#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; } void Level::parseObjectType(ObjectTypeHeader* obj) { /*switch (obj->objectTypeID) { case skySphere: // save the skysphere to be able to rotate it break; case jumppad: // save direction break; case portal: // save portal destination break; case world: // add gravitation well here // add outer limit of the world case spawn: // save spawnpoint pos break; default: break; }*/ } void Level::parsePhysicsObj(LevelLoaderInternal::PhysicsObject* obj) { // offset physObj med modelObj } void Level::InitiateLevel(std::string levelPath) { LevelLoader ll; std::vector> objects; objects = ll.LoadLevel(levelPath); int objCount = objects.size(); int modelCount = 0; 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); LevelLoaderInternal::PhysicsObject* staticObjPhysicData = ((ObjectHeader*)obj); staticObjData->ModelFile; 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); // ////sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass); // //sbDesc_Static.mass = staticObjPhysicData->mass; // //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; case ObjectType::ObjectType_Dynamic: { ObjectHeader* staticObjData = ((ObjectHeader*)obj); LevelLoaderInternal::PhysicsObject* staticObjPhysicData = ((ObjectHeader*)obj); staticObjData->ModelFile; ICustomBody* rigidBody_Dynamic; //if( staticObjPhysicData->geometryType = CollisionGeometryType_Box) //{ // //API::Instance().AddCollisionBox() // //API::SimpleBodyDescription sbDesc_Dynamic; // //sbDesc_Dynamic.centerPosition = staticObjData->position; // //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); // ////sbDesc_Static.inertiaTensor.Cuboid(staticObjPhysicData->mass); // //sbDesc_Dynamic.mass = staticObjPhysicData->mass; // //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; case ObjectType::ObjectType_Light: // read on client break; default: break; } } } 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; } 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); ICustomBody::State state; rigidBody->GetState(state); state.restitutionCoeff = 0.2f; rigidBody->SetState(state); levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_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); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); 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); //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(); ((Game*)&Game::Instance())->onMoveFnc(temp); }