getting room texture by index
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74a2dc78a6
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5d31d8421f
@ -2,7 +2,6 @@
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#include "Environment.h"
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#include "ObjLoader.h"
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#include "Inventory.h"
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#include "Room.h"
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#include "TextModel.h" // Add this include for LoadFromTextFile
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namespace ZL {
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@ -12,6 +11,8 @@ const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
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void GameObjectManager::initialize() {
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current_room_index = 0;
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std::cout << "Hello x1" << std::endl;
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coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
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@ -63,6 +64,16 @@ void GameObjectManager::initialize() {
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ao1.activeObjectScreenMeshMutable.RefreshVBO();
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activeObjects.push_back(ao1);
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Room room_1;
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room_1.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
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// room_1.objects = ao1;
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rooms.push_back(room_1);
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Room room_2;
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room_2.roomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
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rooms.push_back(room_2);
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std::cout << "Hello x5" << std::endl;
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@ -95,8 +106,8 @@ void GameObjectManager::initialize() {
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std::cout << "Hello x8" << std::endl;
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roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
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roomTexturePtr = rooms[current_room_index].roomTexture;
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std::cout << "Current room" << current_room_index << std::endl;
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}
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@ -5,6 +5,7 @@
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#include <memory>
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#include <vector>
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#include "ActiveObject.h"
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#include "Room.h"
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#include <SDL2/SDL.h>
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namespace ZL {
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@ -37,6 +38,7 @@ public:
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ZL::VertexRenderStruct coneMeshMutable;
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std::vector<ZL::ActiveObject> activeObjects;
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std::vector<ZL::Room> rooms;
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std::unique_ptr<AudioPlayer> audioPlayer;
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ZL::VertexDataStruct inventoryIconMesh;
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@ -49,6 +51,7 @@ private:
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int animationCounter = 0;
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int lastMouseX = 0; // Добавляем переменные для хранения позиции мыши
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int lastMouseY = 0;
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int current_room_index;
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bool isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const;
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void worldToScreenCoordinates(Vector3f objectPos, // Добавляем метод
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Matrix4f projectionModelView,
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13
Room.h
13
Room.h
@ -1,14 +1,13 @@
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#pragma once
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#include <string>
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#include <vector>
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#include <memory>
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#include "TextureManager.h"
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#include "Renderer.h"
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#include "ObjLoader.h"
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#include "Physics.h"
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#include "Math.h"
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#include <memory>
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#include "ActiveObject.h"
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namespace ZL
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{
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struct Room{
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std::shared_ptr<ZL::Texture> roomTexture;
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std::vector<ActiveObject> objects;
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};
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}
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