ADD: Trees on Forest Tiles
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BIN
assets/trees/lowPolyTree.png
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BIN
assets/trees/lowPolyTree.png
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After Width: | Height: | Size: 461 B |
@ -27,10 +27,13 @@ void GameLayer::onAttach()
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mousePicker = std::make_unique<MousePicker>(renderer->getProjectionMatrix(), MathUtils::createViewMatrix(*camera));
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//Map Generation
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hexModelDefault = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 1.0f, RessourceType::NONE));
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hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 1.0f, RessourceType::WOOD));
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hexModelDefault = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 10.0f, RessourceType::NONE));
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hexModelWood = std::make_shared<TexturedModel>(HexModelFactory::createTexturedHexModel(loader, 10.0f, RessourceType::WOOD));
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map = std::make_unique<Map>();
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MapGenerator::generateHexMap(*map, 10,10,1.f);
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treeModel = std::make_unique<TexturedModel>(*OBJLoader::loadModel("assets/trees/lowPolyTree.obj", "assets/trees/lowPolyTree.png", loader));
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treeEntity = std::make_unique<Entity>(Entity(treeModel, glm::vec3(0,0,0), 0,0,0, 0.5f));
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MapGenerator::generateHexMap(*map, 10,10,10.f, mapEntities, treeModel);
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printf("Generated Terrain with %lu Tiles!\n", map->tiles.size());
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}
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@ -55,6 +58,9 @@ void GameLayer::onUpdate()
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camera->move(moveDir, 0.5f);
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renderer->submitEntity(entity.get());
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for (const auto& entity : mapEntities) {
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renderer->submitEntity(entity.get());
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}
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for (HexTile& tile : map->tiles) {
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glm::vec3 intersectionPoint;
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@ -34,6 +34,12 @@ private:
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std::shared_ptr<TexturedModel> hexModelDefault;
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std::shared_ptr<TexturedModel> hexModelWood;
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std::vector<std::shared_ptr<Entity>> tileEntities;
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std::shared_ptr<TexturedModel> treeModel;
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std::unique_ptr<Entity> treeEntity;
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std::vector<std::shared_ptr<Entity>> mapEntities;
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std::unique_ptr<Map> map;
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};
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@ -6,6 +6,7 @@
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#define HEXTILE_H
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#include <memory>
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#include "../../engine/layer/entities/Entity.h"
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#include "../../engine/renderer/model/TexturedModel.h"
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#include "glm/vec2.hpp"
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#include "glm/vec3.hpp"
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@ -24,6 +25,9 @@ struct HexTile {
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float radius;
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bool isHighlighted = false;
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std::vector<std::shared_ptr<Entity>> entitiesOnTile;
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bool intersect(const glm::vec3& rayOrigin, const glm::vec3& rayDirection, glm::vec3& intersectionPoint) const {
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float t = -rayOrigin.y / rayDirection.y;
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if (t < 0) return false; // Ray zeigt nach oben, nicht getroffen
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@ -12,7 +12,7 @@
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class MapGenerator {
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public:
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static void generateHexMap(Map& map, int width, int height, float hexRadius) {
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static void generateHexMap(Map& map, int width, int height, float hexRadius, std::vector<std::shared_ptr<Entity>>& mapEntities, const std::shared_ptr<TexturedModel>& treeModel) {
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// Zufallsgenerator initialisieren (einmal)
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std::random_device rd; // Zufälliger Seed
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std::mt19937 gen(rd()); // Mersenne Twister Generator
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@ -39,6 +39,21 @@ public:
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float randomValue = dis(gen);
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if (randomValue < 0.5f) {
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tile.resourceType = RessourceType::WOOD;
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int treeCount = 3 + (int) (dis(gen) * 3);
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std::uniform_real_distribution<float> offsetDis(-hexRadius * 0.5f, hexRadius * 0.5f);
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for (int i = 0; i < treeCount; ++i) {
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glm::vec3 treePos = tile.worldPos;
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treePos.x += offsetDis(gen);
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treePos.z += offsetDis(gen);
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std::shared_ptr<Entity> treeEntity = std::make_shared<Entity>(Entity(treeModel, treePos, 0,0,0,.4f));
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mapEntities.push_back(treeEntity);
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tile.entitiesOnTile.push_back(treeEntity);
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}
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}
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map.tiles.push_back(tile);
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