add 'lowering' generated structures property
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@ -72,17 +72,20 @@ Fragments used by the generator must present in the directory:
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## Structures
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A structure is a set of rules for inserting a fragment into the world by the generator. It currently has no properties, being created as empty objects in the `generators/generator_name.files/structures.toml` file. Example:
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A structure is a set of rules for inserting a fragment into the world by the generator. Structures are declared as objects in the file `generators/generator_name.files/structures.toml`. Example:
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```toml
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tree0 = {}
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tree1 = {}
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tree2 = {}
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tower = {}
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tower = {lowering=2}
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coal_ore0 = {}
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```
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Currently, the name of the structure must match the name of the fragment used.
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Available properties:
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- lowering - depth of structure lowering.
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## Biomes
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A biome defines what blocks and layers the terrain is generated from, as well as a set of plants and structures.
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@ -72,17 +72,20 @@
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## Структуры
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Структура - набор правил по вставке фрагмента в мир генератором. На данный момент не имеет свойств, создаваясь в виде пустых объектов в файле `generators/имя_генератора.files/structures.toml`. Пример:
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Структура - набор правил по вставке фрагмента в мир генератором. Структуры объявляются в виде объектов в файле `generators/имя_генератора.files/structures.toml`. Пример:
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```toml
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tree0 = {}
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tree1 = {}
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tree2 = {}
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tower = {}
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tower = {lowering=-2}
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coal_ore0 = {}
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```
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На данный момент, имя структуры должно совпадать с именем использованного фрагмента.
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Доступные свойства:
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- lowering - глубина погружения структуры под поверхность.
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## Биомы
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Биом определяет то, из каких блоков и какими слоями генерируется ландшафт, а так же набор растений, структур.
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@ -1,5 +1,5 @@
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tree0 = {}
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tree1 = {}
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tree2 = {}
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tower = {}
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tower = {lowering=2}
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coal_ore0 = {}
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@ -127,7 +127,7 @@ static VoxelStructureMeta load_structure_meta(
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) {
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VoxelStructureMeta meta;
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meta.name = name;
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config.at("lowering").get(meta.lowering);
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return meta;
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}
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@ -15,7 +15,10 @@ class VoxelFragment;
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struct GeneratorDef;
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struct VoxelStructureMeta {
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/// @brief Structure name
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std::string name;
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/// @brief Structure lowering on placement
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int lowering = 0;
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};
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struct BlocksLayer {
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@ -270,10 +270,11 @@ void WorldGenerator::generateStructures(
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if (height < def.seaLevel) {
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continue;
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}
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auto& structure = *def.structures[structureId]->fragments[rotation];
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glm::ivec3 position {x, height, z};
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position.x -= structure.getSize().x / 2;
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position.z -= structure.getSize().z / 2;
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auto& structure = *def.structures[structureId];
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auto& fragment = *structure.fragments[rotation];
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glm::ivec3 position {x, height-structure.meta.lowering, z};
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position.x -= fragment.getSize().x / 2;
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position.z -= fragment.getSize().z / 2;
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placeStructure(
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StructurePlacement {
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structureId,
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