75 lines
1.7 KiB
C++
75 lines
1.7 KiB
C++
#pragma once
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#include <deque>
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#include <memory>
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#include <map>
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#include "../models/Model.h"
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#include "../collision/collision.h"
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namespace entities
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{
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enum class FurnitureType
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{
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COUCH,
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TABLE,
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CHAIR,
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PLANT,
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GUITAR,
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BOOKSHELF,
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LAMP,
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CEILING_OBJECTS,
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MISC
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};
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class HouseGenerator
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{
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private:
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const float HOUSE_SIZE = 30;
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models::TexturedModel house_model;
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models::ModelTexture default_texture;
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std::map<FurnitureType, std::deque<models::TexturedModel>> furniture_models;
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//std::deque<std::shared_ptr<CollisionEntity>> furniture_collision;
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public:
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HouseGenerator();
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/*
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* @brief: This function generates a house with furniture at the given position and rotation
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*
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* @param position: The position of the house to render
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* @param y_rotation: The y rotation the house needs to be rendered with
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*
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* @return: A list with all the entities of the generated house (the furniture)
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*/
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std::deque<std::shared_ptr<Entity>> GenerateHouse(const glm::vec3& position, float y_rotation);
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/*
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* @brief: Returns the depth of the house (chunk)
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*/
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float GetHouseDepth() const { return house_model.raw_model.model_size.x * HOUSE_SIZE;
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}
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//std::deque<std::shared_ptr<CollisionEntity>> GetFurnitureCollisions();
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private:
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/*
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* @brief: This function loads all the 3D furniture models
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*/
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void GenerateFurnitureModels();
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/*
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* @brief: This funtion chooses and returns a random furniture of the given furniture type
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*
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* @param furniture: The furniture you want to get
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*
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* @return: The model of the random furniture of the chosen furniture type
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*/
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models::TexturedModel GetFurnitureModel(FurnitureType furniture);
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};
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}
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