add structures (WIP)

This commit is contained in:
MihailRis 2024-08-22 20:35:41 +03:00
parent 3eec97f631
commit 2d7d03efbb
5 changed files with 145 additions and 0 deletions

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@ -149,3 +149,20 @@ console.add_command(
end
end
)
console.add_command(
"structure.save x:int y:int z:int w:int h:int d:int name:str='untitled'",
"Save structure",
function(args, kwargs)
local x = args[1]
local y = args[2]
local z = args[3]
local w = args[4]
local h = args[5]
local d = args[6]
local name = args[7]
generation.save_structure({x, y, z}, {x+w, y+h, z+d}, name..'.vox', false)
end
)

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@ -38,6 +38,20 @@ namespace dynamic {
}
}
/// TODO: remove raw pointer overloads
template <int n>
void get_vec(
const dynamic::Map* root,
const std::string& name,
glm::vec<n, int>& vec
) {
if (const auto& list = root->list(name)) {
for (size_t i = 0; i < n; i++) {
vec[i] = list->integer(i);
}
}
}
template <int n>
void get_vec(
const dynamic::List_sptr& root, size_t index, glm::vec<n, float>& vec
@ -49,6 +63,17 @@ namespace dynamic {
}
}
template <int n>
void get_vec(
const dynamic::List_sptr& root, size_t index, glm::vec<n, int>& vec
) {
if (const auto& list = root->list(index)) {
for (size_t i = 0; i < n; i++) {
vec[i] = list->integer(i);
}
}
}
template <int n, int m>
void get_mat(
const dynamic::Map_sptr& root,

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@ -1,4 +1,30 @@
#include "api_lua.hpp"
#include "files/files.hpp"
#include "files/util.hpp"
#include "coders/binary_json.hpp"
#include "world/Level.hpp"
#include "world/generator/Structure.hpp"
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 = Structure::create(level, pointA, pointB, saveEntities);
auto map = structure->serialize();
auto bytes = json::to_binary(map.get());
files::write_bytes(fs::u8path(filename), bytes.data(), bytes.size());
return 0;
}
const luaL_Reg generationlib[] = {
{"save_structure", lua::wrap<l_save_structure>},
{NULL, NULL}};

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@ -0,0 +1,50 @@
#include "Structure.hpp"
#include <cstring>
#include "data/dynamic.hpp"
#include "data/dynamic_util.hpp"
#include "voxels/ChunksStorage.hpp"
#include "voxels/VoxelsVolume.hpp"
#include "world/Level.hpp"
std::unique_ptr<Structure> Structure::create(
Level* level, const glm::ivec3& a, const glm::ivec3& b, bool entities
) {
auto start = glm::min(a, b);
auto size = glm::abs(a - b);
VoxelsVolume volume(size.x, size.y, size.z);
level->chunksStorage->getVoxels(&volume);
auto volVoxels = volume.getVoxels();
std::vector<voxel> voxels(size.x*size.y*size.z);
std::memcpy(voxels.data(), volVoxels, sizeof(voxel) * voxels.size());
return std::make_unique<Structure>(size, std::move(voxels));
}
std::unique_ptr<dynamic::Map> Structure::serialize() const {
auto root = std::make_unique<dynamic::Map>();
root->put("version", STRUCTURE_FORMAT_VERSION);
root->put("size", dynamic::to_value(size));
auto& voxelsArr = root->putList("voxels");
for (size_t i = 0; i < voxels.size(); i++) {
voxelsArr.put(voxels[i].id);
voxelsArr.put(blockstate2int(voxels[i].state));
}
return root;
}
void Structure::deserialize(dynamic::Map* src) {
size = glm::ivec3();
dynamic::get_vec(src, "size", size);
voxels.resize(size.x*size.y*size.z);
auto voxelsArr = src->list("voxels");
for (size_t i = 0; i < size.x*size.y*size.z; i++) {
voxels[i].id = voxelsArr->integer(i * 2);
voxels[i].state = int2blockstate(voxelsArr->integer(i * 2 + 1));
}
}

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@ -0,0 +1,27 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include "interfaces/Serializable.hpp"
#include "voxels/voxel.hpp"
inline constexpr int STRUCTURE_FORMAT_VERSION = 1;
class Level;
struct Structure : public Serializable {
glm::ivec3 size;
std::vector<voxel> voxels;
Structure() : size() {}
Structure(glm::ivec3 size, std::vector<voxel> voxels)
: size(size), voxels(std::move(voxels)) {}
std::unique_ptr<dynamic::Map> serialize() const override;
void deserialize(dynamic::Map* src) override;
static std::unique_ptr<Structure> create(
Level* level, const glm::ivec3& a, const glm::ivec3& b, bool entities);
};