added load from json game objects
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178f69967b
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e1b491be73
@ -73,6 +73,9 @@ add_executable(space-game001
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../src/GameConstants.cpp
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../src/ScriptEngine.h
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../src/ScriptEngine.cpp
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../src/items/GameObjectLoader.h
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../src/items/GameObjectLoader.cpp
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)
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# Установка проекта по умолчанию для Visual Studio
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40
resources/config2/gameobjects.json
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40
resources/config2/gameobjects.json
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@ -0,0 +1,40 @@
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{
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"objects": [
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{
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"name": "firebox",
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"texturePath": "resources/w/Cube001.png",
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"meshPath": "resources/w/firebox.txt",
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"rotationX": 0.0,
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"rotationY": -1.5707963267948966,
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"rotationZ": 0.0,
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"positionX": 0.0,
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"positionY": 0.0,
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"positionZ": 0.0,
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"scale": 1.0
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},
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{
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"name": "inai",
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"texturePath": "resources/w/inai001.png",
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"meshPath": "resources/w/inai001.txt",
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"rotationX": 0.0,
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"rotationY": -1.5707963267948966,
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"rotationZ": 0.0,
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"positionX": 2.5,
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"positionY": 1.4,
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"positionZ": -9.9,
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"scale": 1.0
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},
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{
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"name": "bench",
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"texturePath": "resources/w/bench001opt.png",
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"meshPath": "resources/w/bench002opt.txt",
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"rotationX": 0.0,
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"rotationY": 3.141592653589793,
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"rotationZ": 0.0,
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"positionX": -2.1,
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"positionY": 0.5,
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"positionZ": -7.9,
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"scale": 3.0
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}
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]
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}
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16
src/Game.cpp
16
src/Game.cpp
@ -147,6 +147,11 @@ namespace ZL
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roomMesh.data.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI*0.5, Eigen::Vector3f::UnitY())).toRotationMatrix());
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roomMesh.RefreshVBO();
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std::cout << "Load resurces step 5" << std::endl;
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gameObjects = GameObjectLoader::loadAndCreateGameObjects("resources/config2/gameobjects.json", renderer, CONST_ZIP_FILE);
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/*
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std::cout << "Load resurces step 5" << std::endl;
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fireboxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/w/Cube001.png", CONST_ZIP_FILE));
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fireboxMesh.data = LoadFromTextFile02("resources/w/firebox.txt", CONST_ZIP_FILE);
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fireboxMesh.data.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5, Eigen::Vector3f::UnitY())).toRotationMatrix());
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@ -168,6 +173,7 @@ namespace ZL
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benchMesh.data.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY())).toRotationMatrix());
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benchMesh.data.Move({ -2.1, 0.5, -7.9 });
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benchMesh.RefreshVBO();
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*/
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std::cout << "Load resurces step 8" << std::endl;
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@ -271,14 +277,20 @@ namespace ZL
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glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
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renderer.DrawVertexRenderStruct(roomMesh);
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for (auto& [name, gameObj] : gameObjects) {
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glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
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renderer.DrawVertexRenderStruct(gameObj.mesh);
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}
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/*
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glBindTexture(GL_TEXTURE_2D, fireboxTexture->getTexID());
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renderer.DrawVertexRenderStruct(fireboxMesh);
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glBindTexture(GL_TEXTURE_2D, inaiTexture->getTexID());
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renderer.DrawVertexRenderStruct(inaiMesh);
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glBindTexture(GL_TEXTURE_2D, benchTexture->getTexID());
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renderer.DrawVertexRenderStruct(benchMesh);
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*/
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if (player) player->draw(renderer);
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for (auto& npc : npcs) npc->draw(renderer);
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@ -9,6 +9,7 @@
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#include "UiManager.h"
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#include "Projectile.h"
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#include "utils/TaskManager.h"
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#include "items/GameObjectLoader.h"
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#include <queue>
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#include <vector>
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#include <string>
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@ -17,7 +18,7 @@
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#include <render/TextRenderer.h>
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#include "MenuManager.h"
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#include "ScriptEngine.h"
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#include <unordered_map>
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#include <unordered_set>
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namespace ZL {
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@ -48,6 +49,9 @@ namespace ZL {
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std::shared_ptr<Texture> roomTexture;
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VertexRenderStruct roomMesh;
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std::unordered_map<std::string, LoadedGameObject> gameObjects;
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/*
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std::shared_ptr<Texture> fireboxTexture;
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VertexRenderStruct fireboxMesh;
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@ -56,6 +60,7 @@ namespace ZL {
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std::shared_ptr<Texture> benchTexture;
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VertexRenderStruct benchMesh;
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*/
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std::unique_ptr<Character> player;
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std::vector<std::unique_ptr<Character>> npcs;
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134
src/items/GameObjectLoader.cpp
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134
src/items/GameObjectLoader.cpp
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#include "GameObjectLoader.h"
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#include <fstream>
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#include <iostream>
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#include <cmath>
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#include "render/Renderer.h"
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#include "render/TextureManager.h"
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#include "utils/Utils.h"
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#include <Eigen/Geometry>
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namespace ZL {
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using json = nlohmann::json;
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std::vector<GameObjectData> GameObjectLoader::loadFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<GameObjectData> objects;
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json j;
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try {
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std::ifstream file(jsonPath);
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if (!file.is_open()) {
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throw std::runtime_error("Could not open file: " + jsonPath);
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}
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if (file.peek() == std::ifstream::traits_type::eof()) {
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throw std::runtime_error("JSON file is empty: " + jsonPath);
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}
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file >> j;
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if (!j.contains("objects") || !j["objects"].is_array()) {
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std::cerr << "Warning: 'objects' array not found in " << jsonPath << std::endl;
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return objects;
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}
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for (const auto& item : j["objects"]) {
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GameObjectData data;
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data.name = item.value("name", "Unknown");
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data.texturePath = item.value("texturePath", "");
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data.meshPath = item.value("meshPath", "");
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data.rotationX = item.value("rotationX", 0.0f);
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data.rotationY = item.value("rotationY", 0.0f);
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data.rotationZ = item.value("rotationZ", 0.0f);
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data.positionX = item.value("positionX", 0.0f);
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data.positionY = item.value("positionY", 0.0f);
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data.positionZ = item.value("positionZ", 0.0f);
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data.scale = item.value("scale", 1.0f);
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if (!data.meshPath.empty()) {
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objects.push_back(data);
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}
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}
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std::cout << "Successfully loaded " << objects.size() << " game objects from " << jsonPath << std::endl;
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} catch (const std::exception& e) {
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std::cerr << "Error loading JSON: " << e.what() << std::endl;
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}
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return objects;
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}
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std::unordered_map<std::string, LoadedGameObject> GameObjectLoader::loadAndCreateGameObjects(
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const std::string& jsonPath,
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Renderer& renderer,
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const std::string& zipPath)
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{
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std::unordered_map<std::string, LoadedGameObject> gameObjects;
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std::vector<GameObjectData> objectsData = loadFromJson(jsonPath, zipPath);
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for (const auto& objData : objectsData) {
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std::cout << "Loading game object: " << objData.name << std::endl;
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LoadedGameObject gameObj;
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gameObj.name = objData.name;
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// Load texture
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try {
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gameObj.texture = std::make_shared<Texture>(CreateTextureDataFromPng(objData.texturePath, zipPath.c_str()));
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}
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catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load texture for '" << objData.name << "': " << e.what() << std::endl;
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continue;
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}
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// Load mesh
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try {
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gameObj.mesh.data = LoadFromTextFile02(objData.meshPath, zipPath);
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}
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catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load mesh for '" << objData.name << "': " << e.what() << std::endl;
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continue;
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}
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// Apply rotation
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Eigen::Quaternionf rotationQuat = Eigen::Quaternionf::Identity();
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if (objData.rotationX != 0.0f) {
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rotationQuat = Eigen::Quaternionf(Eigen::AngleAxisf(objData.rotationX, Eigen::Vector3f::UnitX())) * rotationQuat;
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}
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if (objData.rotationY != 0.0f) {
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rotationQuat = Eigen::Quaternionf(Eigen::AngleAxisf(objData.rotationY, Eigen::Vector3f::UnitY())) * rotationQuat;
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}
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if (objData.rotationZ != 0.0f) {
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rotationQuat = Eigen::Quaternionf(Eigen::AngleAxisf(objData.rotationZ, Eigen::Vector3f::UnitZ())) * rotationQuat;
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}
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gameObj.mesh.data.RotateByMatrix(rotationQuat.toRotationMatrix());
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// Apply scale
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if (objData.scale != 1.0f) {
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gameObj.mesh.data.Scale(objData.scale);
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}
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// Apply position
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if (objData.positionX != 0.0f || objData.positionY != 0.0f || objData.positionZ != 0.0f) {
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gameObj.mesh.data.Move({ objData.positionX, objData.positionY, objData.positionZ });
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}
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gameObj.mesh.RefreshVBO();
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gameObjects[objData.name] = gameObj;
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std::cout << "Successfully loaded: " << objData.name << std::endl;
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}
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std::cout << "Total game objects loaded: " << gameObjects.size() << std::endl;
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return gameObjects;
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}
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} // namespace ZL
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45
src/items/GameObjectLoader.h
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45
src/items/GameObjectLoader.h
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@ -0,0 +1,45 @@
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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 <unordered_map>
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#include "external/nlohmann/json.hpp"
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#include "TextModel.h"
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namespace ZL {
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struct Texture;
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struct VertexRenderStruct;
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class Renderer;
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struct GameObjectData {
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std::string name;
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std::string texturePath;
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std::string meshPath;
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float rotationX = 0.0f;
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float rotationY = 0.0f;
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float rotationZ = 0.0f;
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float positionX = 0.0f;
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float positionY = 0.0f;
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float positionZ = 0.0f;
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float scale = 1.0f;
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};
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struct LoadedGameObject {
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std::shared_ptr<Texture> texture;
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VertexRenderStruct mesh;
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std::string name;
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};
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class GameObjectLoader {
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public:
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static std::vector<GameObjectData> loadFromJson(const std::string& jsonPath, const std::string& zipPath = "");
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static std::unordered_map<std::string, LoadedGameObject> loadAndCreateGameObjects(
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const std::string& jsonPath,
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Renderer& renderer,
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const std::string& zipPath = ""
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);
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};
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} // namespace ZL
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