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feature/ca
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feature/ra
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2
.gitignore
vendored
@@ -2,6 +2,8 @@
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|||||||
# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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# Created by https://www.toptal.com/developers/gitignore/api/c++,visualstudio,visualstudiocode,opencv
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||||||
# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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# Edit at https://www.toptal.com/developers/gitignore?templates=c++,visualstudio,visualstudiocode,opencv
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res/**
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### C++ ###
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### C++ ###
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# Prerequisites
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# Prerequisites
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*.d
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*.d
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@@ -0,0 +1,340 @@
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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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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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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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{
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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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}
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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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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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const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
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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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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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return furniture;
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/*
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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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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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}
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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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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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{
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furniture_list = &it->texture;
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}
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}
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if (furniture_list == nullptr)
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
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return furniture_list->at(modelNumber);
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//return {};
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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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FurnitureModel couch;
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couch.furniture = {
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FurnitureType::COUCH, 2 };
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couch.texture = couches;
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furniture_models.push_back(couch);
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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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models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
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models::TexturedModel table3 = { table_model3, default_texture };
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tables.push_back(table3);
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FurnitureModel table;
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table.furniture = {
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FurnitureType::TABLE, 2 };
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table.texture = tables;
|
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furniture_models.push_back(table);
|
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// Chairs
|
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std::deque<models::TexturedModel> chairs;
|
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|
|
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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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|
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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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|
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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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|
|
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|
FurnitureModel chair;
|
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|
chair.furniture = {
|
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|
FurnitureType::CHAIR, 1 };
|
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|
chair.texture = chairs;
|
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|
|
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|
furniture_models.push_back(chair);
|
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|
|
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|
// Plants
|
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|
std::deque<models::TexturedModel> plants;
|
||||||
|
|
||||||
|
models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
|
||||||
|
models::TexturedModel plant1 = { plant_model1, default_texture };
|
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|
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);
|
||||||
|
|
||||||
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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);
|
||||||
|
}
|
||||||
|
}
|
||||||
4495
res/House.obj
BIN
res/background_grey.png
Normal file
|
After Width: | Height: | Size: 294 KiB |
21593
res/beeTwo.obj
Normal file
BIN
res/menu_item_calibrate1.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_click.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
BIN
res/menu_item_calibrate1_hover.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_click.png
Normal file
|
After Width: | Height: | Size: 29 KiB |
BIN
res/menu_item_quit1_hover.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
BIN
res/menu_item_start.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
BIN
res/menu_item_start1.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
res/menu_item_start1_click.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
BIN
res/menu_item_start1_hover.png
Normal file
|
After Width: | Height: | Size: 33 KiB |
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include "../entities/entity.h"
|
#include "../entities/entity.h"
|
||||||
|
|
||||||
@@ -15,6 +16,18 @@ namespace collision
|
|||||||
{
|
{
|
||||||
glm::vec3 center_pos;
|
glm::vec3 center_pos;
|
||||||
glm::vec3 size;
|
glm::vec3 size;
|
||||||
|
|
||||||
|
void SetRotation(float angle)
|
||||||
|
{
|
||||||
|
double sinTheta = glm::sin(glm::radians(angle));
|
||||||
|
double cosTheta = glm::cos(glm::radians(angle));
|
||||||
|
|
||||||
|
float x = size.x * cosTheta + size.z * sinTheta;
|
||||||
|
float z = size.z * cosTheta - size.x * sinTheta;
|
||||||
|
|
||||||
|
size.x = x < 0 ? -x : x;
|
||||||
|
size.z = z < 0 ? -z : z;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|||||||
@@ -1,40 +1,44 @@
|
|||||||
#include "collision_handler.h"
|
#include "collision_handler.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace collision
|
namespace collision
|
||||||
{
|
{
|
||||||
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities)
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
||||||
{
|
{
|
||||||
if (entities.size() == 2)
|
if (entities.size() < 2) { return; }
|
||||||
{
|
if (entities.size() == 2)
|
||||||
if (entities[0]->IsColliding(*entities[1]))
|
|
||||||
{
|
{
|
||||||
collision::Collision c = { *entities[0], *entities[1] };
|
if (entities[0]->IsColliding(*entities[1]))
|
||||||
entities[0]->OnCollide(c);
|
{
|
||||||
entities[1]->OnCollide(c);
|
collision::Collision c = { *entities[0], *entities[1] };
|
||||||
|
entities[0]->OnCollide(c);
|
||||||
|
entities[1]->OnCollide(c);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < entities.size() - 2; i++)
|
for (int i = 0; i < entities.size() - 2; i++)
|
||||||
{
|
{
|
||||||
entities::CollisionEntity* entity = entities[i];
|
std::shared_ptr<entities::CollisionEntity> entity = entities[i];
|
||||||
|
|
||||||
for (int j = i + 1; i < entities.size() - 1; j++)
|
for (int j = i + 1; j < entities.size() - 1; j++)
|
||||||
{
|
{
|
||||||
entities::CollisionEntity* entity2 = entities[j];
|
|
||||||
|
|
||||||
if (entity == entity2)
|
std::shared_ptr<entities::CollisionEntity> entity2 = entities[j];
|
||||||
{
|
|
||||||
continue;
|
if (entity == entity2)
|
||||||
}
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (entity->IsColliding(*entity2))
|
||||||
|
{
|
||||||
|
collision::Collision c = { *entity, *entity2 };
|
||||||
|
entity->OnCollide(c);
|
||||||
|
entity2->OnCollide(c);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (entity->IsColliding(*entity2))
|
|
||||||
{
|
|
||||||
collision::Collision c = { *entity, *entity2 };
|
|
||||||
entity->OnCollide(c);
|
|
||||||
entity2->OnCollide(c);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include "../entities/collision_entity.h"
|
#include "../entities/collision_entity.h"
|
||||||
#include "collision.h"
|
#include "collision.h"
|
||||||
@@ -12,5 +13,5 @@ namespace collision
|
|||||||
*
|
*
|
||||||
* @param entities: A list with all the collision entities.
|
* @param entities: A list with all the collision entities.
|
||||||
*/
|
*/
|
||||||
void CheckCollisions(std::vector<entities::CollisionEntity*>& entities);
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
||||||
}
|
}
|
||||||
25
src/computervision/MenuTest.cpp
Normal file
@@ -0,0 +1,25 @@
|
|||||||
|
#include "MenuTest.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
int menu_item_array[4] = { 1, 2, 3, 4 };
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
MenuTest::MenuTest(void) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
int MenuTest::GetMenuItem(bool hand_state) {
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == sizeof(menu_item_array) / sizeof(menu_item_array[0])) {
|
||||||
|
item_number = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
return menu_item_array[temp_item_number];
|
||||||
|
}
|
||||||
|
}
|
||||||
18
src/computervision/MenuTest.h
Normal file
@@ -0,0 +1,18 @@
|
|||||||
|
|
||||||
|
namespace computervision
|
||||||
|
{
|
||||||
|
class MenuTest {
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor for the class MenuTest, loads in array with menu items
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
MenuTest(void);
|
||||||
|
/**
|
||||||
|
* @brief Returns the itemnumber in an array
|
||||||
|
*
|
||||||
|
* @param input_bool is either true or false, depending on the recognized hand gesture
|
||||||
|
*/
|
||||||
|
int GetMenuItem(bool input_bool);
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -69,8 +69,6 @@ namespace computervision
|
|||||||
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
hand_calibrator.DrawHandCalibrationText(camera_frame);
|
||||||
imshow("camera", camera_frame);
|
imshow("camera", camera_frame);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
/*imshow("output", frame_out);
|
/*imshow("output", frame_out);
|
||||||
imshow("foreground", foreground);
|
imshow("foreground", foreground);
|
||||||
imshow("handMask", handMask);
|
imshow("handMask", handMask);
|
||||||
|
|||||||
@@ -1,4 +1,6 @@
|
|||||||
#include "camera.h"
|
#include "camera.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -7,9 +9,20 @@ namespace entities
|
|||||||
rotation(rotation)
|
rotation(rotation)
|
||||||
{}
|
{}
|
||||||
|
|
||||||
|
void Camera::Follow(glm::vec3 follow_position) {
|
||||||
|
//set position to follow in front of the camera
|
||||||
|
follow_position.z += 100;
|
||||||
|
//set position to follow a bit lower
|
||||||
|
follow_position.y += 50;
|
||||||
|
//move position from original position to given position with smoothing
|
||||||
|
position = toolbox::Lerp(position, follow_position, 0.1);
|
||||||
|
}
|
||||||
|
|
||||||
void Camera::Move(GLFWwindow* window)
|
void Camera::Move(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
float movement_speed = 0;
|
float movement_speed = 0;
|
||||||
|
float up_down_speed = 0;
|
||||||
|
float side_speed = 0;
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
@@ -23,28 +36,25 @@ namespace entities
|
|||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.y += ROT_SPEED;
|
side_speed += SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.y -= ROT_SPEED;
|
side_speed -= SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.x -= ROT_SPEED;
|
up_down_speed += UP_SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
rotation.x += ROT_SPEED;
|
up_down_speed -= UP_SPEED;
|
||||||
}
|
}
|
||||||
|
|
||||||
float dx = glm::cos(glm::radians(rotation.y + 90)) * movement_speed;
|
position.x += side_speed;
|
||||||
float dz = glm::sin(glm::radians(rotation.y + 90)) * movement_speed;
|
position.z += movement_speed;
|
||||||
|
position.y += up_down_speed;
|
||||||
position.x += dx;
|
|
||||||
position.z += dz;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -13,13 +13,14 @@ namespace entities
|
|||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
// The movement speed of the camera
|
// The movement speed of the camera
|
||||||
const float SPEED = 0.52f;
|
const float SPEED = 0.5f;
|
||||||
const float ROT_SPEED = 1.0f;
|
const float UP_SPEED = 1.0f;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 rotation;
|
glm::vec3 rotation;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
|
||||||
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
Camera(const ::glm::vec3& position, const ::glm::vec3& rotation);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -29,6 +30,13 @@ namespace entities
|
|||||||
*/
|
*/
|
||||||
void Move(GLFWwindow* window);
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief follows the given position with smoothing
|
||||||
|
*
|
||||||
|
* @param follow_position the position of the object the camera has to follow
|
||||||
|
*/
|
||||||
|
void Follow(glm::vec3 follow_position);
|
||||||
|
|
||||||
inline glm::vec3 GetPosition() const{ return position; }
|
inline glm::vec3 GetPosition() const{ return position; }
|
||||||
inline glm::vec3 GetRotation() const{ return rotation; }
|
inline glm::vec3 GetRotation() const{ return rotation; }
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -14,7 +14,9 @@ namespace entities
|
|||||||
{
|
{
|
||||||
if (on_collide != nullptr)
|
if (on_collide != nullptr)
|
||||||
{
|
{
|
||||||
on_collide(collision);
|
|
||||||
|
on_collide(collision);
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -2,6 +2,8 @@
|
|||||||
|
|
||||||
#include "entity.h"
|
#include "entity.h"
|
||||||
#include "../collision/collision.h"
|
#include "../collision/collision.h"
|
||||||
|
#include <memory>
|
||||||
|
#include <functional>
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -16,7 +18,8 @@ namespace entities
|
|||||||
glm::vec3 min_xyz;
|
glm::vec3 min_xyz;
|
||||||
glm::vec3 max_xyz;
|
glm::vec3 max_xyz;
|
||||||
|
|
||||||
void (*on_collide)(const collision::Collision& collision);
|
//void (*on_collide)(const collision::Collision& collision);
|
||||||
|
std::function<void(const collision::Collision&)> on_collide;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
CollisionEntity(const models::TexturedModel& model, const glm::vec3& position, const glm::vec3& rotation,
|
||||||
@@ -52,7 +55,7 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @param function: A function pointer to a function with the collision behaviour
|
* @param function: A function pointer to a function with the collision behaviour
|
||||||
*/
|
*/
|
||||||
void SetCollisionBehaviour(void (*function)(const collision::Collision& collision))
|
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||||
{ if (function != nullptr) { on_collide = function; } }
|
{ if (function != nullptr) { on_collide = function; } }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
|||||||
366
src/entities/house_generator.cpp
Normal file
@@ -0,0 +1,366 @@
|
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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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const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
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{
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FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
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while (random_type == FurnitureType::CEILING_OBJECTS ) {
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random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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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 == random_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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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_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 / 4;
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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 < 4; x++)
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{
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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 (!(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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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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/*
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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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models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
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glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
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models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
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glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
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models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
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glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
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models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
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glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
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models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
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glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
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models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
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glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
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collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
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furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
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*/
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}
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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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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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{
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furniture_list = &it->texture;
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}
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}
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if (furniture_list == nullptr)
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{
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std::cerr << "OH NEEEEEEEEEEEEEEE";
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}
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const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
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return furniture_list->at(modelNumber);
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//return {};
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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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FurnitureModel couch;
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couch.furniture = {
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FurnitureType::COUCH, 2 };
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couch.texture = couches;
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furniture_models.push_back(couch);
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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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models::RawModel table_model3 = render_engine::LoadObjModel("res/bureauOne.obj");
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models::TexturedModel table3 = { table_model3, default_texture };
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tables.push_back(table3);
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FurnitureModel table;
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table.furniture = {
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FurnitureType::TABLE, 2 };
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table.texture = tables;
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furniture_models.push_back(table);
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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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FurnitureModel chair;
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chair.furniture = {
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FurnitureType::CHAIR, 1 };
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chair.texture = chairs;
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furniture_models.push_back(chair);
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// Plants
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std::deque<models::TexturedModel> plants;
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models::RawModel plant_model1 = render_engine::LoadObjModel("res/plantOne.obj");
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models::TexturedModel plant1 = { plant_model1, default_texture };
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plants.push_back(plant1);
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models::RawModel plant_model2 = render_engine::LoadObjModel("res/plantTwo.obj");
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models::TexturedModel plant2 = { plant_model2, default_texture };
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plants.push_back(plant2);
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models::RawModel plant_model3 = render_engine::LoadObjModel("res/plantThree.obj");
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models::TexturedModel plant3 = { plant_model3, default_texture };
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plants.push_back(plant3);
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FurnitureModel plant;
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plant.furniture = {
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FurnitureType::PLANT, 1 };
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plant.texture = plants;
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furniture_models.push_back(plant);
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// Guitars
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std::deque<models::TexturedModel> guitars;
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models::RawModel guitar_model1 = render_engine::LoadObjModel("res/guitarOne.obj");
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models::TexturedModel guitar1 = { guitar_model1, default_texture };
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guitars.push_back(guitar1);
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models::RawModel guitar_model2 = render_engine::LoadObjModel("res/guitarTwo.obj");
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models::TexturedModel guitar2 = { guitar_model2, default_texture };
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guitars.push_back(guitar2);
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FurnitureModel guitar;
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guitar.furniture = {
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FurnitureType::GUITAR, 1 };
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guitar.texture = guitars;
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furniture_models.push_back(guitar);
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// Bookshelves
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std::deque<models::TexturedModel> bookshelves;
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models::RawModel bookshelf_model1 = render_engine::LoadObjModel("res/bookShelfOne.obj");
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models::TexturedModel bookshelf1 = { bookshelf_model1, default_texture };
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bookshelves.push_back(bookshelf1);
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models::RawModel bookshelf_model2 = render_engine::LoadObjModel("res/bookShelfTwo.obj");
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models::TexturedModel bookshelf2 = { bookshelf_model2, default_texture };
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bookshelves.push_back(bookshelf2);
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models::RawModel bookshelf_model3 = render_engine::LoadObjModel("res/bookShelfThree.obj");
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models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
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bookshelves.push_back(bookshelf3);
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FurnitureModel bookshelf;
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bookshelf.furniture = {
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FurnitureType::BOOKSHELF, 1 };
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bookshelf.texture = bookshelves;
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furniture_models.push_back(bookshelf);
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// Lamps
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std::deque<models::TexturedModel>lamps;
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models::RawModel lamp_model1 = render_engine::LoadObjModel("res/lampOne.obj");
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models::TexturedModel lamp1 = { lamp_model1, default_texture };
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lamps.push_back(lamp1);
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models::RawModel lamp_model2 = render_engine::LoadObjModel("res/lampTwo.obj");
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models::TexturedModel lamp2 = { lamp_model2, default_texture };
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lamps.push_back(lamp2);
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FurnitureModel lamp;
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lamp.furniture = {
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FurnitureType::LAMP, 1 };
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lamp.texture = lamps;
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furniture_models.push_back(lamp);
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// Ceiling objects
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std::deque<models::TexturedModel>ceiling_Objects;
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||||||
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models::RawModel ceiling_Obj_model1 = render_engine::LoadObjModel("res/ceilingFan.obj");
|
||||||
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models::TexturedModel ceiling_Obj1 = { ceiling_Obj_model1, default_texture };
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ceiling_Objects.push_back(ceiling_Obj1);
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models::RawModel ceiling_Obj_model2 = render_engine::LoadObjModel("res/ceilingFanTwo.obj");
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models::TexturedModel ceiling_Obj2 = { ceiling_Obj_model2, default_texture };
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ceiling_Objects.push_back(ceiling_Obj2);
|
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||||||
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models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
|
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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);
|
||||||
|
}
|
||||||
|
}
|
||||||
88
src/entities/house_generator.h
Normal file
@@ -0,0 +1,88 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <deque>
|
||||||
|
#include <memory>
|
||||||
|
#include <map>
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include "../collision/collision.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
enum class FurnitureType
|
||||||
|
{
|
||||||
|
COUCH,
|
||||||
|
TABLE,
|
||||||
|
CHAIR,
|
||||||
|
PLANT,
|
||||||
|
GUITAR,
|
||||||
|
BOOKSHELF,
|
||||||
|
LAMP,
|
||||||
|
CEILING_OBJECTS,
|
||||||
|
MISC
|
||||||
|
};
|
||||||
|
struct FurniturePiece
|
||||||
|
{
|
||||||
|
FurnitureType type;
|
||||||
|
int size;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FurnitureModel
|
||||||
|
{
|
||||||
|
FurniturePiece furniture;
|
||||||
|
std::deque<models::TexturedModel> texture;
|
||||||
|
|
||||||
|
bool operator<(FurnitureModel a)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
class HouseGenerator
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
const float HOUSE_SIZE = 30;
|
||||||
|
|
||||||
|
models::TexturedModel house_model;
|
||||||
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
|
//std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
|
||||||
|
std::deque<FurnitureModel> furniture_models;
|
||||||
|
public:
|
||||||
|
HouseGenerator();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function generates a house with furniture at the given position and rotation
|
||||||
|
*
|
||||||
|
* @param position: The position of the house to render
|
||||||
|
* @param y_rotation: The y rotation the house needs to be rendered with
|
||||||
|
*
|
||||||
|
* @return: A list with all the entities of the generated house (the furniture)
|
||||||
|
*/
|
||||||
|
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Returns the depth of the house (chunk)
|
||||||
|
*/
|
||||||
|
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
const FurniturePiece* GetRandomFurniturePiece();
|
||||||
|
const FurniturePiece* GetFurniturePiece(FurnitureType type);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function loads all the 3D furniture models
|
||||||
|
*/
|
||||||
|
void GenerateFurnitureModels();
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||||
|
*
|
||||||
|
* @param furniture: The furniture you want to get
|
||||||
|
*
|
||||||
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
|
*/
|
||||||
|
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
|
||||||
|
};
|
||||||
|
}
|
||||||
100
src/entities/main_character.cpp
Normal file
@@ -0,0 +1,100 @@
|
|||||||
|
#include "main_character.h"
|
||||||
|
#include "../models/Model.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include "entity.h"
|
||||||
|
#include"../renderEngine/Renderer.h"
|
||||||
|
#include"../renderEngine/obj_loader.h"
|
||||||
|
#include"../renderEngine/loader.h"
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
float movement_speed;
|
||||||
|
float down_speed;
|
||||||
|
float side_speed;
|
||||||
|
bool is_playing;
|
||||||
|
|
||||||
|
MainCharacter::MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box)
|
||||||
|
: CollisionEntity(model, position, rotation, scale, bounding_box)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::Move(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
if (is_playing) {
|
||||||
|
movement_speed = -0.5f; //Forward speed adjustment, bee is moving at a standard speedrate
|
||||||
|
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||||
|
side_speed = 0; //Side speed adjustment
|
||||||
|
|
||||||
|
//For gameplay with use of keyboard keys: W, A, S, D
|
||||||
|
//W: Go forward
|
||||||
|
//A: Go left
|
||||||
|
//S: Go backwards
|
||||||
|
//D: Go right
|
||||||
|
//TODO Implement CV actions
|
||||||
|
SetRotation(glm::vec3(0, 90, 0));
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
movement_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
movement_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top right
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
}
|
||||||
|
//right
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed += SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//top left
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
//left
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
side_speed -= SIDE_SPEED;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed += UP_SPEED;
|
||||||
|
SetRotation(glm::vec3(10, 90, 0));
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
down_speed -= UP_SPEED;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
IncreasePosition(glm::vec3(side_speed, down_speed, movement_speed));
|
||||||
|
|
||||||
|
//Use only for binding bee to house, such that it doesn't go outside of the room.
|
||||||
|
//TODO delete when boundingbox is implemented!
|
||||||
|
if (position.x > 190) position.x = 190;
|
||||||
|
else if (position.x < -190) position.x = -190;
|
||||||
|
if (position.y > 350) position.y = 350;
|
||||||
|
else if (position.y < -40) position.y = -40;
|
||||||
|
//Move player bounding box according to the position on screen
|
||||||
|
MoveCollisionBox();
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
is_playing = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void MainCharacter::OnCollide(const collision::Collision& collision) {
|
||||||
|
down_speed = -2.0f;
|
||||||
|
movement_speed = 0.0f;
|
||||||
|
is_playing = false;
|
||||||
|
std::cout << "collision" << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
38
src/entities/main_character.h
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "collision_entity.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
|
||||||
|
namespace entities
|
||||||
|
{
|
||||||
|
/*
|
||||||
|
* This class contains the information about the player model
|
||||||
|
*/
|
||||||
|
class MainCharacter : public CollisionEntity {
|
||||||
|
const float SIDE_SPEED = 0.8f; //Standard movement speed for left/right movement
|
||||||
|
const float UP_SPEED = 2.0f; //Standard movement speed for up movement
|
||||||
|
public:
|
||||||
|
/*
|
||||||
|
* @brief: Constructor for the main character model
|
||||||
|
*
|
||||||
|
* @param model: Model to load in as the player model
|
||||||
|
* @param position: Position of the model inside the game window
|
||||||
|
* @param rotation: Rotation of the model inside the game window
|
||||||
|
* @param scale: Size of the model
|
||||||
|
* @param bounding_box: Collision box around the player model
|
||||||
|
*/
|
||||||
|
MainCharacter(const models::TexturedModel& model, const glm::vec3& position,
|
||||||
|
const glm::vec3& rotation, float scale, const collision::Box& bounding_box);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: A function to move the character inside the window
|
||||||
|
*
|
||||||
|
* @param window: The game window
|
||||||
|
*
|
||||||
|
* @return: Vector with the adjusted side_speed, down_speed, and movement_speed
|
||||||
|
*/
|
||||||
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
|
void OnCollide(const collision::Collision& collision) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
@@ -5,6 +5,11 @@
|
|||||||
|
|
||||||
namespace gui
|
namespace gui
|
||||||
{
|
{
|
||||||
|
//Represents the type of the entitie
|
||||||
|
enum class GuiType{
|
||||||
|
LABEL, BUTTON
|
||||||
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Structure for representing a gui item to display on the screen
|
* Structure for representing a gui item to display on the screen
|
||||||
*
|
*
|
||||||
@@ -14,13 +19,16 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
struct GuiTexture
|
struct GuiTexture
|
||||||
{
|
{
|
||||||
int texture;
|
GLuint texture;
|
||||||
glm::vec2 position;
|
glm::vec2 position;
|
||||||
glm::vec2 scale;
|
glm::vec2 scale;
|
||||||
|
|
||||||
|
virtual GuiType GetType() {
|
||||||
|
return GuiType::LABEL;
|
||||||
|
}
|
||||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||||
{
|
{
|
||||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGT);
|
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,6 +2,8 @@
|
|||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "gui_interactable.h"
|
#include "gui_interactable.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
namespace gui
|
namespace gui
|
||||||
{
|
{
|
||||||
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
InteractableGui::InteractableGui(int default_texture, glm::vec2 position, glm::vec2 scale)
|
||||||
@@ -41,14 +43,47 @@ namespace gui
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void InteractableGui::ForceClick( int mouseButton)
|
||||||
|
{
|
||||||
|
if(mouseButton == GLFW_MOUSE_BUTTON_LEFT)
|
||||||
|
{
|
||||||
|
if (clicked_texture != 0)
|
||||||
|
{
|
||||||
|
texture = clicked_texture;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
texture = default_texture;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!is_clicking)
|
||||||
|
{
|
||||||
|
OnClick();
|
||||||
|
is_clicking = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (is_clicking)
|
||||||
|
{
|
||||||
|
is_clicking = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
bool InteractableGui::IsHoveringAbove(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
double x_pos, y_pos;
|
double x_pos, y_pos;
|
||||||
glfwGetCursorPos(window, &x_pos, &y_pos);
|
glfwGetCursorPos(window, &x_pos, &y_pos);
|
||||||
|
//std::cout << "Cursor pos in method: " << x_pos <<"::" << y_pos << std::endl;
|
||||||
|
|
||||||
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
const float x_rel = (x_pos / SCALED_WIDTH / DEFAULT_WIDTH) * 2.0f - 1.0f;
|
||||||
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
const float y_rel = -((y_pos / SCALED_HEIGHT / DEFAULT_HEIGHT) * 2.0f - 1.0f);
|
||||||
|
|
||||||
|
//std::cout << "x_rel And y_rel in method: " << x_rel << "::" << y_rel << std::endl;
|
||||||
|
|
||||||
|
|
||||||
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
if (x_rel >= minXY.x && x_rel <= maxXY.x &&
|
||||||
y_rel >= minXY.y && y_rel <= maxXY.y)
|
y_rel >= minXY.y && y_rel <= maxXY.y)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "gui_element.h"
|
#include "gui_element.h"
|
||||||
@@ -32,6 +33,14 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
void Update(GLFWwindow* window);
|
void Update(GLFWwindow* window);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: Call this function when you want to perform a mouseclick
|
||||||
|
*
|
||||||
|
* @param mousebutton: mouseButton you want to perform the click on
|
||||||
|
*/
|
||||||
|
void ForceClick(int mouseButton);
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This function gets called when the InteractabeGui is clicked
|
* @brief: This function gets called when the InteractabeGui is clicked
|
||||||
*/
|
*/
|
||||||
@@ -50,7 +59,10 @@ namespace gui
|
|||||||
/*
|
/*
|
||||||
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
* @brief: This function sets the texture of the InteractableGUI for when the InteractableGUI is clicked
|
||||||
*/
|
*/
|
||||||
void SetClickedTexture(int texture) { clicked_texture = texture; }
|
void SetClickedTexture(int texture)
|
||||||
|
{
|
||||||
|
clicked_texture = texture;
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
* @brief: This function sets the texture of the InteractableGUI for when the mouse is hovering above the InteractableGUI
|
||||||
@@ -104,6 +116,10 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
void SetOnExitAction(void (*fun)()) { on_exit_action = fun; }
|
||||||
|
|
||||||
|
GuiType GetType() override {
|
||||||
|
return GuiType::BUTTON;
|
||||||
|
}
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
void OnClick() override { if (on_click_action != nullptr) on_click_action(); }
|
||||||
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
void OnEnter() override { if (on_enter_action != nullptr) on_enter_action(); }
|
||||||
|
|||||||
18
src/main.cpp
@@ -9,11 +9,14 @@
|
|||||||
|
|
||||||
#include "stb_image.h"
|
#include "stb_image.h"
|
||||||
#include <ostream>
|
#include <ostream>
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
#include <opencv2/core.hpp>
|
#include <opencv2/core.hpp>
|
||||||
#include <opencv2/videoio.hpp>
|
#include <opencv2/videoio.hpp>
|
||||||
#include <opencv2/video.hpp>
|
#include <opencv2/video.hpp>
|
||||||
|
|
||||||
|
#include "collision/collision.h"
|
||||||
#include "gui/gui_interactable.h"
|
#include "gui/gui_interactable.h"
|
||||||
#include "models/model.h"
|
#include "models/model.h"
|
||||||
#include "renderEngine/loader.h"
|
#include "renderEngine/loader.h"
|
||||||
@@ -37,9 +40,10 @@
|
|||||||
|
|
||||||
static double UpdateDelta();
|
static double UpdateDelta();
|
||||||
|
|
||||||
|
static GLFWwindow* window;
|
||||||
|
|
||||||
scene::Scene* current_scene;
|
scene::Scene* current_scene;
|
||||||
|
|
||||||
static GLFWwindow* window;
|
|
||||||
bool points_img_available = false;
|
bool points_img_available = false;
|
||||||
cv::Mat points_img;
|
cv::Mat points_img;
|
||||||
|
|
||||||
@@ -57,7 +61,7 @@ int main(void)
|
|||||||
#pragma region OPENGL_SETTINGS
|
#pragma region OPENGL_SETTINGS
|
||||||
if (!glfwInit())
|
if (!glfwInit())
|
||||||
throw "Could not inditialize glwf";
|
throw "Could not inditialize glwf";
|
||||||
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGT, "SDBA", NULL, NULL);
|
window = glfwCreateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "SDBA", NULL, NULL);
|
||||||
if (!window)
|
if (!window)
|
||||||
{
|
{
|
||||||
glfwTerminate();
|
glfwTerminate();
|
||||||
@@ -82,6 +86,9 @@ int main(void)
|
|||||||
});
|
});
|
||||||
|
|
||||||
bool window_open = true;
|
bool window_open = true;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
while (!glfwWindowShouldClose(window) && window_open)
|
while (!glfwWindowShouldClose(window) && window_open)
|
||||||
{
|
{
|
||||||
@@ -100,6 +107,7 @@ int main(void)
|
|||||||
current_scene = new scene::Startup_Scene();
|
current_scene = new scene::Startup_Scene();
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
|
||||||
case scene::Scenes::INGAME:
|
case scene::Scenes::INGAME:
|
||||||
current_scene = new scene::In_Game_Scene();
|
current_scene = new scene::In_Game_Scene();
|
||||||
break;
|
break;
|
||||||
@@ -108,6 +116,12 @@ int main(void)
|
|||||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Finish up
|
||||||
|
//shader.Stop();
|
||||||
|
glfwSwapBuffers(window);
|
||||||
|
glfwPollEvents();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Clean up -> preventing memory leaks!!!
|
// Clean up -> preventing memory leaks!!!
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
namespace models
|
namespace models
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -4,7 +4,6 @@
|
|||||||
#include "loader.h"
|
#include "loader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
#include "renderer.h"
|
#include "renderer.h"
|
||||||
|
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
namespace render_engine
|
namespace render_engine
|
||||||
@@ -26,7 +25,7 @@ namespace render_engine
|
|||||||
glCullFace(GL_BACK);
|
glCullFace(GL_BACK);
|
||||||
|
|
||||||
const glm::mat4 projectionMatrix =
|
const glm::mat4 projectionMatrix =
|
||||||
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGT), NEAR_PLANE, FAR_PLANE);
|
glm::perspective(glm::radians(FOV), (WINDOW_WIDTH / WINDOW_HEIGHT), NEAR_PLANE, FAR_PLANE);
|
||||||
|
|
||||||
// Load the projectionmatrix into the shader
|
// Load the projectionmatrix into the shader
|
||||||
shader.Start();
|
shader.Start();
|
||||||
@@ -51,9 +50,9 @@ namespace render_engine
|
|||||||
/*
|
/*
|
||||||
This function will Render a Model on the screen.
|
This function will Render a Model on the screen.
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::EntityShader& shader)
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader)
|
||||||
{
|
{
|
||||||
const models::TexturedModel model = entity.GetModel();
|
const models::TexturedModel model = entity.get()->GetModel();
|
||||||
const models::RawModel raw_model = model.raw_model;
|
const models::RawModel raw_model = model.raw_model;
|
||||||
const models::ModelTexture texture = model.texture;
|
const models::ModelTexture texture = model.texture;
|
||||||
|
|
||||||
@@ -66,7 +65,7 @@ namespace render_engine
|
|||||||
glEnableVertexAttribArray(2);
|
glEnableVertexAttribArray(2);
|
||||||
|
|
||||||
// Load the transformation of the model into the shader
|
// Load the transformation of the model into the shader
|
||||||
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.GetPosition(), entity.GetRotation(), entity.GetScale());
|
const glm::mat4 modelMatrix = toolbox::CreateModelMatrix(entity.get()->GetPosition(), entity.get()->GetRotation(), entity.get()->GetScale());
|
||||||
shader.LoadModelMatrix(modelMatrix);
|
shader.LoadModelMatrix(modelMatrix);
|
||||||
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
shader.LoadShineVariables(texture.shine_damper, texture.reflectivity);
|
||||||
|
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
#include "../gui/gui_element.h"
|
#include "../gui/gui_element.h"
|
||||||
#include "../entities/entity.h"
|
#include "../entities/entity.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
@@ -30,7 +31,7 @@ namespace render_engine
|
|||||||
@param entity: The entity which needs to be rendered
|
@param entity: The entity which needs to be rendered
|
||||||
@param shader: The shader the entity needs to be rendered with
|
@param shader: The shader the entity needs to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(entities::Entity& entity, shaders::EntityShader& shader);
|
void Render(std::shared_ptr<entities::Entity> entity, shaders::EntityShader& shader);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@brief: Call this function to render gui_textures on the screen
|
@brief: Call this function to render gui_textures on the screen
|
||||||
|
|||||||
@@ -1,8 +1,11 @@
|
|||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
#include <memory>
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include "in_Game_Scene.h"
|
#include "in_Game_Scene.h"
|
||||||
#include "startup_Scene.h"
|
#include "startup_Scene.h"
|
||||||
|
#include "../entities/main_character.h"
|
||||||
|
#include "../collision/collision_handler.h"
|
||||||
#include "../gui/gui_interactable.h"
|
#include "../gui/gui_interactable.h"
|
||||||
#include "../models/model.h"
|
#include "../models/model.h"
|
||||||
#include "../renderEngine/loader.h"
|
#include "../renderEngine/loader.h"
|
||||||
@@ -10,83 +13,199 @@
|
|||||||
#include "../renderEngine/renderer.h"
|
#include "../renderEngine/renderer.h"
|
||||||
#include "../shaders/entity_shader.h"
|
#include "../shaders/entity_shader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../entities/house_generator.h"
|
||||||
|
#include <deque>
|
||||||
|
#include <functional>
|
||||||
|
#include <memory>
|
||||||
|
#include <queue>
|
||||||
#include <opencv2/core/base.hpp>
|
#include <opencv2/core/base.hpp>
|
||||||
#include "../computervision/HandDetectRegion.h"
|
#include "../computervision/HandDetectRegion.h"
|
||||||
#include "../computervision/ObjectDetection.h"
|
#include "../computervision/ObjectDetection.h"
|
||||||
|
|
||||||
|
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
||||||
|
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
std::vector<entities::Entity> entities;
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
std::vector<entities::Light> lights;
|
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
models::RawModel raw_model;
|
entities::HouseGenerator* house_generator;
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
|
models::RawModel raw_model, raw_model_char;
|
||||||
models::ModelTexture texture;
|
models::ModelTexture texture;
|
||||||
shaders::EntityShader *shader;
|
shaders::EntityShader* shader;
|
||||||
shaders::GuiShader *gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
entities::Camera camera(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
|
||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
|
||||||
|
int furniture_count_old;
|
||||||
|
int score;
|
||||||
|
|
||||||
std::vector<computervision::HandDetectRegion> regions;
|
std::vector<computervision::HandDetectRegion> regions;
|
||||||
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
computervision::HandDetectRegion reg_left("left", 0, 0, 150, 150), reg_right("right", 0, 0, 150, 150), reg_up("up", 0, 0, 150, 150);
|
||||||
|
|
||||||
|
/**
|
||||||
|
* sets up the first things when the objects has been made
|
||||||
|
*/
|
||||||
In_Game_Scene::In_Game_Scene()
|
In_Game_Scene::In_Game_Scene()
|
||||||
{
|
{
|
||||||
|
camera = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||||
|
|
||||||
shader = new shaders::EntityShader;
|
shader = new shaders::EntityShader;
|
||||||
shader->Init();
|
shader->Init();
|
||||||
render_engine::renderer::Init(*shader);
|
render_engine::renderer::Init(*shader);
|
||||||
|
|
||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
|
score = 0;
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* 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;
|
||||||
|
}
|
||||||
|
/**
|
||||||
|
* deletes certain veriables when the object will be deleted, prevents memory leaks
|
||||||
|
*/
|
||||||
|
In_Game_Scene::~In_Game_Scene()
|
||||||
|
{
|
||||||
|
delete shader;
|
||||||
|
delete gui_shader;
|
||||||
|
delete house_generator;
|
||||||
}
|
}
|
||||||
|
|
||||||
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
|
||||||
|
/**
|
||||||
|
* @brief loads a new chunk in front of the camera, and deletes the chunk behind the camera.
|
||||||
|
*
|
||||||
|
* @param model_pos the amount of models the camera has passed already. This is the rounded result of (z position of camera) / (size of model)
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void load_chunk(int model_pos)
|
||||||
{
|
{
|
||||||
|
static unsigned int furniture_count = 0;
|
||||||
|
|
||||||
// set up squares according to size of camera input
|
// set up squares according to size of camera input
|
||||||
cv::Mat camera_frame;
|
cv::Mat camera_frame;
|
||||||
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
static_camera::getCap().read(camera_frame); // get camera frame to know the width and heigth
|
||||||
reg_left.SetXPos(10);
|
reg_left.SetXPos(10);
|
||||||
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight()/2);
|
reg_left.SetYPos(camera_frame.rows / 2 - reg_left.GetHeight() / 2);
|
||||||
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
reg_right.SetXPos(camera_frame.cols - 10 - reg_right.GetWidth());
|
||||||
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight()/2);
|
reg_right.SetYPos(camera_frame.rows / 2 - reg_right.GetHeight() / 2);
|
||||||
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
reg_up.SetXPos(camera_frame.cols / 2 - reg_up.GetWidth() / 2);
|
||||||
reg_up.SetYPos(10);
|
reg_up.SetYPos(10);
|
||||||
|
std::cout << "loading model chunk" << std::endl;
|
||||||
|
if (house_models.size() >= MAX_MODEL_DEQUE_SIZE * furniture_count)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < furniture_count; i++)
|
||||||
|
{
|
||||||
|
house_models.pop_front();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||||
|
|
||||||
|
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||||
|
furniture_count = furniture.size();
|
||||||
|
|
||||||
raw_model = render_engine::LoadObjModel("res/House.obj");
|
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||||
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
|
furniture_count_old = furniture_count - 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* starts the game scene, calls the render and update methods in a while loop
|
||||||
|
*/
|
||||||
|
scene::Scenes scene::In_Game_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||||
texture.shine_damper = 10;
|
texture.shine_damper = 10;
|
||||||
texture.reflectivity = 0;
|
texture.reflectivity = 0;
|
||||||
models::TexturedModel model = { raw_model, texture };
|
|
||||||
|
|
||||||
int z = 0;
|
|
||||||
for (int i = 0; i < 5; ++i)
|
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);
|
||||||
|
house_generator = new entities::HouseGenerator();
|
||||||
|
// load the first few house models
|
||||||
|
for (int i = 0; i <= UPCOMING_MODEL_AMOUNT; i++)
|
||||||
{
|
{
|
||||||
entities.push_back(entities::Entity(model, glm::vec3(0, -50, -50 - z), glm::vec3(0, 90, 0), 20));
|
load_chunk(i);
|
||||||
z += (raw_model.model_size.x * 20);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
lights.push_back(entities::Light(glm::vec3(0, 1000, -7000), glm::vec3(5, 5, 5)));
|
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, -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)));
|
lights.push_back(entities::Light(glm::vec3(0, 0, -200), glm::vec3(0, 2, 0), glm::vec3(0.0001f, 0.0001f, 0.0001f)));
|
||||||
|
|
||||||
// GUI stuff
|
// GUI stuff
|
||||||
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(0.25f, 0.25f));
|
gui::Button button(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.5f, 0.0f), glm::vec2(1, 1));
|
||||||
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
button.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
button.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
button.SetOnClickAction([]()
|
button.SetOnClickAction([]()
|
||||||
{
|
{
|
||||||
std::cout << "I got clicked on!" << std::endl;
|
std::cout << "I got clicked on!" << std::endl;
|
||||||
});
|
});
|
||||||
guis.push_back(&button);
|
guis.push_back(&button);
|
||||||
|
|
||||||
|
|
||||||
|
//guis for the pause menu
|
||||||
|
gui::GuiTexture background(render_engine::loader::LoadTexture("res/background_grey.png"), glm::vec2(0, 0), glm::vec2(1, 1));
|
||||||
|
pause_guis.push_back(&background);
|
||||||
|
|
||||||
|
gui::Button pause_button_resume(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0, 0), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_resume.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
pause_button_resume.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
pause_button_resume.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the resume button!" << std::endl;
|
||||||
|
});
|
||||||
|
pause_guis.push_back(&pause_button_resume);
|
||||||
|
|
||||||
|
gui::Button pause_button_quit(render_engine::loader::LoadTexture("res/Mayo.png"), glm::vec2(0.3f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
pause_button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/Texture.png"));
|
||||||
|
pause_button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/Mayo.png"));
|
||||||
|
pause_button_quit.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "I got clicked on the quit button!" << std::endl;
|
||||||
|
});
|
||||||
|
pause_guis.push_back(&pause_button_quit);
|
||||||
|
|
||||||
|
|
||||||
|
//the scene loop, this while loop represent the scene
|
||||||
while (return_value == scene::Scenes::INGAME)
|
while (return_value == scene::Scenes::INGAME)
|
||||||
{
|
{
|
||||||
update(window);
|
//checks the current game state, so it can render the correct models for each state
|
||||||
button.Update(window);
|
switch (game_state)
|
||||||
render();
|
{
|
||||||
|
/*case scene::Game_State::IDLE:
|
||||||
|
break;*/
|
||||||
|
|
||||||
|
case scene::Game_State::PAUSED:
|
||||||
|
render();
|
||||||
|
render_pause_menu();
|
||||||
|
break;
|
||||||
|
|
||||||
|
case scene::Game_State::RUNNING:
|
||||||
|
update(window);
|
||||||
|
button.Update(window);
|
||||||
|
render();
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
std::cout << "Game state unknown" << std::endl;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
@@ -97,42 +216,78 @@ namespace scene
|
|||||||
return return_value;
|
return return_value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the game models
|
||||||
|
*/
|
||||||
void scene::In_Game_Scene::render()
|
void scene::In_Game_Scene::render()
|
||||||
{
|
{
|
||||||
// Render
|
// Render
|
||||||
render_engine::renderer::Prepare();
|
render_engine::renderer::Prepare();
|
||||||
|
//starts the shader and begins to render
|
||||||
shader->Start();
|
shader->Start();
|
||||||
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
shader->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||||
shader->LoadLights(lights);
|
shader->LoadLightsDeque(lights);
|
||||||
shader->LoadViewMatrix(camera);
|
shader->LoadViewMatrix(*camera);
|
||||||
|
|
||||||
// Renders each entity in the entities list
|
for (std::shared_ptr<entities::Entity> model_entity : house_models)
|
||||||
for (entities::Entity& entity : entities)
|
|
||||||
{
|
{
|
||||||
render_engine::renderer::Render(entity, *shader);
|
render_engine::renderer::Render(model_entity, *shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
render_engine::renderer::Render(main_character, *shader);
|
||||||
|
|
||||||
// Render GUI items
|
// Render GUI items
|
||||||
render_engine::renderer::Render(guis, *gui_shader);
|
//render_engine::renderer::Render(guis, *gui_shader);
|
||||||
|
|
||||||
// Stop rendering the entities
|
// Stop rendering the entities
|
||||||
shader->Stop();
|
shader->Stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//updates certain variables
|
||||||
void scene::In_Game_Scene::update(GLFWwindow* window)
|
void scene::In_Game_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
camera.Move(window);
|
//camera.Move(window);
|
||||||
|
|
||||||
|
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 / (house_generator->GetHouseDepth())); // how much models we have passed, minus because we are moving in the negative z axis
|
||||||
|
|
||||||
|
// if we have passed a model, load a new one and delete the one behind us
|
||||||
|
if (last_model_pos != model_pos)
|
||||||
|
{
|
||||||
|
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||||
|
score += furniture_count_old;
|
||||||
|
std::cout << "Score: " << score << std::endl;
|
||||||
|
std::cout << "Funriture_count_old in model (house excluded): " << furniture_count_old << std::endl;
|
||||||
|
}
|
||||||
|
// remember the position at which the new model was added
|
||||||
|
last_model_pos = model_pos;
|
||||||
|
|
||||||
|
collision::CheckCollisions(collision_entities);
|
||||||
update_hand_detection();
|
update_hand_detection();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//manages the key input in the game scene
|
||||||
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
void scene::In_Game_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
cv::destroyWindow("camera");
|
cv::destroyWindow("camera");
|
||||||
return_value = scene::Scenes::STOP;
|
return_value = scene::Scenes::STOP;
|
||||||
}
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_P) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::PAUSED;
|
||||||
|
}
|
||||||
|
if (glfwGetKey(window, GLFW_KEY_O) == GLFW_PRESS)
|
||||||
|
{
|
||||||
|
game_state = scene::Game_State::RUNNING;
|
||||||
|
}
|
||||||
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
@@ -159,4 +314,10 @@ namespace scene
|
|||||||
|
|
||||||
cv::imshow("camera", camera_frame);
|
cv::imshow("camera", camera_frame);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//renders the models for the pause menu
|
||||||
|
void In_Game_Scene::render_pause_menu()
|
||||||
|
{
|
||||||
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,21 +1,101 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#include <iostream>
|
||||||
|
#include <ostream>
|
||||||
|
#include <vector>
|
||||||
|
#include <memory>
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
|
/**
|
||||||
|
* This enum is for managing the game scene state.
|
||||||
|
* for example: when pressed on a specific button, the game will be in a paused state and nothing about the player or the speed of the game will be updated
|
||||||
|
* and the pause screen will show up.
|
||||||
|
**/
|
||||||
|
enum class Game_State
|
||||||
|
{
|
||||||
|
//IDLE,
|
||||||
|
RUNNING,
|
||||||
|
PAUSED
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
class In_Game_Scene : public scene::Scene
|
class In_Game_Scene : public scene::Scene
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
scene::Scenes return_value = scene::Scenes::INGAME;
|
scene::Scenes return_value = scene::Scenes::INGAME;
|
||||||
|
//game_state is an enum that keeps track of the current game state. For example: is the game running(thus the user is playing the game) of is the game paused.
|
||||||
|
scene::Game_State game_state = scene::Game_State::RUNNING;
|
||||||
|
|
||||||
|
//entities_to_render is a list of entities, those entities will be rendered in the 3D environment.
|
||||||
|
std::vector<entities::Entity> entities_to_render;
|
||||||
|
//lights is a lost of light points in the game, for example the sun or it can be used to attach light effects to lamps.
|
||||||
|
std::deque<entities::Light> lights;
|
||||||
|
|
||||||
|
models::RawModel raw_model;
|
||||||
|
models::ModelTexture texture;
|
||||||
|
//the shader that is used for rendering the models.
|
||||||
|
shaders::EntityShader* shader;
|
||||||
|
//the gui_shader is used of rendering the gui models (for example the pause buttons).
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
//camera is the camera view of the game scene, this camera will be behind the main character.
|
||||||
|
std::unique_ptr<entities::Camera> camera;
|
||||||
|
//guis is a list of all the gui components that needs to be load in the scene.
|
||||||
|
std::vector<gui::GuiTexture*> guis;
|
||||||
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief renders the objects/gui models
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
|
void render_pause_menu();
|
||||||
void update_hand_detection();
|
void update_hand_detection();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
In_Game_Scene();
|
In_Game_Scene();
|
||||||
|
~In_Game_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of the scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
Scenes start(GLFWwindow* window) override;
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for the game scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
void render() override;
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
void update(GLFWwindow* window) override;
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for the game scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
47
src/scenes/loading_Scene.cpp
Normal file
@@ -0,0 +1,47 @@
|
|||||||
|
#include "loading_Scene.h"
|
||||||
|
#include "../renderEngine/Renderer.h"
|
||||||
|
#include "../renderEngine/Loader.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
|
||||||
|
Loading_Scene::Loading_Scene()
|
||||||
|
{
|
||||||
|
gui_shader = new shaders::GuiShader();
|
||||||
|
gui_shader->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
Loading_Scene::~Loading_Scene()
|
||||||
|
{
|
||||||
|
delete gui_shader;
|
||||||
|
}
|
||||||
|
|
||||||
|
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
render();
|
||||||
|
return Scenes::STARTUP;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::render()
|
||||||
|
{
|
||||||
|
/*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) };
|
||||||
|
|
||||||
|
std::vector<gui::GuiTexture*> image_list;
|
||||||
|
image_list.push_back(&loading_image);
|
||||||
|
|
||||||
|
render_engine::renderer::Render(image_list, *gui_shader);*/
|
||||||
|
}
|
||||||
|
|
||||||
|
void Loading_Scene::update(GLFWwindow* window)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
||||||
63
src/scenes/loading_Scene.h
Normal file
@@ -0,0 +1,63 @@
|
|||||||
|
#pragma once
|
||||||
|
#pragma once
|
||||||
|
#include "scene.h"
|
||||||
|
#include "../gui/gui_element.h"
|
||||||
|
#include "../shaders/gui_shader.h"
|
||||||
|
|
||||||
|
namespace scene
|
||||||
|
{
|
||||||
|
extern GLFWwindow* window;
|
||||||
|
|
||||||
|
|
||||||
|
class Loading_Scene : public scene::Scene
|
||||||
|
{
|
||||||
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
|
scene::Scenes return_value = scene::Scenes::LOADING;
|
||||||
|
shaders::GuiShader* gui_shader;
|
||||||
|
|
||||||
|
|
||||||
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Startup_Scene
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
Loading_Scene();
|
||||||
|
|
||||||
|
~Loading_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
* @param window
|
||||||
|
* @return
|
||||||
|
*/
|
||||||
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief This method updates all the components on the window
|
||||||
|
*
|
||||||
|
* @param window Window it updates
|
||||||
|
*/
|
||||||
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Listener for key events
|
||||||
|
*
|
||||||
|
* @param window Window it listens to for key events
|
||||||
|
* @param key Key of event that is activated
|
||||||
|
* @param scancode Code of Key
|
||||||
|
* @param action
|
||||||
|
* @param mods
|
||||||
|
*/
|
||||||
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
7
src/scenes/scene.cpp
Normal file
@@ -0,0 +1,7 @@
|
|||||||
|
#include <iostream>
|
||||||
|
#include "scene.h"
|
||||||
|
|
||||||
|
scene::Scene::~Scene()
|
||||||
|
{
|
||||||
|
std::cout << "Main scene class gone!" << std::endl;
|
||||||
|
}
|
||||||
@@ -6,8 +6,12 @@
|
|||||||
|
|
||||||
namespace scene {
|
namespace scene {
|
||||||
|
|
||||||
|
/**
|
||||||
|
* this enum represents the scenes in the game, those wil help to keep track in which scene the game is.
|
||||||
|
*/
|
||||||
enum class Scenes
|
enum class Scenes
|
||||||
{
|
{
|
||||||
|
LOADING,
|
||||||
STARTUP,
|
STARTUP,
|
||||||
INGAME,
|
INGAME,
|
||||||
GAMEOVER,
|
GAMEOVER,
|
||||||
@@ -18,14 +22,40 @@ namespace scene {
|
|||||||
class Scene
|
class Scene
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
virtual ~Scene() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief the method start is the start of a scene where a while loop runs, this runs the scene.
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return Scene value that indicates in which scene the application is
|
||||||
|
*/
|
||||||
virtual Scenes start(GLFWwindow* window) = 0;
|
virtual Scenes start(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method renders the models for a scene
|
||||||
|
* @param
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
virtual void render() = 0;
|
virtual void render() = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
virtual void update(GLFWwindow* window) = 0;
|
virtual void update(GLFWwindow* window) = 0;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief this method updates the models/variables for a scene
|
||||||
|
* @param window the main window of the application
|
||||||
|
* @param key this is the keycode on which key has been pressed
|
||||||
|
* @param scancode -
|
||||||
|
* @param action-
|
||||||
|
* @param mods -
|
||||||
|
* @return void
|
||||||
|
*/
|
||||||
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
virtual void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) {};
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -1,45 +1,222 @@
|
|||||||
|
#include <iostream>
|
||||||
#include <GL/glew.h>
|
#include <GL/glew.h>
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
#include <map>
|
#include <map>
|
||||||
#include "startup_Scene.h"
|
#include "startup_Scene.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <opencv2/core/mat.hpp>
|
||||||
|
|
||||||
|
#include "../models/model.h"
|
||||||
|
#include "../renderEngine/loader.h"
|
||||||
|
#include "../renderEngine/obj_loader.h"
|
||||||
|
#include "../renderEngine/renderer.h"
|
||||||
|
#include "../shaders/entity_shader.h"
|
||||||
|
#include "../gui/gui_interactable.h"
|
||||||
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include "../computervision/MenuTest.h"
|
||||||
#include "../computervision/ObjectDetection.h"
|
#include "../computervision/ObjectDetection.h"
|
||||||
#include "../computervision/HandDetectRegion.h"
|
#include "../computervision/HandDetectRegion.h"
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
computervision::ObjectDetection objDetect;
|
shaders::GuiShader* gui_shader1;
|
||||||
|
std::vector<gui::GuiTexture*> guis1;
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
|
||||||
|
float item_number = 0;
|
||||||
|
|
||||||
|
bool hand_mode = false;
|
||||||
|
|
||||||
|
Startup_Scene::Startup_Scene() {
|
||||||
|
shaders::EntityShader shader;
|
||||||
|
shader.Init();
|
||||||
|
render_engine::renderer::Init(shader);
|
||||||
|
shader.CleanUp();
|
||||||
|
|
||||||
|
gui_shader1 = new shaders::GuiShader();
|
||||||
|
gui_shader1->Init();
|
||||||
|
}
|
||||||
|
|
||||||
|
gui::Button* ConvertGuiTextureToButton(gui::GuiTexture* texture) {
|
||||||
|
gui::Button* button;
|
||||||
|
if (texture != NULL)
|
||||||
|
{
|
||||||
|
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
|
||||||
|
button = (gui::Button*)texture;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
button = nullptr;
|
||||||
|
return button;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*gui::InteractableGui* ConvertGuiTextureToInteractableGui(gui::GuiTexture* texture) {
|
||||||
|
if (texture != NULL)
|
||||||
|
if (texture->GetType() == gui::GuiType::BUTTON) {
|
||||||
|
return (gui::InteractableGui*)texture;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
return NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
}*/
|
||||||
|
|
||||||
|
gui::GuiTexture* GetMenuItem(bool hand_state) {
|
||||||
|
if(hand_state)
|
||||||
|
item_number += 0.20f;
|
||||||
|
|
||||||
|
int temp_item_number = item_number;
|
||||||
|
|
||||||
|
//If temp_item_number is equal to the size of the array, set item_number bac to zero to loop through the array again
|
||||||
|
if (temp_item_number == guis1.size()) {
|
||||||
|
item_number = 0;
|
||||||
|
temp_item_number = 0;
|
||||||
|
}
|
||||||
|
std::cout << guis1[temp_item_number]->texture << std::endl;
|
||||||
|
return guis1[temp_item_number];
|
||||||
|
}
|
||||||
|
|
||||||
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
scene::Scenes scene::Startup_Scene::start(GLFWwindow *window)
|
||||||
{
|
{
|
||||||
|
// GUI stuff
|
||||||
|
gui::Button button_start(render_engine::loader::LoadTexture("res/menu_item_start1.png"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_start.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_start1_hover.png"));
|
||||||
|
button_start.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_start1_click.png"));
|
||||||
|
button_start.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Start!" << std::endl;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_start);
|
||||||
|
|
||||||
|
gui::Button button_calibrate(render_engine::loader::LoadTexture("res/menu_item_calibrate1.png"), glm::vec2(0.0f, 0.0f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_calibrate.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_hover.png"));
|
||||||
|
button_calibrate.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_calibrate1_click.png"));
|
||||||
|
button_calibrate.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Calibrate!" << std::endl;
|
||||||
|
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_calibrate);
|
||||||
|
|
||||||
|
gui::Button button_quit(render_engine::loader::LoadTexture("res/menu_item_quit1.png"), glm::vec2(0.0f, -0.6f), glm::vec2(0.25f, 0.25f));
|
||||||
|
button_quit.SetHoverTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_hover.png"));
|
||||||
|
button_quit.SetClickedTexture(render_engine::loader::LoadTexture("res/menu_item_quit1_click.png"));
|
||||||
|
button_quit.SetOnClickAction([]()
|
||||||
|
{
|
||||||
|
std::cout << "Clicked on button: Quit!" << std::endl;
|
||||||
|
});
|
||||||
|
guis1.push_back(&button_quit);
|
||||||
|
|
||||||
|
computervision::ObjectDetection objDetect;
|
||||||
|
cv::Mat cameraFrame;
|
||||||
|
gui::GuiTexture* chosen_item = NULL; //This is the selected menu_item
|
||||||
|
bool hand_closed = false; //Flag to prevent multiple button presses
|
||||||
|
|
||||||
while (return_value == scene::Scenes::STARTUP)
|
while (return_value == scene::Scenes::STARTUP)
|
||||||
{
|
{
|
||||||
render();
|
render();
|
||||||
update(window);
|
update(window);
|
||||||
|
|
||||||
|
if (hand_mode) {
|
||||||
|
cameraFrame = objDetect.ReadCamera();
|
||||||
|
|
||||||
|
//Get hand state from camera
|
||||||
|
bool detect = false;
|
||||||
|
bool hand_detection = objDetect.DetectHand(cameraFrame,detect);
|
||||||
|
|
||||||
|
if (hand_detection)
|
||||||
|
{
|
||||||
|
hand_closed = false;
|
||||||
|
std::cout << "hand is opened" << std::endl;
|
||||||
|
|
||||||
|
//Loop through menu items
|
||||||
|
chosen_item = GetMenuItem(true);
|
||||||
|
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
if (new_button != NULL) {
|
||||||
|
const float x_pos = (chosen_item->position.x + 1.0) * WINDOW_WIDTH / 2;
|
||||||
|
const float y_pos = (1.0 - chosen_item->position.y) * WINDOW_HEIGHT / 2;
|
||||||
|
|
||||||
|
//Set cursor to location of selected menu_item
|
||||||
|
glfwSetCursorPos(window, x_pos, y_pos);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (!hand_detection)
|
||||||
|
{
|
||||||
|
std::cout << "hand is closed" << std::endl;
|
||||||
|
|
||||||
|
//Gets selected menu_item
|
||||||
|
chosen_item = GetMenuItem(false);
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(chosen_item);
|
||||||
|
|
||||||
|
if (new_button != NULL && !hand_closed) {
|
||||||
|
//Run function click
|
||||||
|
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
||||||
|
hand_closed = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
|
gui_shader1->CleanUp();
|
||||||
|
render_engine::loader::CleanUp();
|
||||||
return return_value;
|
return return_value;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* renders the models in the start-up scene
|
||||||
|
*/
|
||||||
void scene::Startup_Scene::render()
|
void scene::Startup_Scene::render()
|
||||||
{
|
{
|
||||||
|
render_engine::renderer::Prepare();
|
||||||
|
|
||||||
|
// Render GUI items
|
||||||
|
render_engine::renderer::Render(guis1, *gui_shader1);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* updates the variables for the start-up scene
|
||||||
|
*/
|
||||||
void scene::Startup_Scene::update(GLFWwindow* window)
|
void scene::Startup_Scene::update(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
|
for (gui::GuiTexture* button : guis1) {
|
||||||
|
gui::Button* new_button = ConvertGuiTextureToButton(button);
|
||||||
|
if (new_button != NULL)
|
||||||
|
new_button->Update(window);
|
||||||
|
}
|
||||||
bool hand_present;
|
bool hand_present;
|
||||||
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
objDetect.DetectHand(objDetect.ReadCamera(),hand_present);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* manages the key input in the start-up scene
|
||||||
|
*/
|
||||||
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
void scene::Startup_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||||
{
|
{
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||||
{
|
{
|
||||||
|
|
||||||
return_value = scene::Scenes::INGAME;
|
return_value = scene::Scenes::INGAME;
|
||||||
cv::destroyWindow("camera");
|
cv::destroyWindow("camera");
|
||||||
}
|
}
|
||||||
|
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
||||||
|
hand_mode = !hand_mode;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "scene.h"
|
#include "scene.h"
|
||||||
#include <map>
|
#include "../gui/gui_element.h"
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
@@ -9,12 +9,46 @@ namespace scene
|
|||||||
class Startup_Scene : public scene::Scene
|
class Startup_Scene : public scene::Scene
|
||||||
{
|
{
|
||||||
private:
|
private:
|
||||||
|
//return_value is an enum that is necessary for the scene switching. Whenever this changes, the scene will change to a different scene.
|
||||||
scene::Scenes return_value = scene::Scenes::STARTUP;
|
scene::Scenes return_value = scene::Scenes::STARTUP;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
/**
|
||||||
|
* @brief Constructor of the class Startup_Scene
|
||||||
|
*
|
||||||
|
*/
|
||||||
|
Startup_Scene();
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
* @param window
|
||||||
|
* @return
|
||||||
|
*/
|
||||||
Scenes start(GLFWwindow* window) override;
|
Scenes start(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief
|
||||||
|
*
|
||||||
|
*/
|
||||||
void render() override;
|
void render() override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief This method updates all the components on the window
|
||||||
|
*
|
||||||
|
* @param window Window it updates
|
||||||
|
*/
|
||||||
void update(GLFWwindow* window) override;
|
void update(GLFWwindow* window) override;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief Listener for key events
|
||||||
|
*
|
||||||
|
* @param window Window it listens to for key events
|
||||||
|
* @param key Key of event that is activated
|
||||||
|
* @param scancode Code of Key
|
||||||
|
* @param action
|
||||||
|
* @param mods
|
||||||
|
*/
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#include "entity_shader.h"
|
#include "entity_shader.h"
|
||||||
#include "../toolbox/toolbox.h"
|
#include "../toolbox/toolbox.h"
|
||||||
|
#include <deque>
|
||||||
|
|
||||||
namespace shaders
|
namespace shaders
|
||||||
{
|
{
|
||||||
@@ -28,7 +29,7 @@ namespace shaders
|
|||||||
uniform vec3 light_position[4];
|
uniform vec3 light_position[4];
|
||||||
|
|
||||||
const float density = 0.0017;
|
const float density = 0.0017;
|
||||||
const float gradient = 4;
|
const float gradient = 3;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
@@ -160,6 +161,25 @@ namespace shaders
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void EntityShader::LoadLightsDeque(std::deque<entities::Light>& lights) const
|
||||||
|
{
|
||||||
|
for (int i = 0; i < MAX_LIGHTS; ++i)
|
||||||
|
{
|
||||||
|
if (i < lights.size())
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], lights[i].GetPosition());
|
||||||
|
LoadVector(location_light_color[i], lights[i].GetColor());
|
||||||
|
LoadVector(location_light_attenuation[i], lights[i].GetAttenuation());
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
LoadVector(location_light_position[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_color[i], glm::vec3(0, 0, 0));
|
||||||
|
LoadVector(location_light_attenuation[i], glm::vec3(1, 0, 0));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
void EntityShader::LoadShineVariables(float shine_damper, float reflectivity) const
|
||||||
{
|
{
|
||||||
LoadFloat(location_shine_damper, shine_damper);
|
LoadFloat(location_shine_damper, shine_damper);
|
||||||
|
|||||||
@@ -2,6 +2,7 @@
|
|||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
#include <deque>
|
||||||
#include "shader_program.h"
|
#include "shader_program.h"
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include "../entities/light.h"
|
#include "../entities/light.h"
|
||||||
@@ -58,6 +59,13 @@ namespace shaders
|
|||||||
*/
|
*/
|
||||||
void LoadLights(std::vector<entities::Light>& lights) const;
|
void LoadLights(std::vector<entities::Light>& lights) const;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @brief loads some lights contained in a deque.
|
||||||
|
*
|
||||||
|
* @param lights the deque containing the lights to load
|
||||||
|
*/
|
||||||
|
void LoadLightsDeque(std::deque<entities::Light>& lights) const;
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: A method to load the the shine variables from a model into the shader
|
* @brief: A method to load the the shine variables from a model into the shader
|
||||||
*
|
*
|
||||||
|
|||||||
@@ -1,3 +1,4 @@
|
|||||||
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
@@ -31,4 +32,28 @@ namespace toolbox
|
|||||||
matrix = glm::translate(matrix, negative_cam_pos);
|
matrix = glm::translate(matrix, negative_cam_pos);
|
||||||
return matrix;
|
return matrix;
|
||||||
}
|
}
|
||||||
|
float Lerp(float from, float to, float amount)
|
||||||
|
{
|
||||||
|
return from + amount * (to - from);
|
||||||
|
}
|
||||||
|
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount)
|
||||||
|
{
|
||||||
|
glm::vec3 final;
|
||||||
|
final.x = Lerp(from.x, to.x, amount);
|
||||||
|
final.y = Lerp(from.y, to.y, amount);
|
||||||
|
final.z = Lerp(from.z, to.z, amount);
|
||||||
|
return final;
|
||||||
|
}
|
||||||
|
|
||||||
|
int Random(const int min, const int max)
|
||||||
|
{
|
||||||
|
static bool first = true;
|
||||||
|
if (first)
|
||||||
|
{
|
||||||
|
srand(time(0));
|
||||||
|
first = false;
|
||||||
|
}
|
||||||
|
return min + rand() % ((max + 1) - min);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,10 +11,10 @@ namespace toolbox
|
|||||||
|
|
||||||
// Change these macros to change the window size
|
// Change these macros to change the window size
|
||||||
#define WINDOW_WIDTH 1400.0f
|
#define WINDOW_WIDTH 1400.0f
|
||||||
#define WINDOW_HEIGT 800.0f
|
#define WINDOW_HEIGHT 800.0f
|
||||||
|
|
||||||
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
#define SCALED_WIDTH (WINDOW_WIDTH/DEFAULT_WIDTH)
|
||||||
#define SCALED_HEIGHT (WINDOW_HEIGT/DEFAULT_HEIGHT)
|
#define SCALED_HEIGHT (WINDOW_HEIGHT/DEFAULT_HEIGHT)
|
||||||
//
|
//
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@@ -46,4 +46,36 @@ namespace toolbox
|
|||||||
* @return: The view matrix
|
* @return: The view matrix
|
||||||
*/
|
*/
|
||||||
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
glm::mat4 CreateViewMatrix(entities::Camera& camera);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go to one coordinate to another with smooting
|
||||||
|
*
|
||||||
|
* @param from one coordinate of the start
|
||||||
|
* @param to one coordinate of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return coordinate of where to go
|
||||||
|
*/
|
||||||
|
float Lerp(float from, float to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @biref go from one position to another with smoothing
|
||||||
|
*
|
||||||
|
* @param from position of the start
|
||||||
|
* @param to position of where to go
|
||||||
|
* @param amount the amount of smoothing (lower is smoother)
|
||||||
|
*
|
||||||
|
* @return position of where to go
|
||||||
|
*/
|
||||||
|
glm::vec3 Lerp(glm::vec3 from, glm::vec3 to, float amount);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* @brief: This function will return a value between min and max
|
||||||
|
*
|
||||||
|
* @param min: The min value
|
||||||
|
* @param max: The max value
|
||||||
|
*
|
||||||
|
* @return: The random number
|
||||||
|
*/
|
||||||
|
int Random(const int min, const int max);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -20,9 +20,12 @@
|
|||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||||
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||||
@@ -37,6 +40,8 @@
|
|||||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
<ClCompile Include="src\renderEngine\obj_loader.cpp" />
|
||||||
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
<ClCompile Include="src\renderEngine\renderer.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
<ClCompile Include="src\shaders\gui_shader.cpp" />
|
||||||
<ClCompile Include="src\shaders\shader_program.cpp" />
|
<ClCompile Include="src\shaders\shader_program.cpp" />
|
||||||
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
<ClCompile Include="src\shaders\entity_shader.cpp" />
|
||||||
@@ -46,15 +51,19 @@
|
|||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
<ClInclude Include="src\collision\collision_handler.h" />
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\scene.h" />
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
<ClInclude Include="src\computervision\async\async_arm_detection.h" />
|
||||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||||
<ClInclude Include="src\computervision\FingerCount.h" />
|
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||||
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
<ClInclude Include="src\computervision\OpenPoseVideo.h" />
|
||||||
<ClInclude Include="src\computervision\SkinDetector.h" />
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
|
|||||||
@@ -24,6 +24,70 @@
|
|||||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||||
|
<ClCompile Include="src\entities\main_character.cpp" />
|
||||||
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\entities\Entity.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\renderEngine\Loader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\renderEngine\Renderer.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\main.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\shaders\shader_program.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\renderEngine\obj_loader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\toolbox\toolbox.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\shaders\entity_shader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\shaders\gui_shader.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\gui\gui_interactable.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\in_Game_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\scenes\startup_Scene.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\entities\collision_entity.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\collision\collision_handler.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\computervision\ObjectDetection.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\computervision\SkinDetector.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\computervision\FingerCount.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
|
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||||
|
<Filter>Source Files</Filter>
|
||||||
|
</ClCompile>
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClInclude Include="src\collision\collision.h" />
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
@@ -57,6 +121,35 @@
|
|||||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||||
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
<ClInclude Include="src\computervision\HandDetectRegion.h" />
|
||||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||||
|
<ClInclude Include="src\collision\collision.h" />
|
||||||
|
<ClInclude Include="src\collision\collision_handler.h" />
|
||||||
|
<ClInclude Include="src\entities\main_character.h" />
|
||||||
|
<ClInclude Include="src\entities\house_generator.h" />
|
||||||
|
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\scene.h" />
|
||||||
|
<ClInclude Include="src\computervision\FingerCount.h" />
|
||||||
|
<ClInclude Include="src\computervision\BackgroundRemover.h" />
|
||||||
|
<ClInclude Include="src\computervision\MenuTest.h" />
|
||||||
|
<ClInclude Include="src\computervision\SkinDetector.h" />
|
||||||
|
<ClInclude Include="src\computervision\ObjectDetection.h" />
|
||||||
|
<ClInclude Include="src\entities\camera.h" />
|
||||||
|
<ClInclude Include="src\entities\collision_entity.h" />
|
||||||
|
<ClInclude Include="src\entities\entity.h" />
|
||||||
|
<ClInclude Include="src\entities\light.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_element.h" />
|
||||||
|
<ClInclude Include="src\gui\gui_interactable.h" />
|
||||||
|
<ClInclude Include="src\models\model.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\loader.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\obj_loader.h" />
|
||||||
|
<ClInclude Include="src\renderEngine\renderer.h" />
|
||||||
|
<ClInclude Include="src\shaders\gui_shader.h" />
|
||||||
|
<ClInclude Include="src\shaders\shader_program.h" />
|
||||||
|
<ClInclude Include="src\shaders\entity_shader.h" />
|
||||||
|
<ClInclude Include="src\stb_image.h" />
|
||||||
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
|
<ClInclude Include="src\scenes\loading_Scene.h" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||||
|
|||||||