[EDIT] made a grid for the models to load in

Some items still clip through the wall
This commit is contained in:
Jasper
2021-06-11 15:58:28 +02:00
parent bce2ccf889
commit fb70d10c47
3 changed files with 476 additions and 34 deletions

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@@ -0,0 +1,340 @@
#include "house_generator.h"
#include <functional>
#include <iostream>
#include "../renderEngine/obj_loader.h"
#include "../renderEngine/Loader.h"
#include "../toolbox/toolbox.h"
#include "collision_entity.h"
namespace entities
{
HouseGenerator::HouseGenerator()
{
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
default_texture.shine_damper = 10;
house_model = { raw_model, default_texture };
GenerateFurnitureModels();
}
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
{
FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
for(std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if(it->furniture.type == random_type)
{
return &it->furniture;
}
}
return nullptr;
}
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
{
std::deque<std::shared_ptr<Entity>> furniture;
// Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
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/2;
double multiplier_z = house_size / 3;
for (int z = 1; z < 4; z++) {
for (int x = 1; x < 3; x++)
{
//if (toolbox::Random(0, 100) < 50) {
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
models::TexturedModel model = GetFurnitureModel(furniture_piece);
//if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
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));
//}
//}
}
}
return furniture;
/*
// Add furniture
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
couch_box.SetRotation(-90);
furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
collision::Box table_box = { table_pos, table.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
*/
}
models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
{
std::deque<models::TexturedModel> *furniture_list = nullptr;
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if(it->furniture.type == furniture->type)
{
furniture_list = &it->texture;
}
}
if (furniture_list == nullptr)
{
std::cerr << "OH NEEEEEEEEEEEEEEE";
}
const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
return furniture_list->at(modelNumber);
//return {};
}
void HouseGenerator::GenerateFurnitureModels()
{
// Couches
std::deque<models::TexturedModel> couches;
models::RawModel couch_inside_model = render_engine::LoadObjModel("res/couchThree.obj");
models::TexturedModel couch_inside = { couch_inside_model, default_texture };
couches.push_back(couch_inside);
models::RawModel couch_inside_model2 = render_engine::LoadObjModel("res/Coach.obj");
models::TexturedModel couch_inside2 = { couch_inside_model2, default_texture };
couches.push_back(couch_inside2);
models::RawModel couch_inside_model3 = render_engine::LoadObjModel("res/lawnBenchOne.obj");
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
couches.push_back(couch_inside3);
FurnitureModel couch;
couch.furniture = {
FurnitureType::COUCH, 2 };
couch.texture = couches;
furniture_models.push_back(couch);
// Tables
std::deque<models::TexturedModel> tables;
models::RawModel table_model1 = render_engine::LoadObjModel("res/tableOne.obj");
models::TexturedModel table1 = { table_model1, default_texture };
tables.push_back(table1);
models::RawModel table_model2 = render_engine::LoadObjModel("res/tableTwo.obj");
models::TexturedModel table2 = { table_model2, default_texture };
tables.push_back(table2);
models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
models::TexturedModel table3 = { table_model3, default_texture };
tables.push_back(table3);
FurnitureModel table;
table.furniture = {
FurnitureType::TABLE, 2 };
table.texture = tables;
furniture_models.push_back(table);
// Chairs
std::deque<models::TexturedModel> chairs;
models::RawModel chair_model1 = render_engine::LoadObjModel("res/launchchair.obj");
models::TexturedModel chair1 = { chair_model1, default_texture };
chairs.push_back(chair1);
models::RawModel chair_model2 = render_engine::LoadObjModel("res/lawnChairOne.obj");
models::TexturedModel chair2 = { chair_model2, default_texture };
chairs.push_back(chair2);
models::RawModel chair_model3 = render_engine::LoadObjModel("res/ugly_chair.obj");
models::TexturedModel chair3 = { chair_model3, default_texture };
chairs.push_back(chair3);
FurnitureModel chair;
chair.furniture = {
FurnitureType::CHAIR, 1 };
chair.texture = chairs;
furniture_models.push_back(chair);
// Plants
std::deque<models::TexturedModel> plants;
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
models::TexturedModel plant1 = { plant_model1, default_texture };
plants.push_back(plant1);
models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
models::TexturedModel plant2 = { plant_model2, default_texture };
plants.push_back(plant2);
models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
models::TexturedModel plant3 = { plant_model3, default_texture };
plants.push_back(plant3);
FurnitureModel plant;
plant.furniture = {
FurnitureType::PLANT, 1 };
plant.texture = plants;
furniture_models.push_back(plant);
// Guitars
std::deque<models::TexturedModel> guitars;
models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
models::TexturedModel guitar1 = { guitar_model1, default_texture };
guitars.push_back(guitar1);
models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
models::TexturedModel guitar2 = { guitar_model2, default_texture };
guitars.push_back(guitar2);
FurnitureModel guitar;
guitar.furniture = {
FurnitureType::GUITAR, 1 };
guitar.texture = guitars;
furniture_models.push_back(guitar);
// Bookshelves
std::deque<models::TexturedModel> bookshelves;
models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
bookshelves.push_back(bookshelf1);
models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
bookshelves.push_back(bookshelf2);
models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
bookshelves.push_back(bookshelf3);
FurnitureModel bookshelf;
bookshelf.furniture = {
FurnitureType::BOOKSHELF, 1 };
bookshelf.texture = bookshelves;
furniture_models.push_back(bookshelf);
// Lamps
std::deque<models::TexturedModel>lamps;
models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
models::TexturedModel lamp1 = { lamp_model1, default_texture };
lamps.push_back(lamp1);
models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
models::TexturedModel lamp2 = { lamp_model2, default_texture };
lamps.push_back(lamp2);
FurnitureModel lamp;
lamp.furniture = {
FurnitureType::LAMP, 1 };
lamp.texture = lamps;
furniture_models.push_back(lamp);
// Ceiling objects
std::deque<models::TexturedModel>ceiling_Objects;
models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
ceiling_Objects.push_back(ceiling_Obj1);
models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
ceiling_Objects.push_back(ceiling_Obj2);
models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
ceiling_Objects.push_back(ceiling_Obj3);
models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
ceiling_Objects.push_back(ceiling_Obj4);
FurnitureModel ceiling_object;
ceiling_object.furniture = {
FurnitureType::CEILING_OBJECTS, 1 };
ceiling_object.texture = ceiling_Objects;
furniture_models.push_back(ceiling_object);
// Miscs
std::deque<models::TexturedModel> miscs;
models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
models::TexturedModel misc1 = { misc_model1, default_texture };
miscs.push_back(misc1);
models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
models::TexturedModel misc2 = { misc_model2, default_texture };
miscs.push_back(misc2);
models::RawModel misc_model3 = render_engine::LoadObjModel("res/Flowerpot.obj");
models::TexturedModel misc3 = { misc_model3, default_texture };
miscs.push_back(misc3);
FurnitureModel misc;
misc.furniture = {
FurnitureType::MISC, 1 };
misc.texture = miscs;
furniture_models.push_back(misc);
}
}

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@@ -20,22 +20,51 @@ namespace entities
GenerateFurnitureModels(); GenerateFurnitureModels();
} }
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
{
FurnitureType random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
for(std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if(it->furniture.type == random_type)
{
return &it->furniture;
}
}
return nullptr;
}
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation) std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
{ {
std::deque<std::shared_ptr<Entity>> furniture; std::deque<std::shared_ptr<Entity>> furniture;
// Add house // Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE)); furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size = house_model.raw_model.model_size.x * HOUSE_SIZE;
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/2;
double multiplier_z = house_size / 3;
for(int i = 0; i<toolbox::Random(1,4);i++) for (int z = 1; z < 4; z++) {
{ for (int x = 1; x < 3; x++)
FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1)); {
models::TexturedModel model = GetFurnitureModel(type); if (toolbox::Random(0, 100) < 50) {
glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z); const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
collision::Box model_box = { model_pos, model.raw_model.model_size }; models::TexturedModel model = GetFurnitureModel(furniture_piece);
model_box.SetRotation(-90); //if (//check of size van furniture nog past in huidige grid vlakje, of ie geen 2 size op t laatste vakje neerzet) {
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box)); 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));
//}
}
}
}
return furniture;
/* /*
// Add furniture // Add furniture
@@ -85,22 +114,31 @@ namespace entities
collision::Box misc_box = { misc_pos, misc.raw_model.model_size }; collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box)); furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
*/ */
return furniture;
} }
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture) models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
{ {
const auto found = furniture_models.find(furniture); std::deque<models::TexturedModel> *furniture_list = nullptr;
if (found == furniture_models.end())
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if(it->furniture.type == furniture->type)
{
furniture_list = &it->texture;
}
}
if (furniture_list == nullptr)
{ {
std::cerr << "OH NEEEEEEEEEEEEEEE"; std::cerr << "OH NEEEEEEEEEEEEEEE";
} }
auto models = found->second; const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
const int modelNumber = toolbox::Random(0, models.size() - 1); return furniture_list->at(modelNumber);
return models[modelNumber]; //return {};
} }
void HouseGenerator::GenerateFurnitureModels() void HouseGenerator::GenerateFurnitureModels()
@@ -120,7 +158,12 @@ namespace entities
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture }; models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
couches.push_back(couch_inside3); couches.push_back(couch_inside3);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches)); FurnitureModel couch;
couch.furniture = {
FurnitureType::COUCH, 2 };
couch.texture = couches;
furniture_models.push_back(couch);
// Tables // Tables
std::deque<models::TexturedModel> tables; std::deque<models::TexturedModel> tables;
@@ -137,7 +180,12 @@ namespace entities
models::TexturedModel table3 = { table_model3, default_texture }; models::TexturedModel table3 = { table_model3, default_texture };
tables.push_back(table3); tables.push_back(table3);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables)); FurnitureModel table;
table.furniture = {
FurnitureType::TABLE, 2 };
table.texture = tables;
furniture_models.push_back(table);
// Chairs // Chairs
std::deque<models::TexturedModel> chairs; std::deque<models::TexturedModel> chairs;
@@ -154,8 +202,12 @@ namespace entities
models::TexturedModel chair3 = { chair_model3, default_texture }; models::TexturedModel chair3 = { chair_model3, default_texture };
chairs.push_back(chair3); chairs.push_back(chair3);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs)); FurnitureModel chair;
chair.furniture = {
FurnitureType::CHAIR, 1 };
chair.texture = chairs;
furniture_models.push_back(chair);
// Plants // Plants
std::deque<models::TexturedModel> plants; std::deque<models::TexturedModel> plants;
@@ -172,7 +224,12 @@ namespace entities
models::TexturedModel plant3 = { plant_model3, default_texture }; models::TexturedModel plant3 = { plant_model3, default_texture };
plants.push_back(plant3); plants.push_back(plant3);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants)); FurnitureModel plant;
plant.furniture = {
FurnitureType::PLANT, 1 };
plant.texture = plants;
furniture_models.push_back(plant);
// Guitars // Guitars
std::deque<models::TexturedModel> guitars; std::deque<models::TexturedModel> guitars;
@@ -185,7 +242,12 @@ namespace entities
models::TexturedModel guitar2 = { guitar_model2, default_texture }; models::TexturedModel guitar2 = { guitar_model2, default_texture };
guitars.push_back(guitar2); guitars.push_back(guitar2);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars)); FurnitureModel guitar;
guitar.furniture = {
FurnitureType::GUITAR, 1 };
guitar.texture = guitars;
furniture_models.push_back(guitar);
// Bookshelves // Bookshelves
std::deque<models::TexturedModel> bookshelves; std::deque<models::TexturedModel> bookshelves;
@@ -202,7 +264,12 @@ namespace entities
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture }; models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
bookshelves.push_back(bookshelf3); bookshelves.push_back(bookshelf3);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves)); FurnitureModel bookshelf;
bookshelf.furniture = {
FurnitureType::BOOKSHELF, 1 };
bookshelf.texture = bookshelves;
furniture_models.push_back(bookshelf);
// Lamps // Lamps
std::deque<models::TexturedModel>lamps; std::deque<models::TexturedModel>lamps;
@@ -215,7 +282,12 @@ namespace entities
models::TexturedModel lamp2 = { lamp_model2, default_texture }; models::TexturedModel lamp2 = { lamp_model2, default_texture };
lamps.push_back(lamp2); lamps.push_back(lamp2);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps)); FurnitureModel lamp;
lamp.furniture = {
FurnitureType::LAMP, 1 };
lamp.texture = lamps;
furniture_models.push_back(lamp);
// Ceiling objects // Ceiling objects
std::deque<models::TexturedModel>ceiling_Objects; std::deque<models::TexturedModel>ceiling_Objects;
@@ -236,7 +308,12 @@ namespace entities
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture }; models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
ceiling_Objects.push_back(ceiling_Obj4); ceiling_Objects.push_back(ceiling_Obj4);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects)); FurnitureModel ceiling_object;
ceiling_object.furniture = {
FurnitureType::CEILING_OBJECTS, 1 };
ceiling_object.texture = ceiling_Objects;
furniture_models.push_back(ceiling_object);
// Miscs // Miscs
std::deque<models::TexturedModel> miscs; std::deque<models::TexturedModel> miscs;
@@ -253,6 +330,11 @@ namespace entities
models::TexturedModel misc3 = { misc_model3, default_texture }; models::TexturedModel misc3 = { misc_model3, default_texture };
miscs.push_back(misc3); miscs.push_back(misc3);
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs)); FurnitureModel misc;
misc.furniture = {
FurnitureType::MISC, 1 };
misc.texture = miscs;
furniture_models.push_back(misc);
} }
} }

View File

@@ -20,6 +20,24 @@ namespace entities
CEILING_OBJECTS, CEILING_OBJECTS,
MISC MISC
}; };
struct FurniturePiece
{
FurnitureType type;
int size;
};
struct FurnitureModel
{
FurniturePiece furniture;
std::deque<models::TexturedModel> texture;
bool operator<(FurnitureModel a)
{
return true;
}
};
class HouseGenerator class HouseGenerator
{ {
@@ -29,8 +47,8 @@ namespace entities
models::TexturedModel house_model; models::TexturedModel house_model;
models::ModelTexture default_texture; models::ModelTexture default_texture;
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models; //std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
std::deque<FurnitureModel> furniture_models;
public: public:
HouseGenerator(); HouseGenerator();
@@ -50,6 +68,8 @@ namespace entities
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; } float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
private: private:
const FurniturePiece* GetRandomFurniturePiece();
/* /*
* @brief: This function loads all the 3D furniture models * @brief: This function loads all the 3D furniture models
*/ */
@@ -62,6 +82,6 @@ namespace entities
* *
* @return: The model of the random furniture of the chosen furniture type * @return: The model of the random furniture of the chosen furniture type
*/ */
models::TexturedModel GetFurnitureModel(FurnitureType furniture); models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
}; };
} }