#pragma once #include #include #include #include "collision_entity.h" #include "../models/Model.h" #include "../collision/collision.h" #include "../model_Storage.h" #include "collision_entity.h" namespace entities { class HouseGenerator { private: const float HOUSE_SIZE = 30; public: HouseGenerator(); /* * @brief: This function generates a house with furniture at the given position and rotation * * @param position: The position of the house to render * @param y_rotation: The y rotation the house needs to be rendered with * * @return: A list with all the entities of the generated house (the furniture) */ void GenerateHouse(std::deque>* furniture_list, const glm::vec3& position, float y_rotation); /* * @brief: Returns the depth of the house (chunk) */ float GetHouseDepth() const { return singleton::Model_Storage::get_instance()->get_house_model().raw_model.model_size.x * HOUSE_SIZE; } private: 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 * * @param furniture: The furniture you want to get * * @return: The model of the random furniture of the chosen furniture type */ models::TexturedModel GetFurnitureModel(const singleton::FurniturePiece* furniture); }; }