New meshes and new trees
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+10
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@@ -452,8 +452,8 @@ namespace ZL
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LocationSetup uniExteriorParams = uniInteriorParams;
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uniExteriorParams.gameObjectsJsonPath = "resources/config2/gameobjects_uni_exterior_x.json";
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uniExteriorParams.interactiveObjectsJsonPath = "resources/config2/interactive_objects_uni_exterior_x.json";
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uniExteriorParams.navigationJsonPaths = {"resources/navigation/uni_exterior2_all.txt"};
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//uniExteriorParams.navigationJsonPaths = { "resources/navigation/uni_exterior2_all.json" };
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//uniExteriorParams.navigationJsonPaths = {"resources/navigation/uni_exterior2_all.txt"};
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uniExteriorParams.navigationJsonPaths = { "resources/navigation/uni_exterior2_all.json" };
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uniExteriorParams.teleportsJsonPath = "resources/config2/teleports_uni_exterior.json";
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uniExteriorParams.triggerZonesJsonPath = "resources/config2/trigger_zones_uni_exterior.json";
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uniExteriorParams.lightsJsonPath = "resources/config2/lights_uni_exterior.json";
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@@ -488,7 +488,8 @@ namespace ZL
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params_dorm.dialoguesJsonPath = "resources/dialogue/dorm_dialogues.json";
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/*params_dorm.navigationJsonPaths = {
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/*
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params_dorm.navigationJsonPaths = {
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"resources/navigation/dorm3_bca.json",
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"resources/navigation/dorm3_ca.json",
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"resources/navigation/dorm3_ba.json",
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@@ -496,7 +497,7 @@ namespace ZL
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"resources/navigation/dorm3_b.json",
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"resources/navigation/dorm3_all_open.json",
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};*/
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params_dorm.navigationJsonPaths = {
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"resources/navigation/dorm3_bca.txt", //0
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"resources/navigation/dorm3_ca.txt", //1
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@@ -506,7 +507,8 @@ namespace ZL
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"resources/navigation/dorm3_all_open.txt", //5
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};
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/*params_dorm.navigationJsonPaths = {
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/*
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params_dorm.navigationJsonPaths = {
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"resources/navigation/dorm0_large.json",
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"resources/navigation/dorm0_large.json",
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"resources/navigation/dorm0_large.json",
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@@ -1116,7 +1118,6 @@ namespace ZL
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case SDLK_l:
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//x = x - 1;
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//std::cout << "current x: " << x << std::endl;
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std::cout << "Azimuth: " << currentLocation()->state.cameraAzimuth << std::endl;
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std::cout << "Inclination: " << currentLocation()->state.cameraInclination << std::endl;
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break;
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@@ -1138,11 +1139,13 @@ namespace ZL
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break;
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case SDLK_j:
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/*
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if (editorMode != EditorMode::None && currentLocation()) {
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currentLocation()->editor.placeTree();
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} else {
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menuManager.toggleQuestJournal();
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}
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}*/
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currentLocation()->editor.placeTree();
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break;
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case SDLK_v:
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+29
-4
@@ -439,18 +439,36 @@ namespace ZL
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std::uniform_real_distribution<float> scaleDist(0.8f, 1.2f);
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std::uniform_real_distribution<float> rotDist(0.0f, 360.0f);
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std::uniform_int_distribution<int> tree_index(1, 3);
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int treeNum = tree_index(rng);
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int editorTreeNum = ++editorPlacedObjectCounter;
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GameObjectData data;
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data.name = "editor_tree_" + std::to_string(++editorPlacedObjectCounter);
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data.texturePath = "resources/w/exterior/tree001.png";
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data.meshPath = "resources/w/exterior/tree003.txt";
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data.name = "editor_wood_" + std::to_string(editorTreeNum);
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data.texturePath = "resources/w/exterior/texAtlas001.png";
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data.meshPath = "resources/w/exterior/DTree_Wood_" + std::to_string(treeNum) + "_001.txt";
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data.rotationX = 0.0f;
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data.rotationY = rotDist(rng);
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data.rotationZ = 0.0f;
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data.positionX = loc.player->state.position.x();
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data.positionY = loc.player->state.position.y();
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data.positionY = loc.player->state.position.y()-0.1;
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data.positionZ = loc.player->state.position.z();
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data.scale = scaleDist(rng);
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GameObjectData data2;
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data2.name = "editor_tree_" + std::to_string(editorTreeNum);
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data2.texturePath = "resources/w/exterior/texAtlas001.png";
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data2.meshPath = "resources/w/exterior/DTree_Tree_" + std::to_string(treeNum) + "_001.txt";
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data2.rotationX = 0.0f;
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data2.rotationY = data.rotationY;
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data2.rotationZ = 0.0f;
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data2.positionX = data.positionX;
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data2.positionY = data.positionY;
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data2.positionZ = data.positionZ;
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data2.scale = data.scale;
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LoadedGameObject obj = GameObjectLoader::buildLoadedObject(data, loc.renderer, CONST_ZIP_FILE);
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obj.mesh.data.Move({ data.positionX, data.positionY, data.positionZ });
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obj.mesh.RefreshVBO();
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@@ -458,6 +476,13 @@ namespace ZL
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loc.gameObjects[data.name] = std::move(obj);
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editorPlacedObjects.push_back(data);
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LoadedGameObject obj2 = GameObjectLoader::buildLoadedObject(data2, loc.renderer, CONST_ZIP_FILE);
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obj2.mesh.data.Move({ data2.positionX, data2.positionY, data2.positionZ });
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obj2.mesh.RefreshVBO();
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loc.gameObjects[data2.name] = std::move(obj2);
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editorPlacedObjects.push_back(data2);
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std::cout << "[GAME_EDITOR] Placed '" << data.name << "' at ("
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<< data.positionX << ", " << data.positionZ
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<< ") scale=" << data.scale << " rotY=" << data.rotationY << "\n";
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@@ -70,6 +70,7 @@ namespace ZL {
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return obj;
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}
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void InteractiveObject::moveTo(const Eigen::Vector3f& target, float durationSec, std::function<void()> onComplete) {
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if (state.isAnimating) return;
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AnimTask task;
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