#include "Level.h" #include "CollisionManager.h" #include "Game.h" using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; Level::Level(void) { } Level::~Level(void) { delete this->levelObj; this->levelObj = NULL; } Object* Level::createGameObj(ObjectHeader* obj, ICustomBody* rigidBody) { Object* gameObj =NULL; switch ((ObjectSpecialType)obj->specialTypeID) { case ObjectSpecialType_None: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_Sky: { float skySize = ((SkyAttributes*)obj)->skySize; gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_World: { API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); // could balance gravitation with the world size float worldSize = ((WorldAttributes*)obj)->worldSize; float atmosphereSize = ((WorldAttributes*)obj)->atmoSphereSize; gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_Building: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } case ObjectSpecialType_Stone: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_StandarsBox: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_RedExplosiveBox: { int dmg = 50; //gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_RedExplosiveBox); gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; //case ObjectSpecialType_BlueExplosiveBox: // int dmg = 70; // gameObj = new ExplosiveBox(rigidBody, ObjectSpecialType_BlueExplosiveBox); // break; case ObjectSpecialType_SpikeBox: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_Spike: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_CrystalFormation: { int dmg = 50; //gameObj = new Crystal(rigidBody); gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_CrystalShard: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_JumpPad: { float power = ((JumpPadAttributes*)obj)->power; Oyster::Math::Float3 dir = ((JumpPadAttributes*)obj)->direction; //gameObj = JumpPad(rigidBody, ); gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_Portal: { Oyster::Math::Float3 destination = ((PortalAttributes*)obj)->destination; gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_SpawnPoint: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_Player: { gameObj = new DynamicObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; case ObjectSpecialType_Generic: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; default: { gameObj = new StaticObject(rigidBody, Object::DefaultCollisionAfter, (ObjectSpecialType)obj->specialTypeID); } break; } return gameObj; } ICustomBody* Level::InitRigidBodyCube( const ObjectHeader* obj) { ICustomBody* rigidBody = NULL; Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; Oyster::Math::Float3 rigidBodySize; //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.box.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * obj->scale; //offset the rigidRotation from modelspace to worldspace; Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]); Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); //mass scaled rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.box.mass; //size scaled rigidBodySize = (Oyster::Math::Float3)obj->boundingVolume.box.size * (Oyster::Math::Float3)obj->scale; //create the rigid body rigidBody = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.box.restitutionCoeff , obj->boundingVolume.box.frictionCoeffStatic , obj->boundingVolume.box.frictionCoeffDynamic); return rigidBody; } ICustomBody* Level::InitRigidBodySphere( const ObjectHeader* obj) { ICustomBody* rigidBody = NULL; Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; float rigidBodyRadius; //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)obj->position + (Oyster::Math::Float3)obj->boundingVolume.sphere.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * obj->scale; //offset the rigidRotation from modelspace to worldspace; Oyster::Math::Quaternion worldPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->rotation[0],obj->rotation[1],obj->rotation[2]), obj->rotation[3]); Oyster::Math::Quaternion physicsPosQuaternion = Oyster::Math::Quaternion(Oyster::Math::Float3(obj->boundingVolume.sphere.rotation[0],obj->boundingVolume.sphere.rotation[1],obj->boundingVolume.sphere.rotation[2]), obj->boundingVolume.sphere.rotation[3]); Oyster::Math::Quaternion rigidWorldQuaternion = worldPosQuaternion * physicsPosQuaternion; rigidWorldRotation = Oyster::Math::Float4(rigidWorldQuaternion); //mass scaled rigidBodyMass = obj->scale[0] * obj->scale[1] * obj->scale[2] * obj->boundingVolume.sphere.mass; //Radius scaled //rigidBodyRadius = (staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius; rigidBodyRadius = (obj->scale[0] * obj->scale[1] * obj->scale[2]) * obj->boundingVolume.sphere.radius; //create the rigid body rigidBody = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, obj->boundingVolume.sphere.restitutionCoeff , obj->boundingVolume.sphere.frictionCoeffStatic , obj->boundingVolume.sphere.frictionCoeffDynamic); return rigidBody; } void Level::InitiateLevel(std::string levelPath) { LevelLoader ll; std::vector> objects; objects = ll.LoadLevel(levelPath); API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); int objCount = objects.size(); int modelCount = 100; for (int i = 0; i < objCount; i++) { ObjectTypeHeader* obj = objects.at(i); int id = obj->typeID; switch (obj->typeID) { case ObjectType::ObjectType_LevelMetaData: { LevelMetaData* LevelObjData = ((LevelMetaData*)obj); std::string levelName = LevelObjData->levelName; // LevelObjData->worldSize; } break; case ObjectType::ObjectType_Static: { ObjectHeader* staticObjData = ((ObjectHeader*)obj); staticObjData->ModelFile; ICustomBody* rigidBody_Static = NULL; // collision shape if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { rigidBody_Static = InitRigidBodySphere(staticObjData); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box) { rigidBody_Static = InitRigidBodySphere(staticObjData); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) { //rigidBody_Static = InitRigidBodyCylinder(staticObjData); } if(rigidBody_Static != NULL) { // create game object Object* staticGameObj = createGameObj(staticObjData, rigidBody_Static); if(staticGameObj != NULL) { this->staticObjects.Push((StaticObject*)staticGameObj); this->staticObjects[this->staticObjects.Size()-1]->objectID = modelCount++; rigidBody_Static->SetCustomTag(this->staticObjects[this->staticObjects.Size()-1]); } } } break; case ObjectType::ObjectType_Dynamic: { ObjectHeader* dynamicObjData = ((ObjectHeader*)obj); dynamicObjData->ModelFile; ICustomBody* rigidBody_Dynamic = NULL; // collision shape if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { rigidBody_Dynamic = InitRigidBodySphere(dynamicObjData); } else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box) { rigidBody_Dynamic = InitRigidBodyCube(dynamicObjData); } else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) { //rigidBody_Dynamic = InitRigidBodyCylinder(dynamicObjData); } if(rigidBody_Dynamic != NULL) { // create game object Object* dynamicGameObj = createGameObj(dynamicObjData, rigidBody_Dynamic); if (dynamicGameObj != NULL) { this->dynamicObjects.Push((DynamicObject*)dynamicGameObj); this->dynamicObjects[this->dynamicObjects.Size()-1]->objectID = modelCount++; rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[this->dynamicObjects.Size()-1]); } } } break; case ObjectType::ObjectType_Light: // read on client break; default: break; } } } void Level::InitiateLevel(float radius) { API::Instance().SetGravityPoint(Oyster::Math3D::Float3(0,0,0)); API::Instance().SetGravity(200); int idCount = 100; // add level sphere 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); levelObj = new StaticObject(rigidBody, LevelCollisionAfter, ObjectSpecialType_World); this->levelObj->objectID = idCount++; rigidBody->SetCustomTag(levelObj); ICustomBody* rigidBody_TestBox; int nrOfBoxex = 5; int offset = 0; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = 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); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox)); this->dynamicObjects[i]->objectID = idCount++; rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); } /*offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0,5, -605 -( i*5)), 5); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); } offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(200, 620 + ( i*7), 0), 5); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i+offset]); } offset += nrOfBoxex; for(int i =0; i< nrOfBoxex; i ++) { rigidBody_TestBox = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(5, 605 + i*5, 0), 5); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[i]); }*/ // add crystal ICustomBody* rigidBody_Crystal = API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 605, 0), 5, 0.5f, 0.8f, 0.6f); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal, Object::DefaultCollisionAfter, ObjectSpecialType_StandarsBox)); rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]); this->dynamicObjects[nrOfBoxex]->objectID = idCount++; // add house ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(20, 20, 20), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(-50, 590, 0), 0, 0.5f, 0.8f, 0.6f); this->staticObjects.Push(new StaticObject(rigidBody_House, Object::DefaultCollisionAfter, ObjectSpecialType_Generic)); rigidBody_House->SetCustomTag(this->staticObjects[0]); this->staticObjects[0]->objectID = idCount++; // add jumppad ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f); this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, ObjectSpecialType_JumpPad, Oyster::Math::Float3(0,2000,0))); rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]); this->staticObjects[1]->objectID = idCount++; } void Level::AddPlayerToTeam(Player *player, int teamID) { this->teamManager.AddPlayerToTeam(player,teamID); } void Level::CreateTeam(int teamSize) { this->teamManager.CreateTeam(teamSize); } void Level::RespawnPlayer(Player *player) { 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); }