Danbias/Code/Game/GameLogic/CollisionManager.cpp

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#include "PhysicsAPI.h"
#include "Object.h"
#include "DynamicObject.h"
#include "Player.h"
#include "Level.h"
#include "AttatchmentMassDriver.h"
#include "Game.h"
#include "CollisionManager.h"
#include "JumpPad.h"
using namespace Oyster;
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using namespace GameLogic;
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss);
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force);
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//Physics::ICustomBody::SubscriptMessage
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void Player::PlayerCollision(Oyster::Physics::ICustomBody *rigidBodyPlayer, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
Player *player = ((Game::PlayerData*)(rigidBodyPlayer->GetCustomTag()))->player;
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
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switch (realObj->GetObjectType())
{
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case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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//return Physics::ICustomBody::SubscriptMessage_none;
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
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//return Physics::ICustomBody::SubscriptMessage_none;
break;
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case OBJECT_TYPE::OBJECT_TYPE_WORLD:
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PlayerVObject(*player,*realObj, kineticEnergyLoss);
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break;
}
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//return Physics::ICustomBody::SubscriptMessage_none;
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}
void JumpPad::JumpPadActivated(Oyster::Physics::ICustomBody *rigidBodyJumpPad, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
JumpPad *jumpPad = (JumpPad*)(rigidBodyJumpPad->GetCustomTag());
Object *realObj = (Object*)obj->GetCustomTag(); //needs to be changed?
switch (realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_GENERIC:
break;
case OBJECT_TYPE::OBJECT_TYPE_BOX:
break;
case OBJECT_TYPE::OBJECT_TYPE_PLAYER:
SendObjectFlying(*obj, jumpPad->pushForce);
break;
case OBJECT_TYPE::OBJECT_TYPE_WORLD:
break;
}
}
void SendObjectFlying(Oyster::Physics::ICustomBody &obj, Oyster::Math::Float3 force)
{
Oyster::Physics::ICustomBody::State state;
state = obj.GetState();
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//state.ApplyLinearImpulse(force);
obj.SetState(state);
}
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void PlayerVObject(Player &player, Object &obj, Oyster::Math::Float kineticEnergyLoss)
{
//Collision between a player and a general static or dynamic object
//use kinetic energyloss of the collision in order too determin how much damage to take
//use as part of the damage algorithm
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int damageDone = 0;
int forceThreashHold = 200000;
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if(kineticEnergyLoss > forceThreashHold) //should only take damage if the force is high enough
{
damageDone = (int)(kineticEnergyLoss * 0.10f);
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//player.DamageLife(damageDone);
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}
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}
Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_none;
}
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Oyster::Physics::ICustomBody::SubscriptMessage Object::DefaultCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
{
return Physics::ICustomBody::SubscriptMessage_none;
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_player_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage Player::PlayerCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
return Physics::ICustomBody::SubscriptMessage_none;
}
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//Oyster::Physics::ICustomBody::SubscriptMessage
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionBefore(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage CollisionManager::IgnoreCollision(Oyster::Physics::ICustomBody *rigidBody, Oyster::Physics::ICustomBody *obj)
{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
}
Oyster::Physics::ICustomBody::SubscriptMessage Level::LevelCollisionAfter(Oyster::Physics::ICustomBody *rigidBodyLevel, Oyster::Physics::ICustomBody *obj, Oyster::Math::Float kineticEnergyLoss)
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{
return Physics::ICustomBody::SubscriptMessage_ignore_collision_response;
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}
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void AttatchmentMassDriver::ForcePushAction(Oyster::Physics::ICustomBody *obj, void *args)
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{
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if(obj->GetState().mass == 0) return;
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Object *realObj = (Object*)obj->GetCustomTag();
if(realObj->GetObjectType() == OBJECT_TYPE_PLAYER || realObj->GetObjectType() == OBJECT_TYPE_WORLD)
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return;
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obj->ApplyImpulse(((forcePushData*)(args))->pushForce);
}
void AttatchmentMassDriver::AttemptPickUp(Oyster::Physics::ICustomBody *obj, void* args)
{
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if(obj->GetState().mass == 0) return;
AttatchmentMassDriver *weapon = ((AttatchmentMassDriver*)args);
if(weapon->hasObject)
{
//do nothing
}
else
{
Object* realObj = (Object*)(obj->GetCustomTag());
//check so that it is an object that you can pickup
switch(realObj->GetObjectType())
{
case OBJECT_TYPE::OBJECT_TYPE_BOX:
//move obj to limbo in physics to make sure it wont collide with anything
Oyster::Physics::API::Instance().MoveToLimbo(obj);
weapon->heldObject = obj; //weapon now holds the object
weapon->hasObject = true;
break;
}
}
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}