GL - base for lvl loading

This commit is contained in:
lindaandersson 2014-02-11 09:17:16 +01:00
parent f473136ae1
commit 489115840d
2 changed files with 22 additions and 106 deletions

View File

@ -285,8 +285,8 @@ void GameState::InitiatePlayer(int id, std::wstring modelName, Oyster::Math::Flo
modelData.visible = true; modelData.visible = true;
//modelData.world = world; //modelData.world = world;
modelData.position = Oyster::Math::Float3(world[12], world[13], world[14]); modelData.position = Oyster::Math::Float3(world[12], world[13], world[14]);
modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(2,2,-2), 1); modelData.rotation = Oyster::Math::Quaternion(Oyster::Math::Float3(0,0,0), 1);
modelData.scale = Oyster::Math::Float3(2,2,2); modelData.scale = Oyster::Math::Float3(1,1,1);
modelData.modelPath = modelName; modelData.modelPath = modelName;
modelData.id = myId; modelData.id = myId;
@ -565,7 +565,9 @@ void GameState::Protocol( ObjPos* pos )
{ {
if(dynamicObjects[i]->GetId() == pos->object_ID) if(dynamicObjects[i]->GetId() == pos->object_ID)
{ {
dynamicObjects[i]->setWorld(world);
dynamicObjects[i]->setPos(Float3(world[12], world[13], world[14]));
if(dynamicObjects[i]->GetId() == myId) // playerobj if(dynamicObjects[i]->GetId() == myId) // playerobj
{ {

View File

@ -51,6 +51,8 @@ void Level::InitiateLevel(std::string levelPath)
objects = ll.LoadLevel(levelPath); objects = ll.LoadLevel(levelPath);
int objCount = objects.size(); int objCount = objects.size();
int modelCount = 0; int modelCount = 0;
int staticObjCount = 0;
int dynamicObjCount = 0;
for (int i = 0; i < objCount; i++) for (int i = 0; i < objCount; i++)
{ {
ObjectTypeHeader* obj = objects.at(i); ObjectTypeHeader* obj = objects.at(i);
@ -71,121 +73,33 @@ void Level::InitiateLevel(std::string levelPath)
//LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj); //LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj);
staticObjData->ModelFile; staticObjData->ModelFile;
ICustomBody* rigidBody_Static; ICustomBody* rigidBody_Static;
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Box)
//{
// //API::SimpleBodyDescription sbDesc_Static;
// //sbDesc_Static.centerPosition = staticObjData->position;
// //sbDesc_Static.ignoreGravity = false; // because it is static
// //sbDesc_Static.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
// collision shape
// radius, rotation in world, position in world, mass, restitution, static and dynamic friction
ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0, 0.5f, 0.8f, 0.6f);
// add rigidbody to the logical obj
// Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this
// set object_type to objID
this->staticObjects.Push(new StaticObject(rigidBody,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
// ////sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass); this->staticObjects[staticObjCount]->objectID = modelCount++;
// //sbDesc_Static.mass = staticObjPhysicData->mass; rigidBody->SetCustomTag(this->staticObjects[staticObjCount]);
// //sbDesc_Static.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
// //sbDesc_Static.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
// ////sbDesc_Static.restitutionCoeff =
// //sbDesc_Static.size = Oyster::Math::Float3(40,40,40);
// //rigidBody_Static = API::Instance().CreateRigidBody(sbDesc_Static).Release();
// //if(rigidBody_Static)
// //{
// // this->staticObjects.Push(new StaticObject(rigidBody_Static,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
// // int id = this->staticObjects.Size()-1;
// // rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
// //}
//}
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Sphere)
//{
// //API::SphericalBodyDescription sbDesc_Static;
// //sbDesc_Static.centerPosition = staticObjData->position;
// //sbDesc_Static.ignoreGravity = true; // because it is static
// //sbDesc_Static.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
// ////sbDesc_Static.inertiaTensor.Sphere(staticObjPhysicData->mass);
// //sbDesc_Static.mass = staticObjPhysicData->mass;
// //sbDesc_Static.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
// //sbDesc_Static.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
// ////sbDesc_Static.restitutionCoeff =
// ////sbDesc_Static.radius =
// //rigidBody_Static = API::Instance().CreateRigidBody(sbDesc_Static).Release();
// if(rigidBody_Static)
// {
// this->staticObjects.Push(new StaticObject(rigidBody_Static,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
// int id = this->staticObjects.Size()-1;
// rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]);
// }
// if (OBJECT_TYPE::OBJECT_TYPE_WORLD)
// {
// /*API::Gravity gravityWell;
// gravityWell.gravityType = API::Gravity::GravityType_Well;
// gravityWell.well.mass = 1e17f;
// gravityWell.well.position = Oyster::Math::Float4(0,0,0,1);
// API::Instance().AddGravity(gravityWell);*/
// }
//}
} }
break; break;
case ObjectType::ObjectType_Dynamic: case ObjectType::ObjectType_Dynamic:
{ {
ObjectHeader* staticObjData = ((ObjectHeader*)obj); ObjectHeader* staticObjData = ((ObjectHeader*)obj);
//LevelLoaderInternal::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj);
staticObjData->ModelFile; staticObjData->ModelFile;
ICustomBody* rigidBody_Dynamic; ICustomBody* rigidBody_Dynamic;
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Box)
//{
// //API::Instance().AddCollisionBox()
// //API::SimpleBodyDescription sbDesc_Dynamic;
// //sbDesc_Dynamic.centerPosition = staticObjData->position; rigidBody_Dynamic = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 605 + i*5, 10), 5, 0.5f, 0.8f, 0.6f);
// //sbDesc_Dynamic.ignoreGravity = false; // because it is static
// //sbDesc_Dynamic.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX));
// ////sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass); this->dynamicObjects[dynamicObjCount]->objectID = modelCount++;
// //sbDesc_Dynamic.mass = staticObjPhysicData->mass; rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[dynamicObjCount]);
// //sbDesc_Dynamic.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
// //sbDesc_Dynamic.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
// ////sbDesc_Static.restitutionCoeff =
// //sbDesc_Dynamic.size = Oyster::Math::Float3(40,40,40);
// //rigidBody_Dynamic = API::Instance().CreateRigidBody(sbDesc_Dynamic).Release();
// //if(rigidBody_Dynamic)
// //{
// // rigidBody_Dynamic->SetSubscription(Level::PhysicsOnMoveLevel);
// // this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
// // int id = this->dynamicObjects.Size()-1;
// // rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
// //}
//}
//if( staticObjPhysicData->geometryType = CollisionGeometryType_Sphere)
//{
// //API::Instance().AddCollisionBox()
// //API::SphericalBodyDescription sbDesc_Dynamic;
// //sbDesc_Dynamic.centerPosition = staticObjData->position;
// //sbDesc_Dynamic.ignoreGravity = false; // use gravity on dynamic obj
// //sbDesc_Dynamic.rotation = Oyster::Math::Float3(staticObjData->rotation[0], staticObjData->rotation[1],staticObjData->rotation[2]);//Oyster::Math::Float3(0 ,Utility::Value::Radian(90.0f), 0);
// ////sbDesc_Static.inertiaTensor.Sphere(staticObjPhysicData->mass);
// //sbDesc_Dynamic.mass = staticObjPhysicData->mass;
// //sbDesc_Dynamic.frictionCoeff_Static = staticObjPhysicData->frictionCoeffStatic;
// //sbDesc_Dynamic.frictionCoeff_Dynamic = staticObjPhysicData->frictionCoeffDynamic;
// ////sbDesc_Static.restitutionCoeff =
// ////sbDesc_Static.radius =
// //rigidBody_Dynamic = API::Instance().CreateRigidBody(sbDesc_Dynamic).Release();
// //if(rigidBody_Dynamic)
// //{
// // rigidBody_Dynamic->SetSubscription(Level::PhysicsOnMoveLevel);
// // this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC));
// // int id = this->dynamicObjects.Size()-1;
// // rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]);
// //}
//}
} }
break; break;
case ObjectType::ObjectType_Light: case ObjectType::ObjectType_Light: