[ADD] added an extra layer to the grid for the lamps and fans. Grid now generates correctly.
Good enough
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@@ -24,9 +24,9 @@ namespace entities
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{
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FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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for(std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == random_type)
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if (it->furniture.type == random_type)
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{
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return &it->furniture;
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}
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@@ -35,34 +35,57 @@ namespace entities
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return nullptr;
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}
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const FurniturePiece* HouseGenerator::GetFurniturePiece(FurnitureType type)
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{
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if (it->furniture.type == type)
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{
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return &it->furniture;
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}
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}
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return nullptr;
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}
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std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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{
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std::deque<std::shared_ptr<Entity>> furniture;
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// Add house
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furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
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int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE/2);
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int offset_z = house_model.raw_model.model_size.x *( HOUSE_SIZE/2);
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double multiplier_x = house_size/2;
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double multiplier_z = house_size / 3;
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int house_size_x = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int house_size_y = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int house_size_z = house_model.raw_model.model_size.x * HOUSE_SIZE;
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int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
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int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
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double multiplier_x = house_size_x / 2;
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double multiplier_z = house_size_z / 3;
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for (int z = 1; z < 4; z++) {
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for (int x = 1; x < 3; x++)
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{
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if (toolbox::Random(0, 100) < 50) {
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if (toolbox::Random(0, 100) < 90) {
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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
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models::TexturedModel model = GetFurnitureModel(furniture_piece);
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//if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
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glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x/2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
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if (!(furniture_piece->size > 1 && x > 1)) {
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glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
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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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models::TexturedModel model = GetFurnitureModel(GetFurniturePiece(FurnitureType::CEILING_OBJECTS));
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glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y/5 *3), position.z);
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collision::Box model_box = { model_pos, model.raw_model.model_size };
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model_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
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return furniture;
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@@ -119,11 +142,11 @@ namespace entities
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models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
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{
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std::deque<models::TexturedModel> *furniture_list = nullptr;
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std::deque<models::TexturedModel>* furniture_list = nullptr;
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for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
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{
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if(it->furniture.type == furniture->type)
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if (it->furniture.type == furniture->type)
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{
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furniture_list = &it->texture;
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}
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@@ -69,6 +69,7 @@ namespace entities
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private:
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const FurniturePiece* GetRandomFurniturePiece();
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const FurniturePiece* GetFurniturePiece(FurnitureType type);
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/*
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* @brief: This function loads all the 3D furniture models
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