[WIP] collision fixing
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@@ -181,5 +181,4 @@ namespace scene
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hand_mode_gameOver = !hand_mode_gameOver;
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}
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}
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}
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@@ -32,8 +32,6 @@ namespace scene
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std::shared_ptr<entities::MainCharacter>main_character;
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std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
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//std::deque<std::shared_ptr<entities::CollisionEntity>> furniture_collision;
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entities::HouseGenerator* house_generator;
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std::deque<std::shared_ptr<entities::Entity>> house_models;
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@@ -132,14 +130,16 @@ namespace scene
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for (int i = 0; i < furniture_count; i++)
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{
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house_models.pop_front();
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collision_entities.pop_back();
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}
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}
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int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
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std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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std::deque<std::shared_ptr<entities::CollisionEntity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
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furniture_count = furniture.size();
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house_models.insert(house_models.end(), furniture.begin(), furniture.end());
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collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
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std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
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furniture_count_old = furniture_count - 1;
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@@ -154,7 +154,6 @@ namespace scene
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texture.shine_damper = 10;
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texture.reflectivity = 0;
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raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
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models::TexturedModel model_char = { raw_model_char, texture };
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collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
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@@ -230,7 +229,6 @@ namespace scene
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break;
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}
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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@@ -279,6 +277,8 @@ namespace scene
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return_value = scene::Scenes::GAMEOVER;
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}
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std::cout << "Pos of main char: " << main_character.get()->GetPosition().z << std::endl;
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std::cout << "Pos z of collision entity: "<< collision_entities.at(0).get()->GetPosition().z << std::endl;
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//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
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camera->Follow(main_character->GetPosition());
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@@ -293,16 +293,14 @@ namespace scene
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score += furniture_count_old;
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std::cout << "Score: " << score << std::endl;
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std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << std::endl;
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}
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// remember the position at which the new model was added
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last_model_pos = model_pos;
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std::cout << "amount of collision entities: " << collision_entities.size() << std::endl;
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collision::CheckCollisions(collision_entities);
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update_hand_detection();
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}
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//manages the key input in the game scene
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@@ -211,7 +211,7 @@ namespace scene
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{
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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return_value = scene::Scenes::GAMEOVER;
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return_value = scene::Scenes::INGAME;
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cv::destroyWindow("camera");
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}
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else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
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