feat: 'lines' (cave-like structures/tunnels) (WIP)
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23
res/generators/default.files/script.lua
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23
res/generators/default.files/script.lua
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@ -0,0 +1,23 @@
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-- TODO: delete this file after caves complete implementation
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function generate_heightmap(x, y, w, h, seed, s)
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local map = Heightmap(w, h)
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map:add(0.25)
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return map
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end
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function place_structures(x, z, w, d, seed, hmap, chunk_height)
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local placements = {}
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do
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local sy = math.random() * (chunk_height / 4)
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local ey = math.random() * (chunk_height / 4)
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local sx = x + math.random() * 20 - 10
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local ex = x + math.random() * 20 - 10
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local sz = z + math.random() * 20 - 10
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local ez = z + math.random() * 20 - 10
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table.insert(placements,
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{":line", 0, {sx - 10, sy, sz - 10}, {ex + 10, ey, ez + 10}, 2})
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end
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return placements
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end
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@ -83,11 +83,62 @@ public:
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return maps;
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}
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std::vector<StructurePlacement> placeStructures(
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void perform_line(lua::State* L, PrototypePlacements& 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 a = tovec3(L, -1);
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pop(L);
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rawgeti(L, 4);
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glm::ivec3 b = tovec3(L, -1);
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pop(L);
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rawgeti(L, 5);
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int radius = touinteger(L, -1);
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pop(L);
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placements.lines.emplace_back(block, a, b, radius);
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}
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void perform_placement(lua::State* L, PrototypePlacements& placements) {
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rawgeti(L, 1);
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int structIndex = 0;
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if (isstring(L, -1)) {
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const char* name = require_string(L, -1);
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if (!std::strcmp(name, ":line")) {
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pop(L);
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perform_line(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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structIndex = found->second;
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}
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} else {
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structIndex = tointeger(L, -1);
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}
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pop(L);
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rawgeti(L, 2);
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glm::ivec3 pos = tovec3(L, -1);
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pop(L);
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rawgeti(L, 3);
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int rotation = tointeger(L, -1) & 0b11;
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pop(L);
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placements.structs.emplace_back(structIndex, pos, rotation);
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}
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PrototypePlacements placeStructures(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed,
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const std::shared_ptr<Heightmap>& heightmap, uint chunkHeight
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) override {
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std::vector<StructurePlacement> placements;
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PrototypePlacements placements {};
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stackguard _(L);
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pushenv(L, *env);
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@ -102,31 +153,9 @@ public:
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for (int i = 1; i <= len; i++) {
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rawgeti(L, i);
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rawgeti(L, 1);
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int structIndex = 0;
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if (isstring(L, -1)) {
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const auto& found = def.structuresIndices.find(
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require_string(L, -1)
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);
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if (found != def.structuresIndices.end()) {
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structIndex = found->second;
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}
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} else {
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structIndex = tointeger(L, -1);
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}
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pop(L);
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rawgeti(L, 2);
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glm::ivec3 pos = tovec3(L, -1);
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pop(L);
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rawgeti(L, 3);
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int rotation = tointeger(L, -1) & 0b11;
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pop(L);
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perform_placement(L, placements);
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pop(L);
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placements.emplace_back(structIndex, pos, rotation);
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}
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pop(L);
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}
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@ -4,7 +4,13 @@
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#include <ctime>
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#define GLM_ENABLE_EXPERIMENTAL
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#include <glm/glm.hpp>
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#include <glm/gtx/norm.hpp>
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namespace util {
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constexpr inline float EPSILON = 1e-6f;
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class PseudoRandom {
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unsigned short seed;
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public:
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@ -63,4 +69,21 @@ namespace util {
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rand();
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}
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};
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/// @brief Find nearest point on segment to given
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/// @param a segment point A
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/// @param b segment point B
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/// @param point given point (may be anywhere)
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/// @return nearest point on the segment to given point
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inline glm::vec3 closest_point_on_segment(
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glm::vec3 a, glm::vec3 b, const glm::vec3& point
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) {
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auto vec = b - a;
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float da = glm::distance2(point, a);
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float db = glm::distance2(point, b);
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float len = glm::length2(vec);
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float t = (((da - db) / len) * 0.5f + 0.5f);
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t = std::min(1.0f, std::max(0.0f, t));
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return a + vec * t;
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}
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}
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@ -118,6 +118,11 @@ struct Biome {
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BlocksLayers seaLayers;
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};
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struct PrototypePlacements {
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std::vector<StructurePlacement> structs {};
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std::vector<LinePlacement> lines {};
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};
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/// @brief Generator behaviour and settings interface
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class GeneratorScript {
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public:
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@ -156,8 +161,8 @@ public:
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/// @param seed world seed
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/// @param heightmap area heightmap
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/// @param chunkHeight chunk height to use as heights multiplier
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/// @return structure placements
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virtual std::vector<StructurePlacement> placeStructures(
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/// @return structure & line placements
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virtual PrototypePlacements placeStructures(
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const glm::ivec2& offset, const glm::ivec2& size, uint64_t seed,
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const std::shared_ptr<Heightmap>& heightmap, uint chunkHeight) = 0;
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};
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@ -14,3 +14,14 @@ struct StructurePlacement {
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rotation(rotation) {
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}
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};
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struct LinePlacement {
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blockid_t block;
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glm::ivec3 a;
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glm::ivec3 b;
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int radius;
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LinePlacement(blockid_t block, glm::ivec3 a, glm::ivec3 b, int radius)
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: block(block), a(std::move(a)), b(std::move(b)), radius(radius) {
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}
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};
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@ -11,6 +11,7 @@
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#include "util/timeutil.hpp"
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#include "util/listutil.hpp"
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#include "maths/voxmaths.hpp"
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#include "maths/util.hpp"
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#include "debug/Logger.hpp"
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static debug::Logger logger("world-generator");
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@ -138,7 +139,7 @@ inline AABB gen_chunk_aabb(int chunkX, int chunkZ) {
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}
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void WorldGenerator::placeStructure(
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const glm::ivec3 offset, size_t structureId, uint8_t rotation,
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const glm::ivec3& offset, size_t structureId, uint8_t rotation,
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int chunkX, int chunkZ
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) {
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auto& structure = *def.structures[structureId]->fragments[rotation];
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@ -157,8 +158,7 @@ void WorldGenerator::placeStructure(
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if (chunkAABB.intersect(aabb)) {
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otherPrototype.structures.emplace_back(
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structureId,
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offset -
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glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D),
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offset - glm::ivec3(lcx * CHUNK_W, 0, lcz * CHUNK_D),
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rotation
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);
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}
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@ -166,6 +166,33 @@ void WorldGenerator::placeStructure(
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}
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}
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void WorldGenerator::placeLine(const LinePlacement& line) {
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AABB aabb(line.a, line.b);
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aabb.fix();
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aabb.a -= line.radius;
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aabb.b += line.radius;
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int cxa = floordiv(aabb.a.x, CHUNK_W);
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int cza = floordiv(aabb.a.z, CHUNK_D);
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int cxb = floordiv(aabb.b.x, CHUNK_W);
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int czb = floordiv(aabb.b.z, CHUNK_D);
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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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auto& otherPrototype = requirePrototype(cx, cz);
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auto chunkAABB = gen_chunk_aabb(cx, cz);
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chunkAABB.a -= line.radius;
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chunkAABB.b += line.radius;
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auto found = util::closest_point_on_segment(line.a, line.b, {
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cx * CHUNK_W + CHUNK_W / 2,
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0,
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cz * CHUNK_D + CHUNK_D / 2
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});
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if (chunkAABB.contains(found)) {
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otherPrototype.lines.push_back(line);
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}
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}
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}
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}
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void WorldGenerator::generateStructures(
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ChunkPrototype& prototype, int chunkX, int chunkZ
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) {
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@ -175,10 +202,12 @@ void WorldGenerator::generateStructures(
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const auto& biomes = prototype.biomes;
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const auto& heightmap = prototype.heightmap;
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util::concat(prototype.structures, def.script->placeStructures(
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auto placements = def.script->placeStructures(
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{chunkX * CHUNK_W, chunkZ * CHUNK_D}, {CHUNK_W, CHUNK_D}, seed,
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heightmap, CHUNK_H
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));
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);
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util::concat(prototype.structures, placements.structs);
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for (const auto& placement : prototype.structures) {
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const auto& offset = placement.position;
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if (placement.structure < 0 || placement.structure >= def.structures.size()) {
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@ -188,6 +217,9 @@ void WorldGenerator::generateStructures(
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placeStructure(
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offset, placement.structure, placement.rotation, chunkX, chunkZ);
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}
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for (const auto& line : placements.lines) {
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placeLine(line);
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}
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util::PseudoRandom structsRand;
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structsRand.setSeed(chunkX, chunkZ);
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@ -358,6 +390,22 @@ void WorldGenerator::generate(voxel* voxels, int chunkX, int chunkZ) {
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}
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}
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}
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for (const auto& line : prototype.lines) {
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int minY = std::max(0, std::min(line.a.y-line.radius, line.b.y-line.radius));
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int maxY = std::min(CHUNK_H, std::max(line.a.y+line.radius, line.b.y+line.radius));
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for (int y = minY; y < maxY; y++) {
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for (int z = 0; z < CHUNK_D; z++) {
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for (int x = 0; x < CHUNK_W; x++) {
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int gx = x + chunkX * CHUNK_W;
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int gz = z + chunkZ * CHUNK_D;
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if (glm::distance2(util::closest_point_on_segment(line.a, line.b, {gx, y, gz}), {gx, y, gz}) <= line.radius*line.radius) {
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voxels[vox_index(x, y, z)] = {line.block, {}};
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}
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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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@ -32,6 +32,8 @@ struct ChunkPrototype {
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std::shared_ptr<Heightmap> heightmap;
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std::vector<StructurePlacement> structures;
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std::vector<LinePlacement> lines;
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};
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struct WorldGenDebugInfo {
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@ -69,9 +71,11 @@ class WorldGenerator {
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void generateHeightmap(ChunkPrototype& prototype, int x, int z);
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void placeStructure(
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const glm::ivec3 offset, size_t structure, uint8_t rotation,
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const glm::ivec3& offset, size_t structure, uint8_t rotation,
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int chunkX, int chunkZ
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);
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void placeLine(const LinePlacement& line);
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public:
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WorldGenerator(
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const GeneratorDef& def,
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