[ADD] made collision work

This commit is contained in:
Nathalie Seen
2021-06-08 15:25:24 +02:00
parent ae93ed6b34
commit 551d53a3dc
7 changed files with 100 additions and 57 deletions

View File

@@ -1,9 +1,11 @@
#include <iostream>
#include <memory>
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include "in_Game_Scene.h"
#include "startup_Scene.h"
#include "../entities/main_character.h"
#include "../collision/collision_handler.h"
#include "../gui/gui_interactable.h"
#include "../models/model.h"
#include "../renderEngine/loader.h"
@@ -20,9 +22,10 @@
namespace scene
{
std::deque<entities::Entity> house_models;
std::vector<entities::MainCharacter*> main_character;
std::shared_ptr<entities::MainCharacter>main_character;
std::deque<entities::Light> lights;
std::deque<entities::Entity> trees;
std::deque<entities::CollisionEntity> trees;
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
models::RawModel raw_model, raw_model_char;
models::ModelTexture texture;
@@ -44,6 +47,18 @@ namespace scene
gui_shader = new shaders::GuiShader();
gui_shader->Init();
}
/**
* temporary!!!!
* just to make some bounding boxes
*/
collision::Box create_bounding_box(glm::vec3 size, glm::vec3 pos, int scale) {
collision::Box box = collision::Box();
box.size.x = size.z* scale;
box.size.y = size.y* scale;
box.size.z = size.x* scale;
box.center_pos = pos;
return box;
}
/**
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
@@ -58,13 +73,23 @@ namespace scene
{
house_models.pop_back();
trees.pop_back();
collision_entities.erase(collision_entities.begin() + 1);
}
int z_offset = model_pos * (model.raw_model.model_size.x * 20); // how much "in the distance" we should load the model
house_models.push_front(entities::Entity(model, glm::vec3(0, -50, -50 - z_offset), glm::vec3(0, 90, 0), 20));
trees.push_front(entities::Entity(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3));
collision::Box tree_box = create_bounding_box(tree.raw_model.model_size, glm::vec3(0, 0, -50 - z_offset),3);
std::shared_ptr<entities::CollisionEntity> tree_entity = std::make_shared<entities::CollisionEntity>(tree, glm::vec3(0, 0, -50 - z_offset), glm::vec3(0, 90, 0), 3, tree_box);
trees.push_front(*tree_entity);
collision_entities.push_back(tree_entity);
//std::cout << collision_entities.size() << std::endl;
/*if (collision_entities.size() > 0) {
std::cout << collision_entities[0].get()->GetPosition().z << std::endl;
std::cout << "x: " << main_character->GetPosition().x << "\ny: " << main_character->GetPosition().y << "\nz: " << main_character->GetPosition().z << "\n";
}*/
}
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
@@ -79,18 +104,19 @@ namespace scene
models::ModelTexture tree_texture = { render_engine::loader::LoadTexture("res/TreeTexture.png") };
tree = { raw_tree_model, tree_texture };
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
main_character = std::make_shared<entities::MainCharacter>(model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5, char_box);
collision_entities.push_back(main_character);
// load the first few house models
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
{
load_chunk(i);
}
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
models::TexturedModel model_char = { raw_model_char, texture };
entities::MainCharacter character{ model_char, glm::vec3(0, -50, -100), glm::vec3(0, 90, 0), 5,collision::Box() };
main_character.push_back(&character);
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5))); // sun
lights.push_back(entities::Light(glm::vec3(0, 1000, 7000), glm::vec3(5, 5, 5))); // sun
lights.push_back(entities::Light(glm::vec3(0, 0, -30), glm::vec3(2, 0, 2), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
@@ -139,10 +165,8 @@ namespace scene
{
render_engine::renderer::Render(tree_entity, *shader);
}
for (entities::Entity* main_char : main_character)
{
render_engine::renderer::Render(*main_char, *shader);
}
render_engine::renderer::Render(*main_character, *shader);
// Render GUI items
render_engine::renderer::Render(guis, *gui_shader);
@@ -154,16 +178,17 @@ namespace scene
void scene::In_Game_Scene::update(GLFWwindow* window)
{
//camera.Move(window);
entities::MainCharacter* character = main_character[0];
glm::vec3 movement = character->Move(window);
std::cout << "x: " << character->GetPosition().x << "\ny: " << character->GetPosition().y << "\nz: " << character->GetPosition().z << "\n";
std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(character->GetPosition());
glm::vec3 movement = main_character->Move(window);
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
camera.Follow(main_character->GetPosition());
// calculate where the next house model should be loaded
static int last_model_pos = 0;
int model_pos = -round(camera.GetPosition().z / (model.raw_model.model_size.x * 20)); // how much models we have passed, minus because we are moving in the negative z axis
//std::cout << collision_entities.size() << std::endl;
// if we have passed a model, load a new one and delete the one behind us
if (last_model_pos != model_pos)
@@ -172,6 +197,7 @@ namespace scene
}
// remember the position at which the new model was added
last_model_pos = model_pos;
collision::CheckCollisions(collision_entities);
}
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)