merge Feature/loading all models into develop #8
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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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@@ -12,256 +12,120 @@ 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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std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GenerateHouse(const glm::vec3& position, float y_rotation)
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void HouseGenerator::GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece)
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{
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std::deque<std::shared_ptr<CollisionEntity>> furniture;
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singleton::FurnitureType random_type = singleton::FurnitureType::CEILING_OBJECTS;
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std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
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while (random_type == singleton::FurnitureType::CEILING_OBJECTS ) {
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random_type = singleton::FurnitureType(toolbox::Random(0, furniture_models.size() - 1));
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}
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for (auto 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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furniture_piece->type = it->furniture.type;
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furniture_piece->size = it->furniture.size;
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break;
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}
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}
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}
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void HouseGenerator::GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece)
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{
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std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
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for (auto 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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furniture_piece->type = it->furniture.type;
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furniture_piece->size = it->furniture.size;
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break;
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}
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}
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}
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void HouseGenerator::GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list , 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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collision::Box house_box = { position, glm::vec3(0,0,0) };
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furniture.push_front(std::make_shared<CollisionEntity>(house_model, position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, house_box));
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collision::Box bounding_box = { glm::vec3(0, 0, 0), glm::vec3(0, 0, 0) };
|
||||
furniture_list->push_front(std::make_shared<CollisionEntity>(singleton::Model_Storage::get_instance()->get_house_model(), position, glm::vec3(0, y_rotation, 0), HOUSE_SIZE, bounding_box));
|
||||
int house_size_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||
int house_size_y = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||
int house_size_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE;
|
||||
|
||||
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));
|
||||
|
||||
}
|
||||
int offset_x = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.z * (HOUSE_SIZE / 2);
|
||||
int offset_z = singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * (HOUSE_SIZE / 2);
|
||||
double multiplier_x = house_size_x / 4;
|
||||
double multiplier_z = house_size_z / 3;
|
||||
|
||||
//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) };
|
||||
furniture.push_back(std::make_shared<CollisionEntity>(ceiling_object, ceiling_object_pos, glm::vec3(0, 0, 0), HOUSE_SIZE, ceiling_object_box));
|
||||
for (int z = 1; z < 4; z++) {
|
||||
for (int x = 1; x < 4; x++)
|
||||
{
|
||||
//if (toolbox::Random(0, 100) < 90) {
|
||||
singleton::FurniturePiece furniture_piece;
|
||||
GetRandomFurniturePiece(&furniture_piece);
|
||||
if (furniture_piece.type != singleton::FurnitureType::CEILING_OBJECTS) {
|
||||
std::cout << "Furniture Piece: " << int(furniture_piece.type) << std::endl;
|
||||
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 * HOUSE_SIZE };
|
||||
model_box.SetRotation(-90);
|
||||
furniture_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_box));
|
||||
}
|
||||
//}
|
||||
//}
|
||||
}
|
||||
}
|
||||
|
||||
singleton::FurniturePiece furniture_piece;
|
||||
GetFurniturePiece(singleton::FurnitureType::CEILING_OBJECTS, &furniture_piece);
|
||||
models::TexturedModel model = GetFurnitureModel(&furniture_piece);
|
||||
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_list->push_back(std::make_shared<CollisionEntity>(model, model_pos, glm::vec3(0, -90, 0), HOUSE_SIZE, model_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)
|
||||
models::TexturedModel HouseGenerator::GetFurnitureModel(const singleton::FurniturePiece* furniture)
|
||||
{
|
||||
const auto found = furniture_models.find(furniture);
|
||||
if (found == furniture_models.end())
|
||||
std::deque<models::TexturedModel> furniture_list;
|
||||
std::deque<singleton::FurnitureModel> furniture_models = singleton::Model_Storage::get_instance()->get_all_furniture_models();
|
||||
|
||||
std::cout << "type of furniture_piece: " << int(furniture->type) << std::endl;
|
||||
|
||||
for (auto it = furniture_models.begin(); it != furniture_models.end(); ++it)
|
||||
{
|
||||
if (it->furniture.type == furniture->type)
|
||||
{
|
||||
std::deque<models::TexturedModel> textures = it->texture;
|
||||
for (int i = 0; i< textures.size(); i++)
|
||||
{
|
||||
furniture_list.push_back(textures.at(i));
|
||||
}
|
||||
std::cout << "Size of textures: " << textures.size() << std::endl;
|
||||
std::cout << "Size of furniture_list: " << furniture_list.size() << std::endl;
|
||||
break;
|
||||
}
|
||||
}
|
||||
std::cout << "Size of furniture_list after for loop: " << furniture_list.size() << std::endl;
|
||||
if (furniture_list.empty())
|
||||
{
|
||||
std::cerr << "OH NEEEEEEEEEEEEEEE";
|
||||
}
|
||||
|
||||
auto models = found->second;
|
||||
|
||||
const int modelNumber = toolbox::Random(0, models.size() - 1);
|
||||
|
||||
return models[modelNumber];
|
||||
const int modelNumber = toolbox::Random(0, furniture_list.size() - 1);
|
||||
|
||||
return furniture_list.at(modelNumber);
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::COUCH, couches));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::TABLE, tables));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CHAIR, chairs));
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::PLANT, plants));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::GUITAR, guitars));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::BOOKSHELF, bookshelves));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::LAMP, lamps));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::CEILING_OBJECTS, ceiling_Objects));
|
||||
|
||||
// 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);
|
||||
|
||||
furniture_models.insert(std::pair<FurnitureType, std::deque<models::TexturedModel>>(FurnitureType::MISC, miscs));
|
||||
}
|
||||
|
||||
/*std::deque<std::shared_ptr<CollisionEntity>> HouseGenerator::GetFurnitureCollisions()
|
||||
{
|
||||
return furniture_collision;
|
||||
}*/
|
||||
}
|
||||
|
||||
@@ -3,40 +3,22 @@
|
||||
#include <deque>
|
||||
#include <memory>
|
||||
#include <map>
|
||||
|
||||
#include "collision_entity.h"
|
||||
#include "../models/Model.h"
|
||||
#include "../collision/collision.h"
|
||||
#include "../model_Storage.h"
|
||||
#include "collision_entity.h"
|
||||
|
||||
namespace entities
|
||||
{
|
||||
enum class FurnitureType
|
||||
{
|
||||
COUCH,
|
||||
TABLE,
|
||||
CHAIR,
|
||||
PLANT,
|
||||
GUITAR,
|
||||
BOOKSHELF,
|
||||
LAMP,
|
||||
CEILING_OBJECTS,
|
||||
MISC
|
||||
};
|
||||
|
||||
class HouseGenerator
|
||||
{
|
||||
private:
|
||||
const float HOUSE_SIZE = 30;
|
||||
|
||||
models::TexturedModel house_model;
|
||||
models::ModelTexture default_texture;
|
||||
|
||||
std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
|
||||
//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
|
||||
|
||||
|
||||
public:
|
||||
HouseGenerator();
|
||||
|
||||
|
||||
/*
|
||||
* @brief: This function generates a house with furniture at the given position and rotation
|
||||
*
|
||||
@@ -45,23 +27,16 @@ namespace entities
|
||||
*
|
||||
* @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);
|
||||
void GenerateHouse(std::deque<std::shared_ptr<CollisionEntity>>* furniture_list, const glm::vec3& position, float y_rotation);
|
||||
|
||||
/*
|
||||
* @brief: Returns the depth of the house (chunk)
|
||||
*/
|
||||
float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
|
||||
|
||||
}
|
||||
|
||||
//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
|
||||
|
||||
float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; }
|
||||
|
||||
private:
|
||||
/*
|
||||
* @brief: This function loads all the 3D furniture models
|
||||
*/
|
||||
void GenerateFurnitureModels();
|
||||
void GetRandomFurniturePiece(singleton::FurniturePiece* furniture_piece);
|
||||
void GetFurniturePiece(singleton::FurnitureType type, singleton::FurniturePiece* furniture_piece);
|
||||
|
||||
/*
|
||||
* @brief: This funtion chooses and returns a random furniture of the given furniture type
|
||||
@@ -70,6 +45,6 @@ namespace entities
|
||||
*
|
||||
* @return: The model of the random furniture of the chosen furniture type
|
||||
*/
|
||||
models::TexturedModel GetFurnitureModel(FurnitureType furniture);
|
||||
models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture);
|
||||
};
|
||||
}
|
||||
|
||||
@@ -19,14 +19,14 @@ namespace gui
|
||||
*/
|
||||
struct GuiTexture
|
||||
{
|
||||
int texture;
|
||||
GLuint texture;
|
||||
glm::vec2 position;
|
||||
glm::vec2 scale;
|
||||
|
||||
virtual GuiType GetType() {
|
||||
return GuiType::LABEL;
|
||||
}
|
||||
GuiTexture(int texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||
GuiTexture(GLuint texture, glm::vec2 position, glm::vec2 scale): texture(texture), position(position), scale(scale)
|
||||
{
|
||||
scale.x /= (WINDOW_WIDTH / WINDOW_HEIGHT);
|
||||
}
|
||||
|
||||
15
src/main.cpp
15
src/main.cpp
@@ -27,6 +27,10 @@
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/in_Game_Scene.h"
|
||||
#include "scenes/startup_Scene.h"
|
||||
#include "scenes/loading_Scene.h"
|
||||
#include "model_Storage.h"
|
||||
|
||||
#include "computervision/ObjectDetection.h"
|
||||
#include "scenes/game_Over_Scene.h"
|
||||
#include "entities/collision_entity.h"
|
||||
#include "computervision/object_detection.h"
|
||||
@@ -60,10 +64,10 @@ int main(void)
|
||||
glewInit();
|
||||
glGetError();
|
||||
#pragma endregion
|
||||
|
||||
//TODO change back to 0, only to show how score is visible on end screen
|
||||
//current_scene = new scene::Startup_Scene();
|
||||
current_scene = new scene::Loading_Scene();
|
||||
score = 0;
|
||||
current_scene = new scene::Startup_Scene();
|
||||
|
||||
|
||||
glfwSetKeyCallback(window, [](GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
@@ -91,6 +95,10 @@ int main(void)
|
||||
window_open = false;
|
||||
break;
|
||||
|
||||
case scene::Scenes::LOADING:
|
||||
current_scene = new scene::Loading_Scene();
|
||||
break;
|
||||
|
||||
case scene::Scenes::STARTUP:
|
||||
current_scene = new scene::Startup_Scene();
|
||||
break;
|
||||
@@ -118,6 +126,7 @@ int main(void)
|
||||
|
||||
// Clean up -> preventing memory leaks!!!
|
||||
std::cout << "ending..." << std::endl;
|
||||
render_engine::loader::CleanUp();
|
||||
glfwTerminate();
|
||||
return 0;
|
||||
}
|
||||
|
||||
205
src/model_Storage.cpp
Normal file
205
src/model_Storage.cpp
Normal file
@@ -0,0 +1,205 @@
|
||||
#include "model_Storage.h"
|
||||
|
||||
|
||||
singleton::Model_Storage* singleton::Model_Storage::instance{nullptr};
|
||||
std::mutex singleton::Model_Storage::mutex;
|
||||
|
||||
singleton::Model_Storage::~Model_Storage()
|
||||
{
|
||||
std::cout << "DELETING...." << std::endl;
|
||||
delete instance;
|
||||
}
|
||||
|
||||
singleton::Model_Storage* singleton::Model_Storage::get_instance()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mutex);
|
||||
if (instance == nullptr)
|
||||
instance = new Model_Storage();
|
||||
|
||||
return instance;
|
||||
}
|
||||
|
||||
/**
|
||||
* add methods
|
||||
*/
|
||||
|
||||
void singleton::Model_Storage::add_couch(models::TexturedModel couch)
|
||||
{
|
||||
couches.push_back(couch);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_table(models::TexturedModel table)
|
||||
{
|
||||
tables.push_back(table);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_chair(models::TexturedModel chair)
|
||||
{
|
||||
chairs.push_back(chair);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_plant(models::TexturedModel plant)
|
||||
{
|
||||
plants.push_back(plant);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_guitar(models::TexturedModel guitar)
|
||||
{
|
||||
guitars.push_back(guitar);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_bookshelf(models::TexturedModel bookshelf)
|
||||
{
|
||||
bookshelves.push_back(bookshelf);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_lamp(models::TexturedModel lamp)
|
||||
{
|
||||
lamps.push_back(lamp);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_ceiling_object(models::TexturedModel co)
|
||||
{
|
||||
ceiling_objects.push_back(co);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_misc(models::TexturedModel misc)
|
||||
{
|
||||
miscs.push_back(misc);
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::add_furniture_model(FurnitureModel model)
|
||||
{
|
||||
furniture_models.push_back(model);
|
||||
}
|
||||
|
||||
/**
|
||||
* getters
|
||||
*/
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_couches()
|
||||
{
|
||||
return couches;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_tables()
|
||||
{
|
||||
return tables;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_chairs()
|
||||
{
|
||||
return chairs;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_plants()
|
||||
{
|
||||
return plants;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_guitars()
|
||||
{
|
||||
return guitars;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_bookshelves()
|
||||
{
|
||||
return bookshelves;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_lamps()
|
||||
{
|
||||
return lamps;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_ceiling_objects()
|
||||
{
|
||||
return ceiling_objects;
|
||||
}
|
||||
|
||||
std::deque<models::TexturedModel> singleton::Model_Storage::get_all_miscs()
|
||||
{
|
||||
return miscs;
|
||||
}
|
||||
|
||||
std::deque<singleton::FurnitureModel> singleton::Model_Storage::get_all_furniture_models()
|
||||
{
|
||||
return furniture_models;
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_couch(int index)
|
||||
{
|
||||
return couches[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_table(int index)
|
||||
{
|
||||
return tables[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_chair(int index)
|
||||
{
|
||||
return chairs[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_plant(int index)
|
||||
{
|
||||
return plants[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_guitar(int index)
|
||||
{
|
||||
return guitars[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_bookshelf(int index)
|
||||
{
|
||||
return bookshelves[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_lamp(int index)
|
||||
{
|
||||
return lamps[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_ceiling_object(int index)
|
||||
{
|
||||
return ceiling_objects[index];
|
||||
}
|
||||
|
||||
models::TexturedModel singleton::Model_Storage::get_misc(int index)
|
||||
{
|
||||
return miscs[index];
|
||||
}
|
||||
|
||||
singleton::FurnitureModel singleton::Model_Storage::get_furniture_model(int index)
|
||||
{
|
||||
return furniture_models[index];
|
||||
}
|
||||
|
||||
|
||||
//getters for default variables
|
||||
models::TexturedModel singleton::Model_Storage::get_house_model()
|
||||
{
|
||||
return house_model;
|
||||
}
|
||||
|
||||
models::ModelTexture singleton::Model_Storage::get_default_texture()
|
||||
{
|
||||
return default_texture;
|
||||
}
|
||||
|
||||
//setters for deafult variables
|
||||
void singleton::Model_Storage::set_house_model(models::TexturedModel house)
|
||||
{
|
||||
house_model = house;
|
||||
}
|
||||
|
||||
void singleton::Model_Storage::set_default_texture(models::ModelTexture texture)
|
||||
{
|
||||
default_texture = texture;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
137
src/model_Storage.h
Normal file
137
src/model_Storage.h
Normal file
@@ -0,0 +1,137 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include <deque>
|
||||
#include <mutex>
|
||||
#include "models/Model.h"
|
||||
#include "entities/Entity.h"
|
||||
|
||||
namespace singleton {
|
||||
enum class FurnitureType
|
||||
{
|
||||
COUCH,
|
||||
TABLE,
|
||||
CHAIR,
|
||||
PLANT,
|
||||
GUITAR,
|
||||
BOOKSHELF,
|
||||
LAMP,
|
||||
CEILING_OBJECTS,
|
||||
MISC
|
||||
};
|
||||
struct FurniturePiece
|
||||
{
|
||||
FurnitureType type;
|
||||
int size;
|
||||
};
|
||||
|
||||
struct FurnitureModel
|
||||
{
|
||||
FurniturePiece furniture;
|
||||
std::deque<models::TexturedModel> texture;
|
||||
|
||||
bool operator<(FurnitureModel a)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
class Model_Storage
|
||||
{
|
||||
private:
|
||||
static Model_Storage* instance;
|
||||
static std::mutex mutex;
|
||||
|
||||
//model of the house
|
||||
models::TexturedModel house_model;
|
||||
//default texture
|
||||
models::ModelTexture default_texture;
|
||||
|
||||
//list that sorts furniture_models on type
|
||||
std::deque<FurnitureModel> furniture_models;
|
||||
|
||||
//list of furniture:
|
||||
//couches
|
||||
std::deque<models::TexturedModel> couches;
|
||||
|
||||
//tables
|
||||
std::deque<models::TexturedModel> tables;
|
||||
|
||||
//chairs
|
||||
std::deque<models::TexturedModel> chairs;
|
||||
|
||||
//plants
|
||||
std::deque<models::TexturedModel> plants;
|
||||
|
||||
//guitars
|
||||
std::deque<models::TexturedModel> guitars;
|
||||
|
||||
//bookshelves
|
||||
std::deque<models::TexturedModel> bookshelves;
|
||||
|
||||
//lamps
|
||||
std::deque<models::TexturedModel>lamps;
|
||||
|
||||
//ceiling objects
|
||||
std::deque<models::TexturedModel>ceiling_objects;
|
||||
|
||||
//misc
|
||||
std::deque<models::TexturedModel> miscs;
|
||||
|
||||
protected:
|
||||
Model_Storage() { std::cout << "MAKING A NEW SINGLETON!!!" << std::endl; }
|
||||
~Model_Storage();
|
||||
|
||||
public:
|
||||
Model_Storage(Model_Storage& other) = delete;
|
||||
void operator=(const Model_Storage&) = delete;
|
||||
|
||||
static Model_Storage* get_instance();
|
||||
|
||||
//some methods to execute on its instance:
|
||||
void add_couch(models::TexturedModel couch);
|
||||
void add_table(models::TexturedModel table);
|
||||
void add_chair(models::TexturedModel chair);
|
||||
void add_plant(models::TexturedModel plant);
|
||||
void add_guitar(models::TexturedModel guitar);
|
||||
void add_bookshelf(models::TexturedModel bookshelf);
|
||||
void add_lamp(models::TexturedModel lamp);
|
||||
void add_ceiling_object(models::TexturedModel co);
|
||||
void add_misc(models::TexturedModel misc);
|
||||
void add_furniture_model(FurnitureModel model);
|
||||
|
||||
//getters for the whole list
|
||||
std::deque<models::TexturedModel> get_all_couches();
|
||||
std::deque<models::TexturedModel> get_all_tables();
|
||||
std::deque<models::TexturedModel> get_all_chairs();
|
||||
std::deque<models::TexturedModel> get_all_plants();
|
||||
std::deque<models::TexturedModel> get_all_guitars();
|
||||
std::deque<models::TexturedModel> get_all_bookshelves();
|
||||
std::deque<models::TexturedModel> get_all_lamps();
|
||||
std::deque<models::TexturedModel> get_all_ceiling_objects();
|
||||
std::deque<models::TexturedModel> get_all_miscs();
|
||||
std::deque<FurnitureModel> get_all_furniture_models();
|
||||
|
||||
//getters for one model
|
||||
models::TexturedModel get_couch(int index);
|
||||
models::TexturedModel get_table(int index);
|
||||
models::TexturedModel get_chair(int index);
|
||||
models::TexturedModel get_plant(int index);
|
||||
models::TexturedModel get_guitar(int index);
|
||||
models::TexturedModel get_bookshelf(int index);
|
||||
models::TexturedModel get_lamp(int index);
|
||||
models::TexturedModel get_ceiling_object(int index);
|
||||
models::TexturedModel get_misc(int index);
|
||||
FurnitureModel get_furniture_model(int index);
|
||||
|
||||
//getters for the standard variables
|
||||
models::TexturedModel get_house_model();
|
||||
models::ModelTexture get_default_texture();
|
||||
|
||||
//setters for the standard variables
|
||||
void set_house_model(models::TexturedModel house);
|
||||
void set_default_texture(models::ModelTexture texture);
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -117,7 +117,8 @@ namespace scene
|
||||
}
|
||||
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::CollisionEntity>> furniture;
|
||||
house_generator->GenerateHouse(&furniture, glm::vec3(0, -75, -50 - z_offset), 90);
|
||||
furniture_count = furniture.size();
|
||||
|
||||
house_models.insert(house_models.end(), furniture.begin(), furniture.end());
|
||||
@@ -225,7 +226,7 @@ namespace scene
|
||||
}
|
||||
shader->CleanUp();
|
||||
gui_shader->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
//render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
|
||||
146
src/scenes/loading_Scene.cpp
Normal file
146
src/scenes/loading_Scene.cpp
Normal file
@@ -0,0 +1,146 @@
|
||||
#include "loading_Scene.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "../renderEngine/Renderer.h"
|
||||
#include "../renderEngine/Loader.h"
|
||||
#include "../renderEngine/obj_loader.h"
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../entities/collision_entity.h"
|
||||
|
||||
namespace scene
|
||||
{
|
||||
std::unique_ptr<entities::Camera> camera_test;
|
||||
shaders::EntityShader* shader_test;
|
||||
std::deque<std::shared_ptr<entities::Entity>> test;
|
||||
|
||||
Loading_Scene::Loading_Scene()
|
||||
{
|
||||
shader_test = new shaders::EntityShader;
|
||||
shader_test->Init();
|
||||
render_engine::renderer::Init(*shader_test);
|
||||
delete shader_test;
|
||||
|
||||
gui_shader = new shaders::GuiShader();
|
||||
gui_shader->Init();
|
||||
|
||||
camera_test = std::make_unique<entities::Camera>(glm::vec3(0, 0, 0), glm::vec3(0, 0, 0));
|
||||
|
||||
}
|
||||
|
||||
Loading_Scene::~Loading_Scene()
|
||||
{
|
||||
delete gui_shader;
|
||||
}
|
||||
|
||||
Scenes Loading_Scene::start(GLFWwindow* window)
|
||||
{
|
||||
render();
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
load_default_variables();
|
||||
load_all_models();
|
||||
|
||||
return scene::Scenes::STARTUP;
|
||||
}
|
||||
|
||||
void Loading_Scene::render()
|
||||
{
|
||||
render_engine::renderer::Prepare();
|
||||
//starts the shader and begins to render
|
||||
//shader_test->Start();
|
||||
//shader_test->LoadSkyColor(render_engine::renderer::SKY_COLOR);
|
||||
//shader_test->LoadViewMatrix(*camera_test);
|
||||
|
||||
gui::GuiTexture loading_image = { render_engine::loader::LoadTexture("res/loading_screen.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);
|
||||
//shader_test->Stop();
|
||||
|
||||
gui_shader->CleanUp();
|
||||
}
|
||||
|
||||
void Loading_Scene::update(GLFWwindow* window)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void Loading_Scene::onKey(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void Loading_Scene::load_default_variables()
|
||||
{
|
||||
models::RawModel raw_model = render_engine::LoadObjModel("res/HouseNew.obj");
|
||||
models::ModelTexture default_texture = { render_engine::loader::LoadTexture("res/Texture.png") };
|
||||
default_texture.shine_damper = 10;
|
||||
models::TexturedModel house = { raw_model, default_texture };
|
||||
|
||||
singleton::Model_Storage::get_instance()->set_house_model(house);
|
||||
singleton::Model_Storage::get_instance()->set_default_texture(default_texture);
|
||||
}
|
||||
|
||||
void Loading_Scene::load_all_models()
|
||||
{
|
||||
// Couches
|
||||
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/couchThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/Coach.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_couch({ render_engine::LoadObjModel("res/lawnBenchOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::COUCH, 2}, singleton::Model_Storage::get_instance()->get_all_couches() });
|
||||
|
||||
// Tables
|
||||
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/tableTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_table({ render_engine::LoadObjModel("res/bureauOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::TABLE, 2}, singleton::Model_Storage::get_instance()->get_all_tables() });
|
||||
|
||||
// Chairs
|
||||
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/launchchair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/lawnChairOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_chair({ render_engine::LoadObjModel("res/ugly_chair.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CHAIR, 1}, singleton::Model_Storage::get_instance()->get_all_chairs() });
|
||||
|
||||
// Plants
|
||||
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_plant({ render_engine::LoadObjModel("res/plantThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::PLANT, 1}, singleton::Model_Storage::get_instance()->get_all_plants() });
|
||||
|
||||
// Guitars
|
||||
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_guitar({ render_engine::LoadObjModel("res/guitarTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::GUITAR, 1}, singleton::Model_Storage::get_instance()->get_all_guitars() });
|
||||
|
||||
// Bookshelves
|
||||
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_bookshelf({ render_engine::LoadObjModel("res/bookShelfThree.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::BOOKSHELF, 1}, singleton::Model_Storage::get_instance()->get_all_bookshelves() });
|
||||
|
||||
// Lamps
|
||||
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_lamp({ render_engine::LoadObjModel("res/lampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::LAMP, 1}, singleton::Model_Storage::get_instance()->get_all_lamps() });
|
||||
|
||||
// Ceiling objects
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFan.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingFanTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampOne.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_ceiling_object({ render_engine::LoadObjModel("res/ceilingLampTwo.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::CEILING_OBJECTS, 1}, singleton::Model_Storage::get_instance()->get_all_ceiling_objects() });
|
||||
|
||||
// Miscs
|
||||
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/tv.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/radio.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_misc({ render_engine::LoadObjModel("res/Flowerpot.obj"), singleton::Model_Storage::get_instance()->get_default_texture() });
|
||||
singleton::Model_Storage::get_instance()->add_furniture_model({ {singleton::FurnitureType::MISC, 1}, singleton::Model_Storage::get_instance()->get_all_miscs() });
|
||||
|
||||
}
|
||||
}
|
||||
67
src/scenes/loading_Scene.h
Normal file
67
src/scenes/loading_Scene.h
Normal file
@@ -0,0 +1,67 @@
|
||||
#pragma once
|
||||
#include "scene.h"
|
||||
#include "../gui/gui_element.h"
|
||||
#include "../shaders/gui_shader.h"
|
||||
#include "../model_Storage.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;
|
||||
|
||||
|
||||
private:
|
||||
void load_default_variables();
|
||||
void load_all_models();
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief Constructor of the class Loading_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,
|
||||
|
||||
@@ -175,7 +175,7 @@ namespace scene
|
||||
glfwPollEvents();
|
||||
}
|
||||
gui_shader1->CleanUp();
|
||||
render_engine::loader::CleanUp();
|
||||
//render_engine::loader::CleanUp();
|
||||
return return_value;
|
||||
}
|
||||
|
||||
@@ -211,6 +211,7 @@ namespace scene
|
||||
{
|
||||
if (glfwGetKey(window, GLFW_KEY_SPACE) == GLFW_PRESS)
|
||||
{
|
||||
|
||||
return_value = scene::Scenes::INGAME;
|
||||
cv::destroyWindow("camera");
|
||||
}
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\model_Storage.cpp" />
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\entities\main_character.cpp" />
|
||||
<ClCompile Include="src\entities\house_generator.cpp" />
|
||||
@@ -41,6 +42,7 @@
|
||||
<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" />
|
||||
@@ -49,6 +51,7 @@
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="src\model_Storage.h" />
|
||||
<ClInclude Include="src\collision\collision.h" />
|
||||
<ClInclude Include="src\collision\collision_handler.h" />
|
||||
<ClInclude Include="src\entities\main_character.h" />
|
||||
@@ -58,6 +61,7 @@
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
<ClInclude Include="src\computervision\hand_detect_region.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\StaticCameraInstance.h" />
|
||||
<ClInclude Include="src\computervision\finger_count.h" />
|
||||
|
||||
@@ -3,19 +3,12 @@
|
||||
<ItemGroup>
|
||||
<ClCompile Include="src\collision\collision_handler.cpp" />
|
||||
<ClCompile Include="src\scenes\in_Game_Scene.cpp" />
|
||||
<<<<<<< HEAD
|
||||
<ClCompile Include="src\computervision\ObjectDetection.cpp" />
|
||||
<ClCompile Include="src\computervision\SkinDetector.cpp" />
|
||||
<ClCompile Include="src\computervision\FingerCount.cpp" />
|
||||
<ClCompile Include="src\computervision\BackgroundRemover.cpp" />
|
||||
=======
|
||||
<ClCompile Include="src\computervision\async\async_arm_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\object_detection.cpp" />
|
||||
<ClCompile Include="src\computervision\OpenPoseVideo.cpp" />
|
||||
<ClCompile Include="src\computervision\skin_detector.cpp" />
|
||||
<ClCompile Include="src\computervision\finger_count.cpp" />
|
||||
<ClCompile Include="src\computervision\background_remover.cpp" />
|
||||
>>>>>>> develop
|
||||
<ClCompile Include="src\entities\camera.cpp" />
|
||||
<ClCompile Include="src\entities\collision_entity.cpp" />
|
||||
<ClCompile Include="src\entities\entity.cpp" />
|
||||
@@ -30,15 +23,13 @@
|
||||
<ClCompile Include="src\toolbox\toolbox.cpp" />
|
||||
<ClCompile Include="src\scenes\startup_Scene.cpp" />
|
||||
<ClCompile Include="src\computervision\calibration\HandCalibrator.cpp" />
|
||||
<<<<<<< HEAD
|
||||
<ClCompile Include="src\computervision\HandDetectRegion.cpp" />
|
||||
=======
|
||||
<ClCompile Include="src\computervision\hand_detect_region.cpp" />
|
||||
>>>>>>> develop
|
||||
<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" />
|
||||
<ClCompile Include="src\model_Storage.cpp" />
|
||||
<ClCompile Include="src\scenes\game_Over_Scene.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@@ -158,6 +149,8 @@
|
||||
<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" />
|
||||
<ClInclude Include="src\model_Storage.h" />
|
||||
<ClInclude Include="src\scenes\game_Over_Scene.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
|
||||
Reference in New Issue
Block a user