4 Commits

Author SHA1 Message Date
Jasper
26d438e4d1 [EDIT] models now generate in a 3x3 grid with always 9 models 2021-06-18 09:58:08 +02:00
Jasper
24285b9714 [ADD] added an extra layer to the grid for the lamps and fans. Grid now generates correctly.
Good enough
2021-06-11 16:34:25 +02:00
Jasper
fb70d10c47 [EDIT] made a grid for the models to load in
Some items still clip through the wall
2021-06-11 15:58:28 +02:00
Jasper
bce2ccf889 [ADD] added base for loading scene 2021-06-11 11:43:46 +02:00
14 changed files with 657 additions and 159 deletions

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

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@@ -20,22 +20,77 @@ namespace entities
GenerateFurnitureModels(); GenerateFurnitureModels();
} }
const FurniturePiece* HouseGenerator::GetRandomFurniturePiece()
{
FurnitureType random_type = FurnitureType::CEILING_OBJECTS;
while (random_type == FurnitureType::CEILING_OBJECTS ) {
random_type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
}
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == random_type)
{
return &it->furniture;
}
}
return nullptr;
}
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>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
{ {
std::deque<std::shared_ptr<Entity>> furniture; std::deque<std::shared_ptr<Entity>> furniture;
// Add house // Add house
furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE)); furniture.push_front(std::make_shared<Entity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE));
int house_size_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;
for(int i = 0; i<toolbox::Random(1,4);i++) 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++)
{ {
FurnitureType type = FurnitureType(toolbox::Random(0, furniture_models.size() - 1)); //if (toolbox::Random(0, 100) < 90) {
models::TexturedModel model = GetFurnitureModel(type); const FurniturePiece* furniture_piece = GetRandomFurniturePiece();
glm::vec3 model_pos = glm::vec3(position.x, position.y, position.z); 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 }; collision::Box model_box = { model_pos, model.raw_model.model_size };
model_box.SetRotation(-90); 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 // Add furniture
@@ -85,22 +140,31 @@ namespace entities
collision::Box misc_box = { misc_pos, misc.raw_model.model_size }; collision::Box misc_box = { misc_pos, misc.raw_model.model_size };
furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box)); furniture.push_back(std::make_shared<CollisionEntity>(misc, misc_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, misc_box));
*/ */
return furniture;
} }
models::TexturedModel HouseGenerator::GetFurnitureModel(FurnitureType furniture) models::TexturedModel HouseGenerator::GetFurnitureModel(const FurniturePiece* furniture)
{ {
const auto found = furniture_models.find(furniture); std::deque<models::TexturedModel>* furniture_list = nullptr;
if (found == furniture_models.end())
for (std::deque<FurnitureModel>::iterator it = furniture_models.begin(); it != furniture_models.end(); ++it)
{
if (it->furniture.type == furniture->type)
{
furniture_list = &it->texture;
}
}
if (furniture_list == nullptr)
{ {
std::cerr << "OH NEEEEEEEEEEEEEEE"; std::cerr << "OH NEEEEEEEEEEEEEEE";
} }
auto models = found->second; const int modelNumber = toolbox::Random(0, furniture_list->size() - 1);
const int modelNumber = toolbox::Random(0, models.size() - 1); return furniture_list->at(modelNumber);
return models[modelNumber]; //return {};
} }
void HouseGenerator::GenerateFurnitureModels() void HouseGenerator::GenerateFurnitureModels()
@@ -120,7 +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;
@@ -137,7 +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;
@@ -154,8 +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;
@@ -172,7 +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;
@@ -185,7 +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;
@@ -202,7 +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;
@@ -215,7 +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;
@@ -236,7 +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;
@@ -253,6 +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;
furniture_models.push_back(misc);
} }
} }

View File

@@ -20,6 +20,24 @@ namespace entities
CEILING_OBJECTS, CEILING_OBJECTS,
MISC MISC
}; };
struct FurniturePiece
{
FurnitureType type;
int size;
};
struct FurnitureModel
{
FurniturePiece furniture;
std::deque<models::TexturedModel> texture;
bool operator<(FurnitureModel a)
{
return true;
}
};
class HouseGenerator class HouseGenerator
{ {
@@ -29,8 +47,8 @@ namespace entities
models::TexturedModel house_model; models::TexturedModel house_model;
models::ModelTexture default_texture; models::ModelTexture default_texture;
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models; //std::map<FurniturePiece, std::deque<models::TexturedModel>> furniture_models;
std::deque<FurnitureModel> furniture_models;
public: public:
HouseGenerator(); HouseGenerator();
@@ -50,6 +68,9 @@ namespace entities
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; } float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE; }
private: private:
const FurniturePiece* GetRandomFurniturePiece();
const FurniturePiece* GetFurniturePiece(FurnitureType type);
/* /*
* @brief: This function loads all the 3D furniture models * @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 * @return: The model of the random furniture of the chosen furniture type
*/ */
models::TexturedModel GetFurnitureModel(FurnitureType furniture); models::TexturedModel GetFurnitureModel(const FurniturePiece* furniture);
}; };
} }

View File

@@ -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;

View File

@@ -270,15 +270,6 @@ namespace scene
collision::CheckCollisions(collision_entities); collision::CheckCollisions(collision_entities);
update_hand_detection(); update_hand_detection();
std::vector<int> res;
toolbox::GetDigitsFromNumber(1234567890, res);
std::cout << "number 1234567890 in digits: " << std::endl;
for (int i : res)
{
std::cout << i << " , ";
}
std::cout << std::endl;
} }
//manages the key input in the game scene //manages the key input in the game scene

View File

@@ -54,8 +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<gui::GuiTexture*> score_guis;
/** /**
* @brief renders the objects/gui models * @brief renders the objects/gui models
* @param * @param

View 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)
{
}
}

View 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;
};
}

View File

@@ -11,6 +11,7 @@ namespace scene {
*/ */
enum class Scenes enum class Scenes
{ {
LOADING,
STARTUP, STARTUP,
INGAME, INGAME,
GAMEOVER, GAMEOVER,

View File

@@ -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");
} }

View File

@@ -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);
}
} }

View File

@@ -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);
} }

View File

@@ -40,6 +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" />
@@ -56,6 +57,7 @@
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" /> <ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" /> <ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" /> <ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\loading_Scene.h" />
<ClInclude Include="src\scenes\scene.h" /> <ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\async\async_arm_detection.h" /> <ClInclude Include="src\computervision\async\async_arm_detection.h" />
<ClInclude Include="src\computervision\async\StaticCameraInstance.h" /> <ClInclude Include="src\computervision\async\StaticCameraInstance.h" />

View File

@@ -24,6 +24,11 @@
<ClCompile Include="src\scenes\startup_Scene.cpp" /> <ClCompile Include="src\scenes\startup_Scene.cpp" />
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" /> <ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
<ClCompile Include="src\computervision\HandDetectRegion.cpp" /> <ClCompile Include="src\computervision\HandDetectRegion.cpp" />
<ClCompile Include="src\entities\main_character.cpp" />
<ClCompile Include="src\entities\house_generator.cpp" />
<ClCompile Include="src\computervision\MenuTest.cpp" />
<ClCompile Include="src\scenes\scene.cpp" />
<ClCompile Include="src\scenes\loading_Scene.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="src\entities\Camera.cpp"> <ClCompile Include="src\entities\Camera.cpp">
@@ -83,98 +88,8 @@
<ClCompile Include="src\computervision\BackgroundRemover.cpp"> <ClCompile Include="src\computervision\BackgroundRemover.cpp">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </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>
<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.h" />
<ClInclude Include="src\collision\collision_handler.h" /> <ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" /> <ClInclude Include="src\scenes\in_Game_Scene.h" />
@@ -206,6 +121,35 @@
<ClInclude Include="src\computervision\calibration\HandCalibrator.h" /> <ClInclude Include="src\computervision\calibration\HandCalibrator.h" />
<ClInclude Include="src\computervision\HandDetectRegion.h" /> <ClInclude Include="src\computervision\HandDetectRegion.h" />
<ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" /> <ClInclude Include="src\computervision\calibration\StaticSkinTreshold.h" />
<ClInclude Include="src\collision\collision.h" />
<ClInclude Include="src\collision\collision_handler.h" />
<ClInclude Include="src\entities\main_character.h" />
<ClInclude Include="src\entities\house_generator.h" />
<ClInclude Include="src\scenes\in_Game_Scene.h" />
<ClInclude Include="src\scenes\scene.h" />
<ClInclude Include="src\computervision\FingerCount.h" />
<ClInclude Include="src\computervision\BackgroundRemover.h" />
<ClInclude Include="src\computervision\MenuTest.h" />
<ClInclude Include="src\computervision\SkinDetector.h" />
<ClInclude Include="src\computervision\ObjectDetection.h" />
<ClInclude Include="src\entities\camera.h" />
<ClInclude Include="src\entities\collision_entity.h" />
<ClInclude Include="src\entities\entity.h" />
<ClInclude Include="src\entities\light.h" />
<ClInclude Include="src\gui\gui_element.h" />
<ClInclude Include="src\gui\gui_interactable.h" />
<ClInclude Include="src\models\model.h" />
<ClInclude Include="src\renderEngine\loader.h" />
<ClInclude Include="src\renderEngine\obj_loader.h" />
<ClInclude Include="src\renderEngine\renderer.h" />
<ClInclude Include="src\shaders\gui_shader.h" />
<ClInclude Include="src\shaders\shader_program.h" />
<ClInclude Include="src\shaders\entity_shader.h" />
<ClInclude Include="src\stb_image.h" />
<ClInclude Include="src\toolbox\Timer.h" />
<ClInclude Include="src\toolbox\toolbox.h" />
<ClInclude Include="src\scenes\startup_Scene.h" />
<ClInclude Include="src\scenes\loading_Scene.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Xml Include="res\haarcascade_frontalface_alt.xml" /> <Xml Include="res\haarcascade_frontalface_alt.xml" />