Danbias/Code/Game/GameLogic/Level.cpp

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#include "Level.h"
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#include "CollisionManager.h"
#include "Game.h"
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using namespace GameLogic;
using namespace Utility::DynamicMemory;
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using namespace Oyster::Physics;
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Level::Level(void)
{
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}
Level::~Level(void)
{
delete this->levelObj;
this->levelObj = 0;
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}
void Level::InitiateLevel(std::string levelPath)
{
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}
void Level::InitiateLevel(float radius)
{
float heading = Utility::Value::Radian(180.0f);
float attitude = Utility::Value::Radian(0.0f);
float bank = Utility::Value::Radian(0);
double c1 = cos(heading/2);
double s1 = sin(heading/2);
double c2 = cos(attitude/2);
double s2 = sin(attitude/2);
double c3 = cos(bank/2);
double s3 = sin(bank/2);
double c1c2 = c1*c2;
double s1s2 = s1*s2;
double w =c1c2*c3 - s1s2*s3;
double x =c1c2*s3 + s1s2*c3;
double y =s1*c2*c3 + c1*s2*s3;
double z =c1*s2*c3 - s1*c2*s3;
double angle = 2 * acos(w);
double norm = x*x+y*y+z*z;
if (norm < 0.001) { // when all euler angles are zero angle =0 so
// we can set axis to anything to avoid divide by zero
x=1;
y=z=0;
} else {
norm = sqrt(norm);
x /= norm;
y /= norm;
z /= norm;
}
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int idCount = 100;
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// add level sphere
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API::SphericalBodyDescription sbDesc;
sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
sbDesc.ignoreGravity = true;
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sbDesc.radius = 300;
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sbDesc.mass = 10e12f;
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sbDesc.frictionCoeff_Static = 0;
sbDesc.frictionCoeff_Dynamic = 0;
//sbDesc.rotation =
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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ICustomBody::State state;
rigidBody->GetState(state);
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state.SetRestitutionCoeff(0.2);
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rigidBody->SetState(state);
levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
levelObj->objectID = idCount++;
rigidBody->SetCustomTag(levelObj);
/*
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// add box
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API::SimpleBodyDescription sbDesc_TestBox;
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0);
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 50;
sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0);
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ICustomBody* rigidBody_TestBox;
int nrOfBoxex = 5;
for(int i =0; i< nrOfBoxex; i ++)
{
sbDesc_TestBox.centerPosition = Oyster::Math::Float4(20 ,320,0 + ( i*7),0);
rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
DynamicObject *box = new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
box->objectID = idCount++;
this->dynamicObjects.Push(box);
rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
}
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// add crystal
API::SimpleBodyDescription sbDesc_Crystal;
sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0);
sbDesc_Crystal.ignoreGravity = false;
sbDesc_Crystal.mass = 70;
sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0);
ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
DynamicObject *cry = new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX);
cry->objectID = idCount++;
this->dynamicObjects.Push(cry);
rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
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// add house
API::SimpleBodyDescription sbDesc_House;
sbDesc_House.centerPosition = Oyster::Math::Float4(50, 300, 0, 0);
sbDesc_House.ignoreGravity = false;
sbDesc_House.mass = 70;
sbDesc_House.size = Oyster::Math::Float4(2,3,2,0);
ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release();
rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
StaticObject* house = new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC);
house->objectID = idCount++;
this->staticObjects.Push(house);
rigidBody_House->SetCustomTag(this->staticObjects[0]);
*/
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// add gravitation
API::Gravity gravityWell;
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gravityWell.gravityType = API::Gravity::GravityType_Well;
gravityWell.well.mass = 1e17f;
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
API::Instance().AddGravity(gravityWell);
}
void Level::AddPlayerToTeam(Player *player, int teamID)
{
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this->teamManager.AddPlayerToTeam(player,teamID);
}
void Level::CreateTeam(int teamSize)
{
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this->teamManager.CreateTeam(teamSize);
}
void Level::RespawnPlayer(Player *player)
{
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this->teamManager.RespawnPlayerRandom(player);
}
int Level::getNrOfDynamicObj()
{
return this->dynamicObjects.Size();
}
Object* Level::GetObj( int ID) const
{
for (int i = 0; i< this->dynamicObjects.Size(); i++)
{
if(this->dynamicObjects[i]->GetID() == ID)
return this->dynamicObjects[i];
}
return NULL;
}
void Level::PhysicsOnMoveLevel(const ICustomBody *object)
{
// function call from physics update when object was moved
Object* temp = (Object*)object->GetCustomTag();
((Game*)&Game::Instance())->onMoveFnc(temp);
}