >= 0 && origin.z < CHUNK_D) {
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auto& vox = voxels[vox_index(origin.x, origin.y, origin.z)];
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vox.id = placement.block;
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vox.state = {};
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vox.state.rotation = rotIndex;
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}
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// expand extended blocks
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if (def.rt.extended) {
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const auto& rot = def.rotations.variants[rotIndex];
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const auto size = def.size;
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for (int sy = 0; sy < size.y; sy++) {
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for (int sz = 0; sz < size.z; sz++) {
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for (int sx = 0; sx < size.x; sx++) {
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if ((sx | sy | sz) == 0) continue;
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glm::ivec3 pos = origin;
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pos += rot.axes[0] * sx;
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pos += rot.axes[1] * sy;
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pos += rot.axes[2] * sz;
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if (pos.x < 0 || pos.x >= CHUNK_W ||
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pos.y < 0 || pos.y >= CHUNK_H ||
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pos.z < 0 || pos.z >= CHUNK_D) {
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continue;
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}
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struct voxel seg;
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seg.id = placement.block;
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seg.state = {};
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seg.state.rotation = rotIndex;
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seg.state.segment = ((sx > 0) | ((sy > 0) << 1) | ((sz > 0) << 2));
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voxels[vox_index(pos.x, pos.y, pos.z)] = seg;
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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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const auto& area = surroundMap.getArea();
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const auto& levels = area.getBuffer();
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@ -79,6 +79,7 @@ class WorldGenerator {
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);
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void placeLine(const LinePlacement& line, int priority);
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void placeBlock(const BlockPlacement& block, int priority);
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void generatePlacements(
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const ChunkPrototype& prototype, voxel* voxels, int x, int z
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@ -89,6 +90,12 @@ class WorldGenerator {
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voxel* voxels,
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int x, int z
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);
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void generateBlock(
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const ChunkPrototype& prototype,
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const BlockPlacement& placement,
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voxel* voxels,
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int x, int z
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);
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void generateStructure(
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const ChunkPrototype& prototype,
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const StructurePlacement& placement,
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