549 lines
20 KiB
C++
549 lines
20 KiB
C++
#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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#include "../Character.h"
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namespace ZL {
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void set_Texture(Character& npc, const TextureDataStruct& texture);
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void set_Texture(Character& npc, const std::string& meshName, const TextureDataStruct& texture);
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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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std::string content;
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try {
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if (zipPath.empty()) {
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content = readTextFile(jsonPath);
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}
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else {
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auto buf = readFileFromZIP(jsonPath, zipPath);
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if (buf.empty()) {
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std::cerr << "UiManager: failed to read " << jsonPath << " from zip " << zipPath << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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content.assign(buf.begin(), buf.end());
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}
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: failed to open " << jsonPath << " : " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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json j;
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try {
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j = json::parse(content);
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: json parse error: " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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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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// Interactive object properties
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data.interactive = item.value("interactive", false);
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if (data.interactive && item.contains("item") && item["item"].is_object()) {
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const auto& itemData = item["item"];
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data.itemId = itemData.value("id", "");
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data.itemName = itemData.value("name", "Unknown Item");
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data.itemDescription = itemData.value("description", "");
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data.itemIcon = itemData.value("icon", "");
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data.interactionRadius = itemData.value("radius", 2.0f);
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}
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data.activateFunctionName = item.value("activateFunction", "");
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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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if (objData.interactive) continue; // Skip interactive objects, they're handled separately
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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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std::vector<InteractiveObject> GameObjectLoader::loadAndCreateInteractiveObjects(
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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::vector<InteractiveObject> interactiveObjects;
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std::vector<GameObjectData> objectsData = loadFromJson(jsonPath, zipPath);
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for (const auto& objData : objectsData) {
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if (!objData.interactive) continue;
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std::cout << "Loading interactive object: " << objData.name << std::endl;
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InteractiveObject intObj;
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//intObj.id = objData.name;
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intObj.id = !objData.itemId.empty() ? objData.itemId : objData.name;
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intObj.name = objData.name;
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intObj.interactionRadius = objData.interactionRadius;
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intObj.activateFunctionName = objData.activateFunctionName;
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// Load texture
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try {
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intObj.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 interactive '" << 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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intObj.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 interactive '" << 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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intObj.mesh.data.RotateByMatrix(rotationQuat.toRotationMatrix());
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// Apply scale
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if (objData.scale != 1.0f) {
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intObj.mesh.data.Scale(objData.scale);
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}
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intObj.mesh.RefreshVBO();
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// Calculate mesh bounds to properly offset position
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if (!intObj.mesh.data.PositionData.empty()) {
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Eigen::Vector3f meshMin = intObj.mesh.data.PositionData[0];
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Eigen::Vector3f meshMax = intObj.mesh.data.PositionData[0];
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for (const auto& vert : intObj.mesh.data.PositionData) {
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meshMin = meshMin.cwiseMin(vert);
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meshMax = meshMax.cwiseMax(vert);
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}
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Eigen::Vector3f meshCenter = (meshMin + meshMax) * 0.5f;
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std::cout << "[LOADER] Mesh bounds:" << std::endl;
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std::cout << " Min: (" << meshMin.x() << ", " << meshMin.y() << ", " << meshMin.z() << ")" << std::endl;
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std::cout << " Max: (" << meshMax.x() << ", " << meshMax.y() << ", " << meshMax.z() << ")" << std::endl;
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std::cout << " Center: (" << meshCenter.x() << ", " << meshCenter.y() << ", " << meshCenter.z() << ")" << std::endl;
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// Translate mesh so it's centered at origin
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intObj.mesh.data.Move(-meshCenter);
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intObj.mesh.RefreshVBO();
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// Adjust position to account for mesh offset
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intObj.position = Eigen::Vector3f(objData.positionX, objData.positionY, objData.positionZ) + meshCenter;
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std::cout << "[LOADER] Corrected position: (" << intObj.position.x() << ", "
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<< intObj.position.y() << ", " << intObj.position.z() << ")" << std::endl;
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} else {
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// Fallback if no vertices
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intObj.position = Eigen::Vector3f(objData.positionX, objData.positionY, objData.positionZ);
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}
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// Create item
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intObj.dropItem = Item(objData.itemId, objData.itemName, objData.itemDescription, objData.itemIcon);
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interactiveObjects.push_back(intObj);
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std::cout << "Successfully loaded interactive: " << objData.name << " (item: " << objData.itemName;
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if (!objData.activateFunctionName.empty()) {
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std::cout << ", function: " << objData.activateFunctionName;
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}
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std::cout << ")" << std::endl;
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}
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std::cout << "Total interactive objects loaded: " << interactiveObjects.size() << std::endl;
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return interactiveObjects;
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}
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std::vector<NpcData> GameObjectLoader::loadNpcsFromJson(const std::string& jsonPath, const std::string& zipPath)
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{
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std::vector<NpcData> npcs;
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std::string content;
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try {
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if (zipPath.empty()) {
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content = readTextFile(jsonPath);
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}
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else {
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auto buf = readFileFromZIP(jsonPath, zipPath);
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if (buf.empty()) {
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std::cerr << "UiManager: failed to read " << jsonPath << " from zip " << zipPath << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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content.assign(buf.begin(), buf.end());
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}
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: failed to open " << jsonPath << " : " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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json j;
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try {
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j = json::parse(content);
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}
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catch (const std::exception& e) {
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std::cerr << "UiManager: json parse error: " << e.what() << std::endl;
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throw std::runtime_error("Failed to load UI file: " + jsonPath);
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}
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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("npcs") || !j["npcs"].is_array()) {
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std::cerr << "Warning: 'npcs' array not found in " << jsonPath << std::endl;
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return npcs;
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}
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for (const auto& item : j["npcs"]) {
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NpcData data;
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data.id = item.value("id", "npc_unknown");
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data.name = item.value("name", "Unknown NPC");
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data.texturePath = item.value("texturePath", "");
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if (item.contains("meshTextures") && item["meshTextures"].is_object()) {
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for (auto it = item["meshTextures"].begin(); it != item["meshTextures"].end(); ++it) {
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if (it.value().is_string()) {
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data.meshTextures[it.key()] = it.value().get<std::string>();
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}
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}
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}
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data.interactionRadius = item.value("interactionRadius", 0.0f);
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data.animationIdlePath = item.value("animationIdlePath", "");
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data.animationWalkPath = item.value("animationWalkPath", "");
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data.animationActionIdlePath = item.value("animationActionIdlePath", "");
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data.animationActionAttackPath = item.value("animationActionAttackPath", "");
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data.animationStandToActionPath = item.value("animationStandToActionPath", "");
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data.animationActionToStandPath = item.value("animationActionToStandPath", "");
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data.animationActionToDeathPath = item.value("animationActionToDeathPath", "");
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data.animationDeathIdlePath = item.value("animationDeathIdlePath", "");
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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.walkSpeed = item.value("walkSpeed", 1.5f);
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data.rotationSpeed = item.value("rotationSpeed", 8.0f);
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data.modelScale = item.value("modelScale", 0.01f);
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// Model correction rotation (in degrees, will convert to radians)
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data.modelCorrectionRotX = item.value("modelCorrectionRotX", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.modelCorrectionRotY = item.value("modelCorrectionRotY", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.modelCorrectionRotZ = item.value("modelCorrectionRotZ", 0.0f) * static_cast<float>(M_PI) / 180.0f;
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data.facingAngle = item.value("facingAngle", 0.0f);
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data.hp = item.value("hp", 100.0f);
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data.canAttack = item.value("canAttack", false);
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// Load gift data if available
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if (item.contains("gift") && item["gift"].is_object()) {
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const auto& giftData = item["gift"];
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data.gift.id = giftData.value("id", "");
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data.gift.name = giftData.value("name", "Gift");
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data.gift.description = giftData.value("description", "A gift from an NPC");
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data.gift.icon = giftData.value("icon", "");
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}
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npcs.push_back(data);
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}
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std::cout << "Successfully loaded " << npcs.size() << " NPCs from " << jsonPath << std::endl;
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} catch (const std::exception& e) {
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std::cerr << "Error loading NPCs from JSON: " << e.what() << std::endl;
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}
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return npcs;
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}
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std::vector<std::unique_ptr<Character>> GameObjectLoader::loadAndCreate_Npcs(
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const std::string& jsonPath,
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const std::string& zipPath)
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{
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std::vector<std::unique_ptr<Character>> npcs;
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std::vector<NpcData> npcsData = loadNpcsFromJson(jsonPath, zipPath);
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for (const auto& npcData : npcsData) {
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std::cout << "Loading NPC: " << npcData.name << std::endl;
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auto npc = std::make_unique<Character>();
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// Load animations
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try {
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if (npcData.animationIdlePath.substr(npcData.animationIdlePath.size() - 5) == ".anim")
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{
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npc->loadBinaryAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
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}
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else
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{
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npc->loadAnimation(AnimationState::STAND, npcData.animationIdlePath, zipPath);
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}
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std::cout << " Loaded IDLE animation: " << npcData.animationIdlePath << std::endl;
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}
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catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load IDLE animation for '" << npcData.name << "': " << e.what() << std::endl;
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continue;
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}
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try {
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if (npcData.animationWalkPath.substr(npcData.animationWalkPath.size() - 5) == ".anim")
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{
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npc->loadBinaryAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
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}
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else
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{
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npc->loadAnimation(AnimationState::WALK, npcData.animationWalkPath, zipPath);
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}
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std::cout << " Loaded WALK animation: " << npcData.animationWalkPath << std::endl;
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}
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catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load WALK animation for '" << npcData.name << "': " << e.what() << std::endl;
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continue;
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}
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// Optional combat/death slots — empty path means "skip this slot".
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auto loadOptionalAnim = [&](AnimationState state, const std::string& path, const char* label) {
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if (path.empty()) return;
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try {
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if (path.size() >= 5 && path.substr(path.size() - 5) == ".anim") {
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npc->loadBinaryAnimation(state, path, zipPath);
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}
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else {
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npc->loadAnimation(state, path, zipPath);
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}
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std::cout << " Loaded " << label << " animation: " << path << std::endl;
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}
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catch (const std::exception& e) {
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std::cerr << "GameObjectLoader: Failed to load " << label
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|
<< " animation for '" << npcData.name << "': " << e.what() << std::endl;
|
|
}
|
|
};
|
|
loadOptionalAnim(AnimationState::ACTION_IDLE, npcData.animationActionIdlePath, "ACTION_IDLE");
|
|
loadOptionalAnim(AnimationState::ACTION_ATTACK, npcData.animationActionAttackPath, "ACTION_ATTACK");
|
|
loadOptionalAnim(AnimationState::STAND_TO_ACTION, npcData.animationStandToActionPath, "STAND_TO_ACTION");
|
|
loadOptionalAnim(AnimationState::ACTION_TO_STAND, npcData.animationActionToStandPath, "ACTION_TO_STAND");
|
|
loadOptionalAnim(AnimationState::ACTION_TO_DEATH, npcData.animationActionToDeathPath, "ACTION_TO_DEATH");
|
|
loadOptionalAnim(AnimationState::DEATH_IDLE, npcData.animationDeathIdlePath, "DEATH_IDLE");
|
|
|
|
// Load textures: per-mesh map takes precedence; fall back to single texturePath.
|
|
try {
|
|
if (!npcData.meshTextures.empty()) {
|
|
std::unordered_map<std::string, std::shared_ptr<Texture>> cache;
|
|
for (const auto& entry : npcData.meshTextures) {
|
|
const std::string& meshName = entry.first;
|
|
const std::string& path = entry.second;
|
|
/*auto cit = cache.find(path);
|
|
if (cit == cache.end()) {
|
|
auto tex = std::make_shared<Texture>(CreateTextureDataFromPng(path, zipPath.c_str()));
|
|
cit = cache.emplace(path, std::move(tex)).first;
|
|
std::cout << " Loaded texture: " << path << std::endl;
|
|
}*/
|
|
//npc->setTexture(meshName, std::make_shared<Texture>(CreateTextureDataFromPng(path, zipPath.c_str())));
|
|
set_Texture(*npc, meshName, CreateTextureDataFromPng(path, zipPath.c_str()));
|
|
//std::cout << xxa(*npc, CreateTextureDataFromPng(path, zipPath.c_str())) << std::endl;
|
|
std::cout << " -> mesh '" << meshName << "'" << std::endl;
|
|
}
|
|
}
|
|
else {
|
|
//auto texture = std::make_shared<Texture>(CreateTextureDataFromPng(npcData.texturePath, zipPath.c_str()));
|
|
set_Texture(*npc, CreateTextureDataFromPng(npcData.texturePath, zipPath.c_str()));
|
|
//std::cout << xxa(*npc, CreateTextureDataFromPng(npcData.texturePath, zipPath.c_str())) << std::endl;
|
|
std::cout << " Loaded texture: " << npcData.texturePath << std::endl;
|
|
}
|
|
}
|
|
catch (const std::exception& e) {
|
|
std::cerr << "GameObjectLoader: Failed to load texture for '" << npcData.name << "': " << e.what() << std::endl;
|
|
continue;
|
|
}
|
|
|
|
// Set NPC properties
|
|
npc->walkSpeed = npcData.walkSpeed;
|
|
npc->rotationSpeed = npcData.rotationSpeed;
|
|
npc->modelScale = npcData.modelScale;
|
|
npc->position = Eigen::Vector3f(npcData.positionX, npcData.positionY, npcData.positionZ);
|
|
npc->facingAngle = npcData.facingAngle;
|
|
npc->hp = npcData.hp;
|
|
npc->canAttack = npcData.canAttack;
|
|
npc->interactionRadius = npcData.interactionRadius;
|
|
|
|
// Set NPC metadata
|
|
npc->npcId = npcData.id;
|
|
npc->npcName = npcData.name;
|
|
|
|
// Set gift
|
|
if (!npcData.gift.id.empty()) {
|
|
npc->giftItem = Item(npcData.gift.id, npcData.gift.name, npcData.gift.description, npcData.gift.icon);
|
|
std::cout << " Gift: " << npcData.gift.name << std::endl;
|
|
}
|
|
|
|
Eigen::Quaternionf corrRotQuat = Eigen::Quaternionf::Identity();
|
|
if (npcData.modelCorrectionRotX != 0.0f) {
|
|
corrRotQuat = Eigen::Quaternionf(Eigen::AngleAxisf(npcData.modelCorrectionRotX, Eigen::Vector3f::UnitX())) * corrRotQuat;
|
|
}
|
|
if (npcData.modelCorrectionRotY != 0.0f) {
|
|
corrRotQuat = Eigen::Quaternionf(Eigen::AngleAxisf(npcData.modelCorrectionRotY, Eigen::Vector3f::UnitY())) * corrRotQuat;
|
|
}
|
|
if (npcData.modelCorrectionRotZ != 0.0f) {
|
|
corrRotQuat = Eigen::Quaternionf(Eigen::AngleAxisf(npcData.modelCorrectionRotZ, Eigen::Vector3f::UnitZ())) * corrRotQuat;
|
|
}
|
|
npc->modelCorrectionRotation = corrRotQuat;
|
|
|
|
// Set initial target to current position
|
|
npc->setTarget(npc->position);
|
|
|
|
npcs.push_back(std::move(npc));
|
|
|
|
std::cout << "Successfully loaded NPC: " << npcData.name << " at position ("
|
|
<< npcData.positionX << ", " << npcData.positionY << ", " << npcData.positionZ << ")" << std::endl;
|
|
}
|
|
|
|
std::cout << "Total NPCs loaded: " << npcs.size() << std::endl;
|
|
return npcs;
|
|
}
|
|
|
|
} // namespace ZL
|