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4 Commits
feature/ga
...
feature/ra
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fb70d10c47 | ||
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bce2ccf889 |
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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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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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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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models::RawModel ceiling_Obj_model3 = render_engine::LoadObjModel("res/ceilingLampOne.obj");
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models::TexturedModel ceiling_Obj3 = { ceiling_Obj_model3, default_texture };
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ceiling_Objects.push_back(ceiling_Obj3);
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models::RawModel ceiling_Obj_model4 = render_engine::LoadObjModel("res/ceilingLampTwo.obj");
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models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
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ceiling_Objects.push_back(ceiling_Obj4);
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FurnitureModel ceiling_object;
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ceiling_object.furniture = {
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FurnitureType::CEILING_OBJECTS, 1 };
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ceiling_object.texture = ceiling_Objects;
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furniture_models.push_back(ceiling_object);
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// Miscs
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std::deque<models::TexturedModel> miscs;
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models::RawModel misc_model1 = render_engine::LoadObjModel("res/tv.obj");
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models::TexturedModel misc1 = { misc_model1, default_texture };
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miscs.push_back(misc1);
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models::RawModel misc_model2 = render_engine::LoadObjModel("res/radio.obj");
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models::TexturedModel misc2 = { misc_model2, default_texture };
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miscs.push_back(misc2);
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||||||
|
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
namespace collision
|
namespace collision
|
||||||
{
|
{
|
||||||
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>>& entities)
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities)
|
||||||
{
|
{
|
||||||
if (entities.size() < 2) { return; }
|
if (entities.size() < 2) { return; }
|
||||||
if (entities.size() == 2)
|
if (entities.size() == 2)
|
||||||
|
|||||||
@@ -13,5 +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<std::shared_ptr<entities::CollisionEntity>>& entities);
|
void CheckCollisions(std::vector<std::shared_ptr<entities::CollisionEntity>> entities);
|
||||||
}
|
}
|
||||||
@@ -6,7 +6,7 @@ namespace static_camera
|
|||||||
|
|
||||||
static cv::VideoCapture getCap()
|
static cv::VideoCapture getCap()
|
||||||
{
|
{
|
||||||
static cv::VideoCapture cap(1);
|
static cv::VideoCapture cap(0);
|
||||||
return cap;
|
return cap;
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -40,10 +40,7 @@ namespace entities
|
|||||||
|
|
||||||
const glm::vec3 size = bounding_box.size;
|
const glm::vec3 size = bounding_box.size;
|
||||||
|
|
||||||
min_xyz = { bounding_box.center_pos.x - (0.5 * size.x), bounding_box.center_pos.y, bounding_box.center_pos.z - (0.5 * size.z) };
|
min_xyz = bounding_box.center_pos;
|
||||||
max_xyz = { bounding_box.center_pos.x + (0.5 * size.x), bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + (0.5 * size.z) };
|
max_xyz = glm::vec3(min_xyz.x + size.x, min_xyz.y + size.y, min_xyz.z + size.z);
|
||||||
|
|
||||||
// min_xyz = bounding_box.center_pos;
|
|
||||||
// max_xyz = { bounding_box.center_pos.x + size.x, bounding_box.center_pos.y + size.y, bounding_box.center_pos.z + size.z };
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -58,7 +58,7 @@ namespace entities
|
|||||||
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
void SetCollisionBehaviour(std::function<void(const collision::Collision&)> function)
|
||||||
{ if (function != nullptr) { on_collide = function; } }
|
{ if (function != nullptr) { on_collide = function; } }
|
||||||
|
|
||||||
public:
|
protected:
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This method moves the collision to the center of the entity
|
* @brief: This method moves the collision to the center of the entity
|
||||||
|
|||||||
@@ -20,92 +20,151 @@ namespace entities
|
|||||||
GenerateFurnitureModels();
|
GenerateFurnitureModels();
|
||||||
}
|
}
|
||||||
|
|
||||||
std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
|
||||||
{
|
{
|
||||||
std::deque<std::shared_ptr<CollisionEntity>> furniture;
|
FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
|
||||||
|
while (random_type == FurnitureType::CEILING_OBJECTS ) {
|
||||||
// Add house
|
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
||||||
collision::Box house_box = { position, glm::vec3(0,0,0) };
|
|
||||||
furniture.push_front(std::make_shared<CollisionEntity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, house_box));
|
|
||||||
|
|
||||||
// for(int i = 0; i<toolbox::Random(1,4);i++)
|
|
||||||
// {
|
|
||||||
// FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
|
|
||||||
// models::TexturedModel model = GetFurnitureModel(type);
|
|
||||||
// glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
|
||||||
// collision::Box model_box = { model_pos, model.raw_model.model_size };
|
|
||||||
// model_box.SetRotation(-90);
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
|
||||||
// //furniture_collision.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, model_box));
|
|
||||||
//
|
|
||||||
// }
|
|
||||||
|
|
||||||
//furniture_collision.pop_front();
|
|
||||||
|
|
||||||
|
|
||||||
// Add furniture
|
|
||||||
// models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
|
||||||
// glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
|
||||||
// collision::Box couch_box = { couch_pos, couch.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
// couch_box.SetRotation(-90);
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
|
||||||
// glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
|
||||||
// collision::Box table_box = { table_pos, table.raw_model.model_size * ((HOUSE_SIZE) * 1.3f) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
|
||||||
// glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
// collision::Box chair_box = { chair_pos, chair.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
|
||||||
// glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
// collision::Box plant_box = { plant_pos, plant.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
|
||||||
// glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
// collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
|
||||||
// glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
// collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
|
||||||
// glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
// collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
|
||||||
//
|
|
||||||
// models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
|
||||||
// glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
|
||||||
// collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size * (HOUSE_SIZE / 2) };
|
|
||||||
// furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
|
||||||
|
|
||||||
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
|
||||||
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y - 10, position.z + 220);
|
|
||||||
collision::Box misc_box = { misc_pos, misc.raw_model.model_size * (HOUSE_SIZE) };
|
|
||||||
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
|
||||||
|
|
||||||
return furniture;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
|
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
{
|
{
|
||||||
const auto found = furniture_models.find(furniture);
|
if (it->furniture.type == random_type)
|
||||||
if (found == furniture_models.end())
|
{
|
||||||
|
return &it->furniture;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
const FurniturePiece* HouseGenerator::GetFurniturePiece(FurnitureType type)
|
||||||
|
{
|
||||||
|
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == type)
|
||||||
|
{
|
||||||
|
return &it->furniture;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::deque<std::shared_ptr<Entity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
|
||||||
|
{
|
||||||
|
std::deque<std::shared_ptr<Entity>> furniture;
|
||||||
|
|
||||||
|
// Add house
|
||||||
|
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
|
||||||
|
int house_size_x = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_y = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
int house_size_z = house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||||
|
|
||||||
|
int offset_x = house_model.raw_model.model_size.z * (HOUSE_SIZE / 2);
|
||||||
|
int offset_z = house_model.raw_model.model_size.x * (HOUSE_SIZE / 2);
|
||||||
|
double multiplier_x = house_size_x / 4;
|
||||||
|
double multiplier_z = house_size_z / 3;
|
||||||
|
|
||||||
|
for (int z = 1; z < 4; z++) {
|
||||||
|
for (int x = 1; x < 4; x++)
|
||||||
|
{
|
||||||
|
//if (toolbox::Random(0, 100) < 90) {
|
||||||
|
const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
|
||||||
|
if (furniture_piece->type != FurnitureType::CEILING_OBJECTS) {
|
||||||
|
models::TexturedModel model = GetFurnitureModel(furniture_piece);
|
||||||
|
//if (!(furniture_piece->size > 1 && x > 1)) {
|
||||||
|
glm::vec3 model_pos = glm::vec3(position.x + (x * multiplier_x) - (multiplier_x / 2) - offset_x, position.y, position.z + (z * multiplier_z) - (multiplier_z / 2) + offset_z);
|
||||||
|
|
||||||
|
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
|
model_box.SetRotation(-90);
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
|
}
|
||||||
|
//}
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel model = GetFurnitureModel(GetFurniturePiece(FurnitureType::CEILING_OBJECTS));
|
||||||
|
glm::vec3 model_pos = glm::vec3(position.x, position.y + (house_size_y/5 *3), position.z);
|
||||||
|
collision::Box model_box = { model_pos, model.raw_model.model_size };
|
||||||
|
model_box.SetRotation(-90);
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||||
|
|
||||||
|
return furniture;
|
||||||
|
|
||||||
|
/*
|
||||||
|
// Add furniture
|
||||||
|
models::TexturedModel couch = GetFurnitureModel(FurnitureType::COUCH);
|
||||||
|
glm::vec3 couch_pos = glm::vec3(position.x + 200, position.y, position.z + 10);
|
||||||
|
collision::Box couch_box = { couch_pos, couch.raw_model.model_size };
|
||||||
|
couch_box.SetRotation(-90);
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(couch, couch_pos, glm::vec3(0, -90, 0), HOUSE_SIZE * 2, couch_box));
|
||||||
|
|
||||||
|
models::TexturedModel table = GetFurnitureModel(FurnitureType::TABLE);
|
||||||
|
glm::vec3 table_pos = glm::vec3(position.x - 30, position.y, position.z);
|
||||||
|
collision::Box table_box = { table_pos, table.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(table, table_pos, glm::vec3(0, 0, 0), HOUSE_SIZE * 1.3, table_box));
|
||||||
|
|
||||||
|
models::TexturedModel chair = GetFurnitureModel(FurnitureType::CHAIR);
|
||||||
|
glm::vec3 chair_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box chair_box = { chair_pos, chair.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(chair, chair_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, chair_box));
|
||||||
|
|
||||||
|
models::TexturedModel plant = GetFurnitureModel(FurnitureType::PLANT);
|
||||||
|
glm::vec3 plant_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box plant_box = { plant_pos, plant.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(plant, plant_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, plant_box));
|
||||||
|
|
||||||
|
models::TexturedModel guitar = GetFurnitureModel(FurnitureType::GUITAR);
|
||||||
|
glm::vec3 guitar_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box guitar_box = { guitar_pos, guitar.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(guitar, guitar_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, guitar_box));
|
||||||
|
|
||||||
|
models::TexturedModel bookshelf = GetFurnitureModel(FurnitureType::BOOKSHELF);
|
||||||
|
glm::vec3 bookshelf_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box bookshelf_box = { bookshelf_pos, bookshelf.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(bookshelf, bookshelf_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, bookshelf_box));
|
||||||
|
|
||||||
|
models::TexturedModel lamp = GetFurnitureModel(FurnitureType::LAMP);
|
||||||
|
glm::vec3 lamp_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box lamp_box = { lamp_pos, lamp.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(lamp, lamp_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, lamp_box));
|
||||||
|
|
||||||
|
models::TexturedModel ceiling_object = GetFurnitureModel(FurnitureType::CEILING_OBJECTS);
|
||||||
|
glm::vec3 ceiling_object_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box ceiling_object_box = { ceiling_object_pos, ceiling_object.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||||
|
|
||||||
|
models::TexturedModel misc = GetFurnitureModel(FurnitureType::MISC);
|
||||||
|
glm::vec3 misc_pos = glm::vec3(position.x - 50, position.y, position.z + 220);
|
||||||
|
collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
|
||||||
|
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
|
||||||
|
*/
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
|
||||||
|
{
|
||||||
|
std::deque<models::TexturedModel>* furniture_list = nullptr;
|
||||||
|
|
||||||
|
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||||
|
{
|
||||||
|
if (it->furniture.type == furniture->type)
|
||||||
|
{
|
||||||
|
furniture_list = &it->texture;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (furniture_list == nullptr)
|
||||||
{
|
{
|
||||||
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||||
}
|
}
|
||||||
|
|
||||||
auto models = found->second;
|
const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
|
||||||
|
|
||||||
const int modelNumber = toolbox::Random(0, models.size() - 1);
|
return furniture_list->at(modelNumber);
|
||||||
|
|
||||||
return models[modelNumber];
|
//return {};
|
||||||
}
|
}
|
||||||
|
|
||||||
void HouseGenerator::GenerateFurnitureModels()
|
void HouseGenerator::GenerateFurnitureModels()
|
||||||
@@ -125,7 +184,12 @@ namespace entities
|
|||||||
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
||||||
couches.push_back(couch_inside3);
|
couches.push_back(couch_inside3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
|
FurnitureModel couch;
|
||||||
|
couch.furniture = {
|
||||||
|
FurnitureType::COUCH, 2 };
|
||||||
|
couch.texture = couches;
|
||||||
|
|
||||||
|
furniture_models.push_back(couch);
|
||||||
|
|
||||||
// Tables
|
// Tables
|
||||||
std::deque<models::TexturedModel> tables;
|
std::deque<models::TexturedModel> tables;
|
||||||
@@ -142,7 +206,12 @@ namespace entities
|
|||||||
models::TexturedModel table3 = { table_model3, default_texture };
|
models::TexturedModel table3 = { table_model3, default_texture };
|
||||||
tables.push_back(table3);
|
tables.push_back(table3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
FurnitureModel table;
|
||||||
|
table.furniture = {
|
||||||
|
FurnitureType::TABLE, 2 };
|
||||||
|
table.texture = tables;
|
||||||
|
|
||||||
|
furniture_models.push_back(table);
|
||||||
|
|
||||||
// Chairs
|
// Chairs
|
||||||
std::deque<models::TexturedModel> chairs;
|
std::deque<models::TexturedModel> chairs;
|
||||||
@@ -159,8 +228,12 @@ namespace entities
|
|||||||
models::TexturedModel chair3 = { chair_model3, default_texture };
|
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||||
chairs.push_back(chair3);
|
chairs.push_back(chair3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
FurnitureModel chair;
|
||||||
|
chair.furniture = {
|
||||||
|
FurnitureType::CHAIR, 1 };
|
||||||
|
chair.texture = chairs;
|
||||||
|
|
||||||
|
furniture_models.push_back(chair);
|
||||||
|
|
||||||
// Plants
|
// Plants
|
||||||
std::deque<models::TexturedModel> plants;
|
std::deque<models::TexturedModel> plants;
|
||||||
@@ -177,7 +250,12 @@ namespace entities
|
|||||||
models::TexturedModel plant3 = { plant_model3, default_texture };
|
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||||
plants.push_back(plant3);
|
plants.push_back(plant3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
FurnitureModel plant;
|
||||||
|
plant.furniture = {
|
||||||
|
FurnitureType::PLANT, 1 };
|
||||||
|
plant.texture = plants;
|
||||||
|
|
||||||
|
furniture_models.push_back(plant);
|
||||||
|
|
||||||
// Guitars
|
// Guitars
|
||||||
std::deque<models::TexturedModel> guitars;
|
std::deque<models::TexturedModel> guitars;
|
||||||
@@ -190,7 +268,12 @@ namespace entities
|
|||||||
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||||
guitars.push_back(guitar2);
|
guitars.push_back(guitar2);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
FurnitureModel guitar;
|
||||||
|
guitar.furniture = {
|
||||||
|
FurnitureType::GUITAR, 1 };
|
||||||
|
guitar.texture = guitars;
|
||||||
|
|
||||||
|
furniture_models.push_back(guitar);
|
||||||
|
|
||||||
// Bookshelves
|
// Bookshelves
|
||||||
std::deque<models::TexturedModel> bookshelves;
|
std::deque<models::TexturedModel> bookshelves;
|
||||||
@@ -207,7 +290,12 @@ namespace entities
|
|||||||
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||||
bookshelves.push_back(bookshelf3);
|
bookshelves.push_back(bookshelf3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
FurnitureModel bookshelf;
|
||||||
|
bookshelf.furniture = {
|
||||||
|
FurnitureType::BOOKSHELF, 1 };
|
||||||
|
bookshelf.texture = bookshelves;
|
||||||
|
|
||||||
|
furniture_models.push_back(bookshelf);
|
||||||
|
|
||||||
// Lamps
|
// Lamps
|
||||||
std::deque<models::TexturedModel>lamps;
|
std::deque<models::TexturedModel>lamps;
|
||||||
@@ -220,7 +308,12 @@ namespace entities
|
|||||||
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||||
lamps.push_back(lamp2);
|
lamps.push_back(lamp2);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
FurnitureModel lamp;
|
||||||
|
lamp.furniture = {
|
||||||
|
FurnitureType::LAMP, 1 };
|
||||||
|
lamp.texture = lamps;
|
||||||
|
|
||||||
|
furniture_models.push_back(lamp);
|
||||||
|
|
||||||
// Ceiling objects
|
// Ceiling objects
|
||||||
std::deque<models::TexturedModel>ceiling_Objects;
|
std::deque<models::TexturedModel>ceiling_Objects;
|
||||||
@@ -241,7 +334,12 @@ namespace entities
|
|||||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||||
ceiling_Objects.push_back(ceiling_Obj4);
|
ceiling_Objects.push_back(ceiling_Obj4);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
FurnitureModel ceiling_object;
|
||||||
|
ceiling_object.furniture = {
|
||||||
|
FurnitureType::CEILING_OBJECTS, 1 };
|
||||||
|
ceiling_object.texture = ceiling_Objects;
|
||||||
|
|
||||||
|
furniture_models.push_back(ceiling_object);
|
||||||
|
|
||||||
// Miscs
|
// Miscs
|
||||||
std::deque<models::TexturedModel> miscs;
|
std::deque<models::TexturedModel> miscs;
|
||||||
@@ -258,11 +356,11 @@ namespace entities
|
|||||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||||
miscs.push_back(misc3);
|
miscs.push_back(misc3);
|
||||||
|
|
||||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
FurnitureModel misc;
|
||||||
}
|
misc.furniture = {
|
||||||
|
FurnitureType::MISC, 1 };
|
||||||
|
misc.texture = miscs;
|
||||||
|
|
||||||
/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
|
furniture_models.push_back(misc);
|
||||||
{
|
}
|
||||||
return furniture_collision;
|
|
||||||
}*/
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,7 +5,6 @@
|
|||||||
#include <map>
|
#include <map>
|
||||||
#include "../models/Model.h"
|
#include "../models/Model.h"
|
||||||
#include "../collision/collision.h"
|
#include "../collision/collision.h"
|
||||||
#include "collision_entity.h"
|
|
||||||
|
|
||||||
namespace entities
|
namespace entities
|
||||||
{
|
{
|
||||||
@@ -21,6 +20,24 @@ namespace entities
|
|||||||
CEILING_OBJECTS,
|
CEILING_OBJECTS,
|
||||||
MISC
|
MISC
|
||||||
};
|
};
|
||||||
|
struct FurniturePiece
|
||||||
|
{
|
||||||
|
FurnitureType type;
|
||||||
|
int size;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct FurnitureModel
|
||||||
|
{
|
||||||
|
FurniturePiece furniture;
|
||||||
|
std::deque<models::TexturedModel> texture;
|
||||||
|
|
||||||
|
bool operator<(FurnitureModel a)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
class HouseGenerator
|
class HouseGenerator
|
||||||
{
|
{
|
||||||
@@ -30,10 +47,8 @@ namespace entities
|
|||||||
models::TexturedModel house_model;
|
models::TexturedModel house_model;
|
||||||
models::ModelTexture default_texture;
|
models::ModelTexture default_texture;
|
||||||
|
|
||||||
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
//std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
|
||||||
//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
|
std::deque<FurnitureModel> furniture_models;
|
||||||
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
HouseGenerator();
|
HouseGenerator();
|
||||||
|
|
||||||
@@ -45,19 +60,17 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @return: A list with all the entities of the generated house (the furniture)
|
* @return: A list with all the entities of the generated house (the furniture)
|
||||||
*/
|
*/
|
||||||
std::deque<std::shared_ptr<CollisionEntity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: Returns the depth of the house (chunk)
|
* @brief: Returns the depth of the house (chunk)
|
||||||
*/
|
*/
|
||||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
|
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
|
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
const FurniturePiece* GetRandomFurniturePiece();
|
||||||
|
const FurniturePiece* GetFurniturePiece(FurnitureType type);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* @brief: This function loads all the 3D furniture models
|
* @brief: This function loads all the 3D furniture models
|
||||||
*/
|
*/
|
||||||
@@ -70,6 +83,6 @@ namespace entities
|
|||||||
*
|
*
|
||||||
* @return: The model of the random furniture of the chosen furniture type
|
* @return: The model of the random furniture of the chosen furniture type
|
||||||
*/
|
*/
|
||||||
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ namespace entities
|
|||||||
void MainCharacter::Move(GLFWwindow* window)
|
void MainCharacter::Move(GLFWwindow* window)
|
||||||
{
|
{
|
||||||
if (is_playing) {
|
if (is_playing) {
|
||||||
movement_speed = -2.0f; //Forward speed adjustment, bee is moving at a standard speedrate
|
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
|
down_speed = -1.0f; //Down speed adjustment, downspeed is difference between down_speed and UP_SPEED
|
||||||
side_speed = 0; //Side speed adjustment
|
side_speed = 0; //Side speed adjustment
|
||||||
|
|
||||||
@@ -97,8 +97,4 @@ namespace entities
|
|||||||
is_playing = false;
|
is_playing = false;
|
||||||
std::cout << "collision" << std::endl;
|
std::cout << "collision" << std::endl;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool MainCharacter::GetOnCollide() {
|
|
||||||
return is_playing;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -34,7 +34,5 @@ namespace entities
|
|||||||
void Move(GLFWwindow* window);
|
void Move(GLFWwindow* window);
|
||||||
|
|
||||||
void OnCollide(const collision::Collision& collision) override;
|
void OnCollide(const collision::Collision& collision) override;
|
||||||
|
|
||||||
bool GetOnCollide();
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -19,7 +19,7 @@ namespace gui
|
|||||||
*/
|
*/
|
||||||
struct GuiTexture
|
struct GuiTexture
|
||||||
{
|
{
|
||||||
int texture;
|
GLuint texture;
|
||||||
glm::vec2 position;
|
glm::vec2 position;
|
||||||
glm::vec2 scale;
|
glm::vec2 scale;
|
||||||
|
|
||||||
|
|||||||
@@ -27,8 +27,6 @@
|
|||||||
#include "scenes/scene.h"
|
#include "scenes/scene.h"
|
||||||
#include "scenes/in_Game_Scene.h"
|
#include "scenes/in_Game_Scene.h"
|
||||||
#include "scenes/startup_Scene.h"
|
#include "scenes/startup_Scene.h"
|
||||||
#include "scenes/game_Over_Scene.h"
|
|
||||||
#include "entities/collision_entity.h"
|
|
||||||
|
|
||||||
#include "computervision/ObjectDetection.h"
|
#include "computervision/ObjectDetection.h"
|
||||||
//#include "computervision/OpenPoseImage.h"
|
//#include "computervision/OpenPoseImage.h"
|
||||||
@@ -114,10 +112,6 @@ int main(void)
|
|||||||
current_scene = new scene::In_Game_Scene();
|
current_scene = new scene::In_Game_Scene();
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case scene::Scenes::GAMEOVER:
|
|
||||||
current_scene = new scene::Game_Over_Scene();
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
default:
|
||||||
std::cout << "Wrong return value!!! ->" << std::endl;
|
std::cout << "Wrong return value!!! ->" << std::endl;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -109,88 +109,6 @@ namespace render_engine
|
|||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Enable depth test again
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Disable alpha blending
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
|
|
||||||
// Disable the VBO and VAO
|
|
||||||
glDisableVertexAttribArray(0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
shader.Stop();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader)
|
|
||||||
{
|
|
||||||
shader.Start();
|
|
||||||
|
|
||||||
// Enable the VAO and the positions VBO
|
|
||||||
glBindVertexArray(quad.vao_id);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
// Enable alpha blending (for transparency in the texture)
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
||||||
|
|
||||||
// Disable depth testing to textures with transparency can overlap
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Render each gui to the screen
|
|
||||||
for (std::shared_ptr<gui::GuiTexture> gui : guis)
|
|
||||||
{
|
|
||||||
// Bind the texture of the gui to the shader
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
|
||||||
|
|
||||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
|
||||||
shader.LoadModelMatrix(matrix);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
|
||||||
|
|
||||||
std::cout << "in render method, gui x value: " << gui.get()->scale.x << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Enable depth test again
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Disable alpha blending
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
|
|
||||||
// Disable the VBO and VAO
|
|
||||||
glDisableVertexAttribArray(0);
|
|
||||||
glBindVertexArray(0);
|
|
||||||
|
|
||||||
shader.Stop();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader)
|
|
||||||
{
|
|
||||||
shader.Start();
|
|
||||||
|
|
||||||
// Enable the VAO and the positions VBO
|
|
||||||
glBindVertexArray(quad.vao_id);
|
|
||||||
glEnableVertexAttribArray(0);
|
|
||||||
|
|
||||||
// Enable alpha blending (for transparency in the texture)
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
||||||
|
|
||||||
// Disable depth testing to textures with transparency can overlap
|
|
||||||
glDisable(GL_DEPTH_TEST);
|
|
||||||
|
|
||||||
// Render each gui to the screen
|
|
||||||
// Bind the texture of the gui to the shader
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
glBindTexture(GL_TEXTURE_2D, gui->texture);
|
|
||||||
|
|
||||||
glm::mat4 matrix = toolbox::CreateModelMatrix(gui->position, gui->scale);
|
|
||||||
shader.LoadModelMatrix(matrix);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLE_STRIP, 0, quad.vertex_count);
|
|
||||||
|
|
||||||
|
|
||||||
// Enable depth test again
|
// Enable depth test again
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
|||||||
@@ -40,22 +40,5 @@ namespace render_engine
|
|||||||
@param shade: The shader the GUI textures need to be rendered with
|
@param shade: The shader the GUI textures need to be rendered with
|
||||||
*/
|
*/
|
||||||
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
void Render(std::vector<gui::GuiTexture*>& guis, shaders::GuiShader& shader);
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief: renders guis elements from a shared pointer vector
|
|
||||||
*
|
|
||||||
* @param guis: List with GUI textures to render
|
|
||||||
* @param sahde: The shader to use
|
|
||||||
*/
|
|
||||||
void Render(std::vector<std::shared_ptr<gui::GuiTexture>>& guis, shaders::GuiShader& shader);
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
* @brief renders 1 gui element.
|
|
||||||
*
|
|
||||||
* @param gui: the texture to render
|
|
||||||
* @param shader: the shader to use
|
|
||||||
*/
|
|
||||||
void Render(std::shared_ptr<gui::GuiTexture>& gui, shaders::GuiShader& shader);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -1,184 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
#include <GL/glew.h>
|
|
||||||
#include <GLFW/glfw3.h>
|
|
||||||
#include <map>
|
|
||||||
#include "game_Over_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/HandDetectRegion.h"
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
shaders::GuiShader* gui_shader_gameOver;
|
|
||||||
std::vector<gui::GuiTexture*> guis_gameOver;
|
|
||||||
computervision::ObjectDetection objDetect_gameOver;
|
|
||||||
|
|
||||||
float item_number_gameOver = 0;
|
|
||||||
|
|
||||||
bool hand_mode_gameOver = false;
|
|
||||||
|
|
||||||
Game_Over_Scene::Game_Over_Scene()
|
|
||||||
{
|
|
||||||
shaders::EntityShader shader;
|
|
||||||
shader.Init();
|
|
||||||
render_engine::renderer::Init(shader);
|
|
||||||
shader.CleanUp();
|
|
||||||
|
|
||||||
gui_shader_gameOver = new shaders::GuiShader();
|
|
||||||
gui_shader_gameOver->Init();
|
|
||||||
}
|
|
||||||
|
|
||||||
gui::Button* ConvertGuiTextureToButtonGameOver(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::GuiTexture* GetMenuItemGameOver(bool hand_state) {
|
|
||||||
if (hand_state)
|
|
||||||
item_number_gameOver += 0.20f;
|
|
||||||
|
|
||||||
int temp_item_number = item_number_gameOver;
|
|
||||||
|
|
||||||
//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 == guis_gameOver.size()) {
|
|
||||||
item_number_gameOver = 0;
|
|
||||||
temp_item_number = 0;
|
|
||||||
}
|
|
||||||
std::cout << guis_gameOver[temp_item_number]->texture << std::endl;
|
|
||||||
return guis_gameOver[temp_item_number];
|
|
||||||
}
|
|
||||||
|
|
||||||
scene::Scenes scene::Game_Over_Scene::start(GLFWwindow* window) {
|
|
||||||
gui::Button button_start_scene(render_engine::loader::LoadTexture("res/Birb1.jpg"), glm::vec2(0.0f, 0.6f), glm::vec2(0.25f, 0.25f));
|
|
||||||
button_start_scene.SetHoverTexture(render_engine::loader::LoadTexture("res/Birb2.jpg"));
|
|
||||||
button_start_scene.SetClickedTexture(render_engine::loader::LoadTexture("res/Birb3.jpg"));
|
|
||||||
button_start_scene.SetOnClickAction([]()
|
|
||||||
{
|
|
||||||
std::cout << "Back to start screen!!" << std::endl;
|
|
||||||
});
|
|
||||||
guis_gameOver.push_back(&button_start_scene);
|
|
||||||
|
|
||||||
computervision::ObjectDetection objDetect;
|
|
||||||
cv::Mat cameraFrame;
|
|
||||||
gui::GuiTexture* chosen_item_gameOver = NULL; //This is the selected menu_item
|
|
||||||
bool hand_closed = false; //Flag to prevent multiple button presses
|
|
||||||
|
|
||||||
while (return_value == scene::Scenes:: GAMEOVER)
|
|
||||||
{
|
|
||||||
render();
|
|
||||||
update(window);
|
|
||||||
|
|
||||||
if (hand_mode_gameOver)
|
|
||||||
{
|
|
||||||
cameraFrame = objDetect_gameOver.ReadCamera();
|
|
||||||
|
|
||||||
bool detect = false;
|
|
||||||
bool hand_detection = objDetect_gameOver.DetectHand(cameraFrame, detect);
|
|
||||||
|
|
||||||
if (hand_detection)
|
|
||||||
{
|
|
||||||
hand_closed = false;
|
|
||||||
std::cout << "hand is opened" << std::endl;
|
|
||||||
|
|
||||||
//Loop through menu items
|
|
||||||
chosen_item_gameOver = GetMenuItemGameOver(true);
|
|
||||||
|
|
||||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
|
||||||
if (new_button != NULL) {
|
|
||||||
const float x_pos = (chosen_item_gameOver->position.x + 1.0) * WINDOW_WIDTH / 2;
|
|
||||||
const float y_pos = (1.0 - chosen_item_gameOver->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_gameOver = GetMenuItemGameOver(false);
|
|
||||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(chosen_item_gameOver);
|
|
||||||
|
|
||||||
if (new_button != NULL && !hand_closed) {
|
|
||||||
//Run function click
|
|
||||||
new_button->ForceClick(GLFW_MOUSE_BUTTON_LEFT);
|
|
||||||
hand_closed = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
glfwSwapBuffers(window);
|
|
||||||
glfwPollEvents();
|
|
||||||
}
|
|
||||||
|
|
||||||
gui_shader_gameOver->CleanUp();
|
|
||||||
render_engine::loader::CleanUp();
|
|
||||||
return return_value;
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* renders the models in the start-up scene
|
|
||||||
*/
|
|
||||||
void scene::Game_Over_Scene::render()
|
|
||||||
{
|
|
||||||
render_engine::renderer::Prepare();
|
|
||||||
|
|
||||||
// Render GUI items
|
|
||||||
render_engine::renderer::Render(guis_gameOver, *gui_shader_gameOver);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* updates the variables for the start-up scene
|
|
||||||
*/
|
|
||||||
void scene::Game_Over_Scene::update(GLFWwindow* window)
|
|
||||||
{
|
|
||||||
for (gui::GuiTexture* button : guis_gameOver) {
|
|
||||||
gui::Button* new_button = ConvertGuiTextureToButtonGameOver(button);
|
|
||||||
if (new_button != NULL)
|
|
||||||
new_button->Update(window);
|
|
||||||
}
|
|
||||||
bool hand_present;
|
|
||||||
objDetect_gameOver.DetectHand(objDetect_gameOver.ReadCamera(), hand_present);
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
|
||||||
* manages the key input in the start-up scene
|
|
||||||
*/
|
|
||||||
void scene::Game_Over_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
||||||
{
|
|
||||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
|
||||||
{
|
|
||||||
return_value = scene::Scenes::INGAME;
|
|
||||||
cv::destroyWindow("camera");
|
|
||||||
}
|
|
||||||
else if (glfwGetKey(window, GLFW_KEY_BACKSPACE) == GLFW_PRESS) {
|
|
||||||
hand_mode_gameOver = !hand_mode_gameOver;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "scene.h"
|
|
||||||
#include "../gui/gui_element.h"
|
|
||||||
|
|
||||||
namespace scene
|
|
||||||
{
|
|
||||||
extern GLFWwindow* window;
|
|
||||||
|
|
||||||
class Game_Over_Scene : public scene::Scene
|
|
||||||
{
|
|
||||||
private:
|
|
||||||
scene::Scenes return_value = scene::Scenes::GAMEOVER;
|
|
||||||
|
|
||||||
public:
|
|
||||||
Game_Over_Scene();
|
|
||||||
|
|
||||||
Scenes start(GLFWwindow* window) override;
|
|
||||||
|
|
||||||
void render() override;
|
|
||||||
|
|
||||||
void update(GLFWwindow* window) override;
|
|
||||||
|
|
||||||
void onKey(GLFWwindow* window, int key, int scancode, int action, int mods) override;
|
|
||||||
|
|
||||||
};
|
|
||||||
}
|
|
||||||
@@ -21,17 +21,16 @@
|
|||||||
#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"
|
||||||
#include <string>
|
|
||||||
|
|
||||||
#define MAX_MODEL_DEQUE_SIZE 6 // max amount of models to load at the same time
|
#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
|
#define UPCOMING_MODEL_AMOUNT 4 // how much models should be loaded in front of us
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
{
|
{
|
||||||
std::shared_ptr<entities::MainCharacter>main_character;
|
std::shared_ptr<entities::MainCharacter>main_character;
|
||||||
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
std::vector<std::shared_ptr<entities::CollisionEntity>> collision_entities;
|
||||||
|
|
||||||
entities::HouseGenerator* house_generator;
|
entities::HouseGenerator* house_generator;
|
||||||
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
std::deque<std::shared_ptr<entities::Entity>> house_models;
|
||||||
|
|
||||||
@@ -40,7 +39,6 @@ namespace scene
|
|||||||
shaders::EntityShader* shader;
|
shaders::EntityShader* shader;
|
||||||
shaders::GuiShader* gui_shader;
|
shaders::GuiShader* gui_shader;
|
||||||
std::vector<gui::GuiTexture*> guis;
|
std::vector<gui::GuiTexture*> guis;
|
||||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_textures;
|
|
||||||
|
|
||||||
int furniture_count_old;
|
int furniture_count_old;
|
||||||
int score;
|
int score;
|
||||||
@@ -62,26 +60,7 @@ namespace scene
|
|||||||
gui_shader = new shaders::GuiShader();
|
gui_shader = new shaders::GuiShader();
|
||||||
gui_shader->Init();
|
gui_shader->Init();
|
||||||
score = 0;
|
score = 0;
|
||||||
|
|
||||||
for (int i = 0; i <= 9; i++)
|
|
||||||
{
|
|
||||||
std::shared_ptr<gui::GuiTexture> score_pointer;
|
|
||||||
|
|
||||||
std::string texture_path = "res/";
|
|
||||||
texture_path += std::to_string(i);
|
|
||||||
texture_path += ".png";
|
|
||||||
|
|
||||||
score_pointer = std::make_unique<gui::GuiTexture>(render_engine::loader::LoadTexture(texture_path), glm::vec2(-0.9f, 0.8f), glm::vec2(0.07, 0.15));
|
|
||||||
|
|
||||||
score_textures.push_back(score_pointer);
|
|
||||||
|
|
||||||
std::cout << "Add to score_pointer: " << texture_path << std::endl;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::cout << "Size textures: " << score_textures.size() << std::endl;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* temporary!!!!
|
* temporary!!!!
|
||||||
* just to make some bounding boxes
|
* just to make some bounding boxes
|
||||||
@@ -130,19 +109,16 @@ namespace scene
|
|||||||
for (int i = 0; i < furniture_count; i++)
|
for (int i = 0; i < furniture_count; i++)
|
||||||
{
|
{
|
||||||
house_models.pop_front();
|
house_models.pop_front();
|
||||||
collision_entities.pop_back();
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
int z_offset = model_pos * (house_generator->GetHouseDepth()); // how much "in the distance" we should load the model
|
||||||
|
|
||||||
std::deque<std::shared_ptr<entities::CollisionEntity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
std::deque<std::shared_ptr<entities::Entity>> furniture = house_generator->GenerateHouse(glm::vec3(0, -75, -50 - z_offset), 90);
|
||||||
furniture_count = furniture.size();
|
furniture_count = furniture.size();
|
||||||
|
|
||||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||||
collision_entities.insert(collision_entities.end(), furniture.begin(), furniture.end());
|
|
||||||
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
std::cout << "funriture_count in load chunk (house included): " << furniture_count << std::endl;
|
||||||
furniture_count_old = furniture_count - 1;
|
furniture_count_old = furniture_count - 1;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@@ -154,6 +130,7 @@ namespace scene
|
|||||||
texture.shine_damper = 10;
|
texture.shine_damper = 10;
|
||||||
texture.reflectivity = 0;
|
texture.reflectivity = 0;
|
||||||
|
|
||||||
|
|
||||||
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
raw_model_char = render_engine::LoadObjModel("res/beeTwo.obj");
|
||||||
models::TexturedModel model_char = { raw_model_char, texture };
|
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);
|
collision::Box char_box = create_bounding_box(raw_model_char.model_size, glm::vec3(0, 0, 0), 1);
|
||||||
@@ -229,6 +206,7 @@ namespace scene
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
glfwSwapBuffers(window);
|
glfwSwapBuffers(window);
|
||||||
glfwPollEvents();
|
glfwPollEvents();
|
||||||
}
|
}
|
||||||
@@ -263,19 +241,14 @@ namespace scene
|
|||||||
|
|
||||||
// Stop rendering the entities
|
// Stop rendering the entities
|
||||||
shader->Stop();
|
shader->Stop();
|
||||||
|
|
||||||
DrawScore(score);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//updates certain variables
|
//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);
|
main_character->Move(window);
|
||||||
if (!main_character.get()->GetOnCollide())
|
|
||||||
{
|
|
||||||
//return_value = scene::Scenes::GAMEOVER;
|
|
||||||
}
|
|
||||||
|
|
||||||
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
//std::cout << "x get: " << movement.x << "\ny get: " << movement.y << "\nz get: " << movement.z << "\n";
|
||||||
camera->Follow(main_character->GetPosition());
|
camera->Follow(main_character->GetPosition());
|
||||||
@@ -290,14 +263,12 @@ namespace scene
|
|||||||
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
load_chunk(model_pos + UPCOMING_MODEL_AMOUNT);
|
||||||
score += furniture_count_old;
|
score += furniture_count_old;
|
||||||
std::cout << "Score: " << score << std::endl;
|
std::cout << "Score: " << score << std::endl;
|
||||||
std::cout << "Furniture_count_old in model (house excluded): " << furniture_count_old << 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
|
// remember the position at which the new model was added
|
||||||
last_model_pos = model_pos;
|
last_model_pos = model_pos;
|
||||||
|
|
||||||
std::cout << "amount of collision entities: " << collision_entities.size() << std::endl;
|
|
||||||
collision::CheckCollisions(collision_entities);
|
collision::CheckCollisions(collision_entities);
|
||||||
|
|
||||||
update_hand_detection();
|
update_hand_detection();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -349,19 +320,4 @@ namespace scene
|
|||||||
{
|
{
|
||||||
render_engine::renderer::Render(pause_guis, *gui_shader);
|
render_engine::renderer::Render(pause_guis, *gui_shader);
|
||||||
}
|
}
|
||||||
|
|
||||||
void In_Game_Scene::DrawScore(int score)
|
|
||||||
{
|
|
||||||
std::vector<int> digits;
|
|
||||||
score_guis.clear();
|
|
||||||
|
|
||||||
toolbox::GetDigitsFromNumber(score, digits);
|
|
||||||
|
|
||||||
for (int i = digits.size()-1; i >= 0; i--)
|
|
||||||
{
|
|
||||||
score_textures[digits[i]].get()->position.x = 0.15 * i -0.9;
|
|
||||||
render_engine::renderer::Render(score_textures[digits[i]], *gui_shader);
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -11,9 +11,6 @@
|
|||||||
#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 <opencv2/core/base.hpp>
|
|
||||||
#include <opencv2/imgcodecs.hpp>
|
|
||||||
#include <opencv2/imgproc.hpp>
|
|
||||||
|
|
||||||
|
|
||||||
namespace scene
|
namespace scene
|
||||||
@@ -57,8 +54,6 @@ namespace scene
|
|||||||
//pause_guis is a list of components that will be rendered when the game is paused.
|
//pause_guis is a list of components that will be rendered when the game is paused.
|
||||||
std::vector<gui::GuiTexture*> pause_guis;
|
std::vector<gui::GuiTexture*> pause_guis;
|
||||||
|
|
||||||
std::vector<std::shared_ptr<gui::GuiTexture>> score_guis;
|
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* @brief renders the objects/gui models
|
* @brief renders the objects/gui models
|
||||||
* @param
|
* @param
|
||||||
@@ -102,13 +97,6 @@ namespace scene
|
|||||||
* @return void
|
* @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;
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief: This method renders the score points onto the game window
|
|
||||||
* @param score: Score to show
|
|
||||||
*/
|
|
||||||
void DrawScore(int score);
|
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
47
src/scenes/loading_Scene.cpp
Normal file
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
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;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -11,6 +11,7 @@ namespace scene {
|
|||||||
*/
|
*/
|
||||||
enum class Scenes
|
enum class Scenes
|
||||||
{
|
{
|
||||||
|
LOADING,
|
||||||
STARTUP,
|
STARTUP,
|
||||||
INGAME,
|
INGAME,
|
||||||
GAMEOVER,
|
GAMEOVER,
|
||||||
|
|||||||
@@ -211,6 +211,7 @@ namespace scene
|
|||||||
{
|
{
|
||||||
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");
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,6 +1,6 @@
|
|||||||
#include <ctime>
|
#include <ctime>
|
||||||
#include "toolbox.h"
|
#include "toolbox.h"
|
||||||
#include <iostream>
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
glm::mat4 CreateModelMatrix(glm::vec2 translation, glm::vec2 scale)
|
||||||
@@ -56,12 +56,4 @@ namespace toolbox
|
|||||||
}
|
}
|
||||||
return min + rand() % ((max + 1) - min);
|
return min + rand() % ((max + 1) - min);
|
||||||
}
|
}
|
||||||
|
|
||||||
void GetDigitsFromNumber(int number, std::vector<int>& result_vector)
|
|
||||||
{
|
|
||||||
if (number >= 10)
|
|
||||||
GetDigitsFromNumber(number / 10, result_vector);
|
|
||||||
|
|
||||||
result_vector.push_back(number % 10);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -2,7 +2,6 @@
|
|||||||
|
|
||||||
#include "../entities/camera.h"
|
#include "../entities/camera.h"
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
namespace toolbox
|
namespace toolbox
|
||||||
{
|
{
|
||||||
@@ -79,13 +78,4 @@ namespace toolbox
|
|||||||
* @return: The random number
|
* @return: The random number
|
||||||
*/
|
*/
|
||||||
int Random(const int min, const int max);
|
int Random(const int min, const int max);
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* @brief gets the separate digits from the number.
|
|
||||||
*
|
|
||||||
* @param number the number to get the digits from
|
|
||||||
* @param result_vector the vector to hold the individual digits.
|
|
||||||
*/
|
|
||||||
void GetDigitsFromNumber(int number, std::vector<int>& result_vector);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -24,7 +24,6 @@
|
|||||||
<ClCompile Include="src\entities\house_generator.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\game_Over_Scene.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\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||||
@@ -41,6 +40,7 @@
|
|||||||
<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\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" />
|
||||||
@@ -56,8 +56,8 @@
|
|||||||
<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\game_Over_Scene.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" />
|
||||||
|
|||||||
@@ -28,7 +28,7 @@
|
|||||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||||
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
<ClCompile Include="src\computervision\MenuTest.cpp" />
|
||||||
<ClCompile Include="src\scenes\scene.cpp" />
|
<ClCompile Include="src\scenes\scene.cpp" />
|
||||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
<ClCompile Include="src\scenes\loading_Scene.cpp" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ClCompile Include="src\entities\Camera.cpp">
|
<ClCompile Include="src\entities\Camera.cpp">
|
||||||
@@ -149,7 +149,7 @@
|
|||||||
<ClInclude Include="src\toolbox\Timer.h" />
|
<ClInclude Include="src\toolbox\Timer.h" />
|
||||||
<ClInclude Include="src\toolbox\toolbox.h" />
|
<ClInclude Include="src\toolbox\toolbox.h" />
|
||||||
<ClInclude Include="src\scenes\startup_Scene.h" />
|
<ClInclude Include="src\scenes\startup_Scene.h" />
|
||||||
<ClInclude Include="src\scenes\game_Over_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" />
|
||||||
|
|||||||
Reference in New Issue
Block a user