pandemonium_engine/modules/wfc/overlapping_wave_form_collapse.h

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#ifndef OVERLAPPING_WAVE_FORM_COLLAPSE_H
#define OVERLAPPING_WAVE_FORM_COLLAPSE_H
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/*************************************************************************/
/* overlapping_wave_form_collapse.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/vector.h"
#include "array_2d.h"
#include "wave_form_collapse.h"
class OverlappingWaveFormCollapse : public WaveFormCollapse {
GDCLASS(OverlappingWaveFormCollapse, WaveFormCollapse);
public:
bool get_periodic_input() const;
void set_periodic_input(const bool val);
int get_out_height() const;
void set_out_height(const int val);
int get_out_width() const;
void set_out_width(const int val);
int get_symmetry() const;
void set_symmetry(const int val);
bool get_ground() const;
void set_ground(const bool val);
int get_pattern_size() const;
void set_pattern_size(const int val);
int get_wave_height() const;
int get_wave_width() const;
Array2D<int> run();
void init_ground();
bool set_pattern(const Array2D<int> &pattern, int i, int j);
int get_ground_pattern_id();
int get_pattern_id(const Array2D<int> &pattern);
void set_pattern(int pattern_id, int i, int j);
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void init_patterns();
bool agrees(const Array2D<int> &pattern1, const Array2D<int> &pattern2, int dy, int dx);
void generate_compatible();
Array2D<int> to_image(const Array2D<int> &output_patterns) const;
void initialize();
OverlappingWaveFormCollapse();
~OverlappingWaveFormCollapse();
protected:
static void _bind_methods();
private:
Vector<Array2D<int>> _patterns;
bool _periodic_input;
int _out_height;
int _out_width;
int _symmetry;
bool _ground;
int _pattern_size;
};
#endif