ADD: Trees on Forest Tiles

This commit is contained in:
sebastian 2026-02-08 13:02:46 +01:00
parent 6833f899b4
commit d4489f5631
5 changed files with 35 additions and 4 deletions

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Width:  |  Height:  |  Size: 461 B

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@ -27,10 +27,13 @@ void GameLayer::onAttach()
mousePicker = std::make_unique<MousePicker>(renderer->getProjectionMatrix(), MathUtils::createViewMatrix(*camera));
//Map Generation
hexModelDefault = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 1.0f, RessourceType::NONE));
hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 1.0f, RessourceType::WOOD));
hexModelDefault = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 10.0f, RessourceType::NONE));
hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 10.0f, RessourceType::WOOD));
map = std::make_unique<Map>();
MapGenerator::generateHexMap(*map, 10,10,1.f);
treeModel = std::make_unique<TexturedModel>(*OBJLoader::loadModel("assets/trees/lowPolyTree.obj", "assets/trees/lowPolyTree.png", loader));
treeEntity = std::make_unique<Entity>(Entity(treeModel, glm::vec3(0,0,0), 0,0,0, 0.5f));
MapGenerator::generateHexMap(*map, 10,10,10.f, mapEntities, treeModel);
printf("Generated Terrain with %lu Tiles!\n", map->tiles.size());
}
@ -55,6 +58,9 @@ void GameLayer::onUpdate()
camera->move(moveDir, 0.5f);
renderer->submitEntity(entity.get());
for (const auto& entity : mapEntities) {
renderer->submitEntity(entity.get());
}
for (HexTile& tile : map->tiles) {
glm::vec3 intersectionPoint;

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@ -34,6 +34,12 @@ private:
std::shared_ptr<TexturedModel> hexModelDefault;
std::shared_ptr<TexturedModel> hexModelWood;
std::vector<std::shared_ptr<Entity>> tileEntities;
std::shared_ptr<TexturedModel> treeModel;
std::unique_ptr<Entity> treeEntity;
std::vector<std::shared_ptr<Entity>> mapEntities;
std::unique_ptr<Map> map;
};

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@ -6,6 +6,7 @@
#define HEXTILE_H
#include <memory>
#include "../../engine/layer/entities/Entity.h"
#include "../../engine/renderer/model/TexturedModel.h"
#include "glm/vec2.hpp"
#include "glm/vec3.hpp"
@ -24,6 +25,9 @@ struct HexTile {
float radius;
bool isHighlighted = false;
std::vector<std::shared_ptr<Entity>> entitiesOnTile;
bool intersect(const glm::vec3& rayOrigin, const glm::vec3& rayDirection, glm::vec3& intersectionPoint) const {
float t = -rayOrigin.y / rayDirection.y;
if (t < 0) return false; // Ray zeigt nach oben, nicht getroffen

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@ -12,7 +12,7 @@
class MapGenerator {
public:
static void generateHexMap(Map& map, int width, int height, float hexRadius) {
static void generateHexMap(Map& map, int width, int height, float hexRadius, std::vector<std::shared_ptr<Entity>>& mapEntities, const std::shared_ptr<TexturedModel>& treeModel) {
// Zufallsgenerator initialisieren (einmal)
std::random_device rd; // Zufälliger Seed
std::mt19937 gen(rd()); // Mersenne Twister Generator
@ -39,6 +39,21 @@ public:
float randomValue = dis(gen);
if (randomValue < 0.5f) {
tile.resourceType = RessourceType::WOOD;
int treeCount = 3 + (int) (dis(gen) * 3);
std::uniform_real_distribution<float> offsetDis(-hexRadius * 0.5f, hexRadius * 0.5f);
for (int i = 0; i < treeCount; ++i) {
glm::vec3 treePos = tile.worldPos;
treePos.x += offsetDis(gen);
treePos.z += offsetDis(gen);
std::shared_ptr<Entity> treeEntity = std::make_shared<Entity>(Entity(treeModel, treePos, 0,0,0,.4f));
mapEntities.push_back(treeEntity);
tile.entitiesOnTile.push_back(treeEntity);
}
}
map.tiles.push_back(tile);