Add new rooms
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0e948660ff
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12
src/app.cpp
12
src/app.cpp
@ -15,6 +15,8 @@ App::App()
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portal100x200.half_frame_thickness = 0.1f; // 10cm offset towards the second sector
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portal100x200.half_frame_thickness = 0.1f; // 10cm offset towards the second sector
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auto room001 = assets::SectorDef::LoadFromFile("data/room_001");
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auto room001 = assets::SectorDef::LoadFromFile("data/room_001");
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auto room002 = assets::SectorDef::LoadFromFile("data/room_002");
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auto room003 = assets::SectorDef::LoadFromFile("data/room_003");
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size_t s1i = world_.AddSector(room001);
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size_t s1i = world_.AddSector(room001);
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game::Sector& s1 = world_.GetSector(s1i);
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game::Sector& s1 = world_.GetSector(s1i);
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@ -26,11 +28,19 @@ App::App()
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s2.AddLight(glm::vec3(0.0f, 2.0f, 1.8f), glm::vec3(1.0f, 1.0f, 0.9f), 6.0f);
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s2.AddLight(glm::vec3(0.0f, 2.0f, 1.8f), glm::vec3(1.0f, 1.0f, 0.9f), 6.0f);
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s2.AddLight(glm::vec3(2.0f, -0.0f, 1.0f), glm::vec3(0.0f, 1.0f, 0.0f), 3.0f);
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s2.AddLight(glm::vec3(2.0f, -0.0f, 1.0f), glm::vec3(0.0f, 1.0f, 0.0f), 3.0f);
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world_.LinkPortals(s1i, "EDoor", s1i, "EDoor", 0);
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size_t s3i = world_.AddSector(room003);
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game::Sector& s3 = world_.GetSector(s3i);
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s3.AddLight(glm::vec3(0.0f, 0.0f, 1.8f), glm::vec3(1.0f, 0.0f, 0.0f), 3.0f);
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//world_.LinkPortals(s1i, "EDoor", s1i, "EDoor", 0);
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world_.LinkPortals(s1i, "NDoor", s2i, "WDoor", 0);
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world_.LinkPortals(s1i, "NDoor", s2i, "WDoor", 0);
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world_.LinkPortals(s2i, "NDoor", s2i, "SDoor", 0);
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world_.LinkPortals(s2i, "NDoor", s2i, "SDoor", 0);
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world_.LinkPortals(s2i, "EDoor", s2i, "EDoor", game::LINK_ROTATE180);
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world_.LinkPortals(s2i, "EDoor", s2i, "EDoor", game::LINK_ROTATE180);
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// scaling hallway
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world_.LinkPortals(s1i, "EDoor", s3i, "BigDoor", 0);
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world_.LinkPortals(s1i, "WDoor", s3i, "SmallDoor", 0);
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world_.Bake();
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world_.Bake();
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player_ = world_.Spawn<game::Player>(s1i, glm::vec3(0.0f, 0.0f, 1.0f));
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player_ = world_.Spawn<game::Player>(s1i, glm::vec3(0.0f, 0.0f, 1.0f));
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