2013-11-19 11:07:14 +01:00
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#include "Level.h"
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2014-01-20 15:47:52 +01:00
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#include "CollisionManager.h"
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2013-11-19 11:07:14 +01:00
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using namespace GameLogic;
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2014-01-14 10:28:12 +01:00
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using namespace Utility::DynamicMemory;
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2014-01-16 11:40:29 +01:00
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using namespace Oyster::Physics;
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2013-11-19 11:07:14 +01:00
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2013-12-05 11:50:39 +01:00
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2013-11-19 11:07:14 +01:00
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Level::Level(void)
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{
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2014-01-28 15:04:25 +01:00
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2013-11-19 11:07:14 +01:00
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}
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Level::~Level(void)
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{
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}
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2013-12-12 09:36:14 +01:00
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2013-12-13 11:06:03 +01:00
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void Level::InitiateLevel(std::string levelPath)
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{
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2014-01-16 11:40:29 +01:00
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}
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void Level::InitiateLevel(float radius)
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{
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2014-01-29 14:33:21 +01:00
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2014-01-29 13:18:17 +01:00
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// add level sphere
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2014-01-21 14:28:27 +01:00
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API::SphericalBodyDescription sbDesc;
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sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1);
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sbDesc.ignoreGravity = true;
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2014-01-30 15:12:53 +01:00
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sbDesc.radius = 300;
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2014-01-21 14:28:27 +01:00
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sbDesc.mass = 10e12f;
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2014-01-23 09:14:04 +01:00
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2014-01-21 14:28:27 +01:00
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ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release();
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2014-01-28 15:04:25 +01:00
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2014-01-21 14:28:27 +01:00
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ICustomBody::State state;
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rigidBody->GetState(state);
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2014-01-29 13:18:17 +01:00
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state.SetRestitutionCoeff(0.01);
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2014-01-21 14:28:27 +01:00
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rigidBody->SetState(state);
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2014-01-29 14:33:21 +01:00
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levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD);
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2014-01-28 15:04:25 +01:00
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rigidBody->SetCustomTag(levelObj);
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2014-01-28 15:44:32 +01:00
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2014-01-30 15:12:53 +01:00
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// add box
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2014-01-27 14:43:39 +01:00
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API::SimpleBodyDescription sbDesc_TestBox;
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2014-01-31 09:12:15 +01:00
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(4,320,0,0);
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2014-01-27 14:43:39 +01:00
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sbDesc_TestBox.ignoreGravity = false;
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sbDesc_TestBox.mass = 10;
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2014-01-29 13:18:17 +01:00
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sbDesc_TestBox.size = Oyster::Math::Float4(0.5f,0.5f,0.5f,0);
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2014-01-28 15:04:25 +01:00
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2014-01-27 13:54:57 +01:00
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ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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2014-01-28 15:04:25 +01:00
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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2014-01-29 14:33:21 +01:00
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testBox = new DynamicObject(rigidBody_TestBox, OBJECT_TYPE::OBJECT_TYPE_BOX);
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2014-01-28 15:04:25 +01:00
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rigidBody_TestBox->SetCustomTag(testBox);
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rigidBody_TestBox->GetState(state);
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2014-01-31 09:39:44 +01:00
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state.ApplyLinearImpulse(Oyster::Math::Float3(0,20,0));
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2014-01-28 15:04:25 +01:00
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rigidBody_TestBox->SetState(state);
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2014-01-29 13:18:17 +01:00
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// add gravitation
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2014-01-28 15:04:25 +01:00
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API::Gravity gravityWell;
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2014-01-21 14:28:27 +01:00
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gravityWell.gravityType = API::Gravity::GravityType_Well;
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2014-01-30 15:12:53 +01:00
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gravityWell.well.mass = 1e15f;
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2014-01-21 14:28:27 +01:00
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gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
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API::Instance().AddGravity(gravityWell);
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2013-12-13 11:06:03 +01:00
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}
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2013-12-18 08:30:58 +01:00
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void Level::AddPlayerToTeam(Player *player, int teamID)
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{
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2014-01-20 15:47:52 +01:00
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this->teamManager.AddPlayerToTeam(player,teamID);
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2013-12-18 08:30:58 +01:00
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}
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void Level::CreateTeam(int teamSize)
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{
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2014-01-20 15:47:52 +01:00
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this->teamManager.CreateTeam(teamSize);
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2013-12-18 08:30:58 +01:00
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}
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void Level::RespawnPlayer(Player *player)
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{
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2014-01-20 15:47:52 +01:00
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this->teamManager.RespawnPlayerRandom(player);
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2013-12-18 08:30:58 +01:00
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}
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2014-01-28 15:04:25 +01:00
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Object* Level::GetObj( int ID) const
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{
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2014-01-29 13:18:17 +01:00
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if( ID == 0 )
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return (Object*)levelObj;
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else
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return (Object*)testBox;
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2014-01-28 15:04:25 +01:00
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}
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void Level::PhysicsOnMoveLevel(const ICustomBody *object)
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{
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// function call from physics update when object was moved
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Object* temp = (Object*)object->GetCustomTag();
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}
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