[ADD] furniture
This commit is contained in:
@@ -33,12 +33,14 @@ namespace entities
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if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
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{
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rotation.x -= ROT_SPEED;
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//rotation.x -= ROT_SPEED;
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position.y += 5;
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}
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if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
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{
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rotation.x += ROT_SPEED;
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//rotation.x += ROT_SPEED;
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position.y -= 5;
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}
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float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
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@@ -13,7 +13,7 @@ namespace entities
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{
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private:
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// The movement speed of the camera
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const float SPEED = 0.52f;
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const float SPEED = 2.0f;
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const float ROT_SPEED = 1.0f;
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glm::vec3 position;
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@@ -1,66 +0,0 @@
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#include "HouseGenerator.h"
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#include <functional>
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#include <iostream>
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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#include "../toolbox/toolbox.h"
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#include "collision_entity.h"
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namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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house_model = { raw_model, default_texture };
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GenerateFurnitureModels();
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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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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couchPos = glm::vec3(position.x, position.y + 20, position.z + 10);
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collision::Box couchBox = { couchPos, couch.raw_model.model_size };
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couchBox.SetRotation(90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couchPos, glm::vec3(0, 0, 0), HOUSE_SIZE, couchBox));
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return furniture;
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}
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models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
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{
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const auto found = furniture_models.find(furniture);
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if (found == furniture_models.end())
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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auto models = found->second;
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const int modelNumber = toolbox::Random(0, models.size() - 1);
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return models[modelNumber];
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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// Couches
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std::deque<models::TexturedModel> couches;
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models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
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models::TexturedModel couch_inside = { couch_inside_model, default_texture };
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couches.push_back(couch_inside);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
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}
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}
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116
src/entities/house_generator.cpp
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116
src/entities/house_generator.cpp
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@@ -0,0 +1,116 @@
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#include "house_generator.h"
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#include <functional>
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#include <iostream>
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#include "../renderEngine/obj_loader.h"
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#include "../renderEngine/Loader.h"
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#include "../toolbox/toolbox.h"
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#include "collision_entity.h"
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namespace entities
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{
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HouseGenerator::HouseGenerator()
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{
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models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
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default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
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default_texture.shine_damper = 10;
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house_model = { raw_model, default_texture };
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GenerateFurnitureModels();
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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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// Add furniture
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models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
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glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
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collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
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couch_box.SetRotation(-90);
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furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
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models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
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glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
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collision::Box table_box = { table_pos, table.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
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models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
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glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
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return furniture;
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}
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models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
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{
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const auto found = furniture_models.find(furniture);
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if (found == furniture_models.end())
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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auto models = found->second;
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const int modelNumber = toolbox::Random(0, models.size() - 1);
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return models[modelNumber];
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}
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void HouseGenerator::GenerateFurnitureModels()
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{
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// Couches
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std::deque<models::TexturedModel> couches;
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models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
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models::TexturedModel couch_inside = { couch_inside_model, default_texture };
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couches.push_back(couch_inside);
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models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
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models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
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couches.push_back(couch_inside2);
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models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
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models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
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couches.push_back(couch_inside3);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
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// Tables
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std::deque<models::TexturedModel> tables;
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models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
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models::TexturedModel table1 = { table_model1, default_texture };
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tables.push_back(table1);
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models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
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models::TexturedModel table2 = { table_model2, default_texture };
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tables.push_back(table2);
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
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// Chairs
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std::deque<models::TexturedModel> chairs;
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models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
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models::TexturedModel chair1 = { chair_model1, default_texture };
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chairs.push_back(chair1);
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models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
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models::TexturedModel chair2 = { chair_model2, default_texture };
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chairs.push_back(chair2);
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models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
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models::TexturedModel chair3 = { chair_model3, default_texture };
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chairs.push_back(chair3);
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// Plants
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furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
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}
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}
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@@ -10,7 +10,9 @@ namespace entities
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{
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enum class FurnitureType
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{
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COUCH
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COUCH,
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TABLE,
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CHAIR
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};
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class HouseGenerator
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10
src/main.cpp
10
src/main.cpp
@@ -37,16 +37,6 @@ scene::Scene* current_scene;
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int main(void)
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{
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collision::Box box = { glm::vec3(0, 0, 0), glm::vec3(5, 2, 10) };
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box.SetRotation(180);
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std::cout << box.size.x << std::endl;
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std::cout << box.size.y << std::endl;
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std::cout << box.size.z << std::endl;
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return 0;
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#pragma region OPENGL_SETTINGS
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if (!glfwInit())
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throw "Could not inditialize glwf";
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@@ -10,7 +10,7 @@
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#include "../renderEngine/renderer.h"
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#include "../shaders/entity_shader.h"
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#include "../toolbox/toolbox.h"
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#include "../entities/HouseGenerator.h"
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#include "../entities/house_generator.h"
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#include <deque>
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#include <functional>
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#include <memory>
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@@ -31,7 +31,7 @@ namespace scene
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models::ModelTexture texture;
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shaders::EntityShader* shader;
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shaders::GuiShader* gui_shader;
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entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
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entities::Camera camera(glm::vec3(0, -50, 0), glm::vec3(0, 0, 0));
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std::vector<gui::GuiTexture*> guis;
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@@ -20,7 +20,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="src\collision\collision_handler.cpp" />
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<ClCompile Include="src\entities\HouseGenerator.cpp" />
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<ClCompile Include="src\entities\house_generator.cpp" />
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<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
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<ClCompile Include="src\computervision\FaceDetector.cpp" />
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<ClCompile Include="src\computervision\ObjectDetection.cpp" />
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@@ -44,7 +44,7 @@
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<ItemGroup>
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<ClInclude Include="src\collision\collision.h" />
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<ClInclude Include="src\collision\collision_handler.h" />
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<ClInclude Include="src\entities\HouseGenerator.h" />
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<ClInclude Include="src\entities\house_generator.h" />
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<ClInclude Include="src\scenes\in_Game_Scene.h" />
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<ClInclude Include="src\scenes\scene.h" />
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<ClInclude Include="src\computervision\FaceDetector.h" />
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@@ -75,7 +75,7 @@
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<ClCompile Include="src\computervision\BackgroundRemover.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\entities\HouseGenerator.cpp">
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<ClCompile Include="src\entities\house_generator.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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@@ -158,7 +158,7 @@
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<ClInclude Include="src\toolbox\Timer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\entities\HouseGenerator.h">
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<ClInclude Include="src\entities\house_generator.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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