#include "Level.h" #include "CollisionManager.h" using namespace GameLogic; using namespace Utility::DynamicMemory; using namespace Oyster::Physics; Level::Level(void) { } Level::~Level(void) { } void Level::InitiateLevel(std::string levelPath) { } void Level::InitiateLevel(float radius) { float heading = Utility::Value::Radian(180.0f); float attitude = Utility::Value::Radian(0.0f); float bank = Utility::Value::Radian(0); double c1 = cos(heading/2); double s1 = sin(heading/2); double c2 = cos(attitude/2); double s2 = sin(attitude/2); double c3 = cos(bank/2); double s3 = sin(bank/2); double c1c2 = c1*c2; double s1s2 = s1*s2; double w =c1c2*c3 - s1s2*s3; double x =c1c2*s3 + s1s2*c3; double y =s1*c2*c3 + c1*s2*s3; double z =c1*s2*c3 - s1*c2*s3; double angle = 2 * acos(w); double norm = x*x+y*y+z*z; if (norm < 0.001) { // when all euler angles are zero angle =0 so // we can set axis to anything to avoid divide by zero x=1; y=z=0; } else { norm = sqrt(norm); x /= norm; y /= norm; z /= norm; } // add level sphere ICustomBody* rigidBody = API::Instance().AddCollisionSphere(599.2f, Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(0, 0, 0), 0); ICustomBody::State state; rigidBody->GetState(state); state.restitutionCoeff = 0.2f; rigidBody->SetState(state); levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD); 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, 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 += 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); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_Crystal->SetCustomTag(this->dynamicObjects[nrOfBoxex]); // add house ICustomBody* rigidBody_House =API::Instance().AddCollisionBox(Oyster::Math::Float3(0.5f, 0.5f, 0.5f), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(10, 905, 0), 0); this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC)); rigidBody_House->SetCustomTag(this->staticObjects[0]); } 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(); }