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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2014-02-05 11:46:04 +01:00
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float heading = Utility::Value::Radian(180.0f);
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float attitude = Utility::Value::Radian(0.0f);
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float bank = Utility::Value::Radian(0);
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double c1 = cos(heading/2);
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double s1 = sin(heading/2);
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double c2 = cos(attitude/2);
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double s2 = sin(attitude/2);
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double c3 = cos(bank/2);
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double s3 = sin(bank/2);
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double c1c2 = c1*c2;
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double s1s2 = s1*s2;
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double w =c1c2*c3 - s1s2*s3;
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double x =c1c2*s3 + s1s2*c3;
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double y =s1*c2*c3 + c1*s2*s3;
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double z =c1*s2*c3 - s1*c2*s3;
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double angle = 2 * acos(w);
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double norm = x*x+y*y+z*z;
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if (norm < 0.001) { // when all euler angles are zero angle =0 so
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// we can set axis to anything to avoid divide by zero
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x=1;
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y=z=0;
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} else {
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norm = sqrt(norm);
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x /= norm;
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y /= norm;
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z /= norm;
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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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2014-02-07 15:38:53 +01:00
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sbDesc.radius = 600;
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2014-02-07 16:01:43 +01:00
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sbDesc.mass = 70;
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2014-02-04 10:29:02 +01:00
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sbDesc.frictionCoeff_Static = 0;
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sbDesc.frictionCoeff_Dynamic = 0;
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2014-02-05 11:46:04 +01:00
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//sbDesc.rotation =
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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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2014-01-31 16:33:16 +01:00
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state.SetRestitutionCoeff(0.2);
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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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2014-02-04 16:08:28 +01:00
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//this->dynamicObjects = new DynamicArray< DynamicObject>;
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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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2014-02-07 11:43:18 +01:00
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,1);
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2014-01-27 14:43:39 +01:00
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sbDesc_TestBox.ignoreGravity = false;
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2014-02-03 10:42:40 +01:00
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2014-02-07 16:01:43 +01:00
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sbDesc_TestBox.mass = 15;
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sbDesc_TestBox.size = Oyster::Math::Float4(1, 1, 1, 0);
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sbDesc_TestBox.inertiaTensor.Cuboid(15, 1, 1, 1);
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2014-02-03 10:42:40 +01:00
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2014-01-28 15:04:25 +01:00
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2014-02-05 11:46:04 +01:00
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ICustomBody* rigidBody_TestBox;
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int nrOfBoxex = 5;
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2014-02-05 15:54:48 +01:00
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int offset = 0;
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2014-02-05 11:46:04 +01:00
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for(int i =0; i< nrOfBoxex; i ++)
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{
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2014-02-07 15:38:53 +01:00
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(0,605 + i*5,5,1);
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2014-02-05 11:46:04 +01:00
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
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}
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2014-02-05 15:54:48 +01:00
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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2014-02-07 15:38:53 +01:00
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(-20,620, -200 +( i*7),0);
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2014-02-05 15:54:48 +01:00
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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2014-02-07 15:38:53 +01:00
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(200,620 + ( i*7),0,0);
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2014-02-05 15:54:48 +01:00
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]);
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}
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offset += nrOfBoxex;
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for(int i =0; i< nrOfBoxex; i ++)
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{
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2014-02-07 15:38:53 +01:00
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sbDesc_TestBox.centerPosition = Oyster::Math::Float4(5,605 + i*5,0,0);
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2014-02-05 15:54:48 +01:00
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rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release();
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rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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2014-02-06 21:15:28 +01:00
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rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]);
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2014-02-05 15:54:48 +01:00
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}
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2014-02-05 11:46:04 +01:00
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2014-01-29 14:33:21 +01:00
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2014-02-04 16:08:28 +01:00
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// add crystal
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API::SimpleBodyDescription sbDesc_Crystal;
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2014-02-07 15:38:53 +01:00
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sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 605, 0, 1);
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2014-02-04 16:08:28 +01:00
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sbDesc_Crystal.ignoreGravity = false;
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2014-02-07 16:01:43 +01:00
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sbDesc_Crystal.mass = 15;
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sbDesc_Crystal.size = Oyster::Math::Float3(1, 2, 1);
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sbDesc_Crystal.inertiaTensor.Cuboid(15, 1, 2, 1);
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2014-02-04 16:08:28 +01:00
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ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release();
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rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel);
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this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
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2014-02-05 11:46:04 +01:00
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rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]);
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2014-02-04 16:08:28 +01:00
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// add house
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API::SimpleBodyDescription sbDesc_House;
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2014-02-05 15:54:48 +01:00
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//sbDesc_House.centerPosition = Oyster::Math::Float4(212, 212, 0, 0);
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2014-02-07 15:38:53 +01:00
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sbDesc_House.centerPosition = Oyster::Math::Float4(-50, 690, 0, 1);
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2014-02-04 16:08:28 +01:00
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sbDesc_House.ignoreGravity = false;
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2014-02-05 15:54:48 +01:00
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sbDesc_House.rotation = Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
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2014-02-06 21:15:28 +01:00
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sbDesc_House.mass = 90;
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sbDesc_House.size = Oyster::Math::Float3(40,40,40);
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2014-02-04 16:08:28 +01:00
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ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release();
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rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel);
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this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
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rigidBody_House->SetCustomTag(this->staticObjects[0]);
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2014-02-05 15:54:48 +01:00
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rigidBody_House->GetState(state);
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Oyster::Math::Float4x4 world = state.GetOrientation();
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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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2014-02-04 16:08:28 +01:00
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gravityWell.well.mass = 1e17f;
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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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2014-02-05 11:46:04 +01:00
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int Level::getNrOfDynamicObj()
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{
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return this->dynamicObjects.Size();
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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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2014-02-04 16:08:28 +01:00
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for (int i = 0; i< this->dynamicObjects.Size(); i++)
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{
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if(this->dynamicObjects[i]->GetID() == ID)
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return this->dynamicObjects[i];
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}
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return NULL;
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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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