update voxel fragments lua api & replace structure.save command with fragment.save & add 'export' entry point

This commit is contained in:
MihailRis 2024-10-14 19:39:58 +03:00
parent cc6891dde8
commit fd2bd15658
9 changed files with 117 additions and 40 deletions

2
.gitignore vendored
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@ -6,6 +6,8 @@ Debug/voxel_engine
/build
/cmake-build-**
/screenshots
/export
/config
/out
/misc

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@ -151,8 +151,8 @@ console.add_command(
)
console.add_command(
"structure.save x:int y:int z:int w:int h:int d:int name:str='untitled'",
"Save structure",
"fragment.save x:int y:int z:int w:int h:int d:int name:str='untitled' crop:bool=false",
"Save fragment",
function(args, kwargs)
local x = args[1]
local y = args[2]
@ -163,6 +163,14 @@ console.add_command(
local d = args[6]
local name = args[7]
generation.save_structure({x, y, z}, {x+w, y+h, z+d}, name..'.vox', false)
local crop = args[8]
local fragment = generation.create_fragment(
{x, y, z}, {x + w, y + h, z + d}, crop, false
)
local filename = 'export:'..name..'.vox'
generation.save_fragment(fragment, filename, crop)
console.log("fragment with size "..vec3.tostring(fragment.size)..
" has been saved as "..file.resolve(filename))
end
)

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@ -18,6 +18,7 @@ static inline auto SCREENSHOTS_FOLDER = std::filesystem::u8path("screenshots");
static inline auto CONTENT_FOLDER = std::filesystem::u8path("content");
static inline auto WORLDS_FOLDER = std::filesystem::u8path("worlds");
static inline auto CONFIG_FOLDER = std::filesystem::u8path("config");
static inline auto EXPORT_FOLDER = std::filesystem::u8path("export");
static inline auto CONTROLS_FILE = std::filesystem::u8path("controls.toml");
static inline auto SETTINGS_FILE = std::filesystem::u8path("settings.toml");
@ -51,6 +52,10 @@ void EnginePaths::prepare() {
if (!fs::is_directory(contentFolder)) {
fs::create_directories(contentFolder);
}
auto exportFolder = userFilesFolder / EXPORT_FOLDER;
if (!fs::is_directory(exportFolder)) {
fs::create_directories(exportFolder);
}
}
std::filesystem::path EnginePaths::getUserFilesFolder() const {
@ -187,6 +192,9 @@ std::filesystem::path EnginePaths::resolve(
if (prefix == "world") {
return currentWorldFolder / fs::u8path(filename);
}
if (prefix == "export") {
return userFilesFolder / EXPORT_FOLDER / fs::u8path(filename);
}
if (contentPacks) {
for (auto& pack : *contentPacks) {

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@ -11,24 +11,30 @@
using namespace scripting;
static int l_save_structure(lua::State* L) {
auto pointA = lua::tovec<3>(L, 1);
auto pointB = lua::tovec<3>(L, 2);
auto filename = lua::require_string(L, 3);
if (!files::is_valid_name(filename)) {
throw std::runtime_error("invalid file name");
}
bool saveEntities = lua::toboolean(L, 4);
auto structure = VoxelFragment::create(level, pointA, pointB, saveEntities);
auto map = structure->serialize();
auto bytes = json::to_binary(map);
files::write_bytes(fs::u8path(filename), bytes.data(), bytes.size());
static int l_save_fragment(lua::State* L) {
auto paths = engine->getPaths();
auto fragment = lua::touserdata<lua::LuaVoxelFragment>(L, 1);
auto file = paths->resolve(lua::require_string(L, 2), true);
auto map = fragment->getFragment()->serialize();
auto bytes = json::to_binary(map, true);
files::write_bytes(file, bytes.data(), bytes.size());
return 0;
}
static int l_load_structure(lua::State* L) {
static int l_create_fragment(lua::State* L) {
auto pointA = lua::tovec<3>(L, 1);
auto pointB = lua::tovec<3>(L, 2);
bool crop = lua::toboolean(L, 3);
bool saveEntities = lua::toboolean(L, 4);
auto fragment =
VoxelFragment::create(level, pointA, pointB, crop, saveEntities);
return lua::newuserdata<lua::LuaVoxelFragment>(
L, std::shared_ptr<VoxelFragment>(std::move(fragment))
);
}
static int l_load_fragment(lua::State* L) {
auto paths = engine->getPaths();
auto [prefix, filename] = EnginePaths::parsePath(lua::require_string(L, 1));
@ -38,9 +44,9 @@ static int l_load_structure(lua::State* L) {
}
auto map = files::read_binary_json(path);
auto structure = std::make_shared<VoxelFragment>();
structure->deserialize(map);
return lua::newuserdata<lua::LuaVoxelStructure>(L, std::move(structure));
auto fragment = std::make_shared<VoxelFragment>();
fragment->deserialize(map);
return lua::newuserdata<lua::LuaVoxelFragment>(L, std::move(fragment));
}
/// @brief Get a list of all world generators
@ -72,8 +78,9 @@ static int l_get_default_generator(lua::State* L) {
}
const luaL_Reg generationlib[] = {
{"save_structure", lua::wrap<l_save_structure>},
{"load_structure", lua::wrap<l_load_structure>},
{"create_fragment", lua::wrap<l_create_fragment>},
{"save_fragment", lua::wrap<l_save_fragment>},
{"load_fragment", lua::wrap<l_load_fragment>},
{"get_generators", lua::wrap<l_get_generators>},
{"get_default_generator", lua::wrap<l_get_default_generator>},
{NULL, NULL}};

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@ -71,15 +71,15 @@ namespace lua {
};
static_assert(!std::is_abstract<LuaHeightmap>());
class LuaVoxelStructure : public Userdata {
std::shared_ptr<VoxelFragment> structure;
class LuaVoxelFragment : public Userdata {
std::shared_ptr<VoxelFragment> fragment;
public:
LuaVoxelStructure(std::shared_ptr<VoxelFragment> structure);
LuaVoxelFragment(std::shared_ptr<VoxelFragment> fragment);
virtual ~LuaVoxelStructure();
virtual ~LuaVoxelFragment();
std::shared_ptr<VoxelFragment> getStructure() const {
return structure;
std::shared_ptr<VoxelFragment> getFragment() const {
return fragment;
}
const std::string& getTypeName() const override {
@ -87,7 +87,7 @@ namespace lua {
}
static int createMetatable(lua::State*);
inline static std::string TYPENAME = "VoxelStructure";
inline static std::string TYPENAME = "VoxelFragment";
};
static_assert(!std::is_abstract<LuaVoxelStructure>());
static_assert(!std::is_abstract<LuaVoxelFragment>());
}

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@ -103,7 +103,7 @@ void lua::init_state(State* L, StateType stateType) {
newusertype<LuaBytearray>(L);
newusertype<LuaHeightmap>(L);
newusertype<LuaVoxelStructure>(L);
newusertype<LuaVoxelFragment>(L);
}
void lua::initialize(const EnginePaths& paths) {

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@ -7,20 +7,37 @@
using namespace lua;
LuaVoxelStructure::LuaVoxelStructure(std::shared_ptr<VoxelFragment> structure)
: structure(std::move(structure)) {}
LuaVoxelFragment::LuaVoxelFragment(std::shared_ptr<VoxelFragment> fragment)
: fragment(std::move(fragment)) {}
LuaVoxelStructure::~LuaVoxelStructure() {
LuaVoxelFragment::~LuaVoxelFragment() {
}
static int l_meta_tostring(lua::State* L) {
return pushstring(L, "VoxelStructure(0x" + util::tohex(
return pushstring(L, "VoxelFragment(0x" + util::tohex(
reinterpret_cast<uint64_t>(topointer(L, 1)))+")");
}
int LuaVoxelStructure::createMetatable(lua::State* L) {
createtable(L, 0, 1);
static int l_meta_index(lua::State* L) {
auto fragment = touserdata<LuaVoxelFragment>(L, 1);
if (fragment == nullptr) {
return 0;
}
if (isstring(L, 2)) {
auto fieldname = tostring(L, 2);
if (!std::strcmp(fieldname, "size")) {
return pushivec(L, fragment->getFragment()->getSize());
}
}
return 0;
}
int LuaVoxelFragment::createMetatable(lua::State* L) {
createtable(L, 0, 2);
pushcfunction(L, lua::wrap<l_meta_tostring>);
setfield(L, "__tostring");
pushcfunction(L, lua::wrap<l_meta_index>);
setfield(L, "__index");
return 1;
}

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@ -11,11 +11,41 @@
#include "world/Level.hpp"
std::unique_ptr<VoxelFragment> VoxelFragment::create(
Level* level, const glm::ivec3& a, const glm::ivec3& b, bool entities
Level* level,
const glm::ivec3& a,
const glm::ivec3& b,
bool crop,
bool entities
) {
auto start = glm::min(a, b);
auto size = glm::abs(a - b);
if (crop) {
VoxelsVolume volume(size.x, size.y, size.z);
volume.setPosition(start.x, start.y, start.z);
level->chunksStorage->getVoxels(&volume);
auto end = start + size;
auto min = end;
auto max = start;
for (int y = start.y; y < end.y; y++) {
for (int z = start.z; z < end.z; z++) {
for (int x = start.x; x < end.x; x++) {
if (volume.pickBlockId(x, y, z)) {
min = glm::min(min, {x, y, z});
max = glm::max(max, {x+1, y+1, z+1});
}
}
}
}
if (glm::min(min, max) == min) {
start = min;
size = max - min;
}
}
VoxelsVolume volume(size.x, size.y, size.z);
volume.setPosition(start.x, start.y, start.z);
level->chunksStorage->getVoxels(&volume);

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@ -44,7 +44,12 @@ public:
std::unique_ptr<VoxelFragment> rotated(const Content& content) const;
static std::unique_ptr<VoxelFragment> create(
Level* level, const glm::ivec3& a, const glm::ivec3& b, bool entities);
Level* level,
const glm::ivec3& a,
const glm::ivec3& b,
bool crop,
bool entities
);
const glm::ivec3& getSize() const {
return size;