[EDIT] models now generate in a 3x3 grid with always 9 models

This commit is contained in:
Jasper
2021-06-18 09:58:08 +02:00
parent 24285b9714
commit 26d438e4d1
3 changed files with 14 additions and 11 deletions

View File

@@ -22,7 +22,10 @@ namespace entities
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
{
FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
while (random_type == FurnitureType::CEILING_OBJECTS ) {
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
}
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
@@ -59,25 +62,25 @@ namespace entities
int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
double multiplier_x = house_size_x / 2;
double multiplier_x = house_size_x / 4;
double multiplier_z = house_size_z / 3;
for (int z = 1; z < 4; z++) {
for (int x = 1; x < 3; x++)
for (int x = 1; x < 4; x++)
{
if (toolbox::Random(0, 100) < 90) {
//if (toolbox::Random(0, 100) < 90) {
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
models::TexturedModel model = GetFurnitureModel(furniture_piece);
if (!(furniture_piece->size > 1 && x > 1)) {
//if (!(furniture_piece->size > 1 && x > 1)) {
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);
collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
}
}
}
//}
//}
}
}

View File

@@ -19,7 +19,7 @@ namespace gui
*/
struct GuiTexture
{
int texture;
GLuint texture;
glm::vec2 position;
glm::vec2 scale;

View File

@@ -20,12 +20,12 @@ namespace scene
Scenes Loading_Scene::start(GLFWwindow* window)
{
render();
return Scenes::STARTUP;
}
void Loading_Scene::render()
{
render_engine::renderer::Prepare();
/*render_engine::renderer::Prepare();
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/menu_item_start1.png"),
glm::vec2(0,0),glm::vec2(1,1) };
@@ -33,7 +33,7 @@ namespace scene
std::vector<gui::GuiTexture*> image_list;
image_list.push_back(&loading_image);
render_engine::renderer::Render(image_list, *gui_shader);
render_engine::renderer::Render(image_list, *gui_shader);*/
}
void Loading_Scene::update(GLFWwindow* window)