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feature/nu
...
feature/ra
| Author | SHA1 | Date | |
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26d438e4d1 | ||
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24285b9714 | ||
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fb70d10c47 | ||
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bce2ccf889 |
@@ -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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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");
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models::TexturedModel misc3 = { misc_model3, default_texture };
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miscs.push_back(misc3);
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FurnitureModel misc;
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misc.furniture = {
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FurnitureType::MISC, 1 };
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misc.texture = miscs;
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furniture_models.push_back(misc);
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}
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}
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@@ -20,22 +20,77 @@ namespace entities
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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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for(int i = 0; i<toolbox::Random(1,4);i++)
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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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FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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models::TexturedModel model = GetFurnitureModel(type);
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glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z);
|
||||
//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 * 2, model_box));
|
||||
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
|
||||
@@ -85,22 +140,31 @@ namespace entities
|
||||
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));
|
||||
*/
|
||||
return furniture;
|
||||
|
||||
}
|
||||
|
||||
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture)
|
||||
models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
|
||||
{
|
||||
const auto found = furniture_models.find(furniture);
|
||||
if (found == furniture_models.end())
|
||||
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";
|
||||
}
|
||||
|
||||
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()
|
||||
@@ -120,7 +184,12 @@ namespace entities
|
||||
models::TexturedModel couch_inside3 = { couch_inside_model3, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel> tables;
|
||||
@@ -137,7 +206,12 @@ namespace entities
|
||||
models::TexturedModel table3 = { table_model3, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel> chairs;
|
||||
@@ -154,8 +228,12 @@ namespace entities
|
||||
models::TexturedModel chair3 = { chair_model3, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel> plants;
|
||||
@@ -172,7 +250,12 @@ namespace entities
|
||||
models::TexturedModel plant3 = { plant_model3, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel> guitars;
|
||||
@@ -185,7 +268,12 @@ namespace entities
|
||||
models::TexturedModel guitar2 = { guitar_model2, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel> bookshelves;
|
||||
@@ -202,7 +290,12 @@ namespace entities
|
||||
models::TexturedModel bookshelf3 = { bookshelf_model3, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel>lamps;
|
||||
@@ -215,7 +308,12 @@ namespace entities
|
||||
models::TexturedModel lamp2 = { lamp_model2, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel>ceiling_Objects;
|
||||
@@ -236,7 +334,12 @@ namespace entities
|
||||
models::TexturedModel ceiling_Obj4 = { ceiling_Obj_model4, default_texture };
|
||||
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
|
||||
std::deque<models::TexturedModel> miscs;
|
||||
@@ -253,6 +356,11 @@ namespace entities
|
||||
models::TexturedModel misc3 = { misc_model3, default_texture };
|
||||
miscs.push_back(misc3);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||
FurnitureModel misc;
|
||||
misc.furniture = {
|
||||
FurnitureType::MISC, 1 };
|
||||
misc.texture = miscs;
|
||||
|
||||
furniture_models.push_back(misc);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -20,6 +20,24 @@ namespace entities
|
||||
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
|
||||
{
|
||||
@@ -29,8 +47,8 @@ namespace entities
|
||||
models::TexturedModel house_model;
|
||||
models::ModelTexture default_texture;
|
||||
|
||||
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
||||
|
||||
//std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
|
||||
std::deque<FurnitureModel> furniture_models;
|
||||
public:
|
||||
HouseGenerator();
|
||||
|
||||
@@ -50,6 +68,9 @@ namespace entities
|
||||
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
|
||||
*/
|
||||
@@ -62,6 +83,6 @@ namespace entities
|
||||
*
|
||||
* @return: The model of the random furniture of the chosen furniture type
|
||||
*/
|
||||
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
||||
models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
|
||||
};
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace gui
|
||||
*/
|
||||
struct GuiTexture
|
||||
{
|
||||
int texture;
|
||||
GLuint texture;
|
||||
glm::vec2 position;
|
||||
glm::vec2 scale;
|
||||
|
||||
|
||||
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
|
||||
{
|
||||
LOADING,
|
||||
STARTUP,
|
||||
INGAME,
|
||||
GAMEOVER,
|
||||
|
||||
@@ -211,6 +211,7 @@ namespace scene
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
|
||||
@@ -40,6 +40,7 @@
|
||||
<ClCompile Include="src\renderEngine\loader.cpp" />
|
||||
<ClCompile Include="src\renderEngine\obj_loader.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\shader_program.cpp" />
|
||||
@@ -56,6 +57,7 @@
|
||||
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.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\computervision\async\async_arm_detection.h" />
|
||||
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" />
|
||||
|
||||
@@ -24,6 +24,11 @@
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.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">
|
||||
@@ -83,98 +88,8 @@
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\computervision\MenuTest.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\scenes\scene.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="src\entities\house_generator.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\entities\Camera.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\Entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\models\Model.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\Loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\Renderer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\stb_image.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\shader_program.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\renderEngine\obj_loader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\toolbox.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\light.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\entity_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\shaders\gui_shader.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_element.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\gui\gui_interactable.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\scenes\startup_Scene.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\collision_entity.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision_handler.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\ObjectDetection.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\SkinDetector.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\FingerCount.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\BackgroundRemover.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\toolbox\Timer.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\computervision\MenuTest.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\entities\house_generator.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\scenes\in_Game_Scene.h" />
|
||||
@@ -206,6 +121,35 @@
|
||||
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
|
||||
<ClInclude Include="src\computervision\HandDetectRegion.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>
|
||||
<Xml Include="res\haarcascade_frontalface_alt.xml" />
|
||||
|
||||
Reference in New Issue
Block a user