#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::BoundingVolumeBase* 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; int staticObjCount = 0; int dynamicObjCount = 0; Oyster::Math::Float3 rigidWorldPos; Oyster::Math::Float4 rigidWorldRotation; float rigidBodyMass; float rigidBodyRadius; Oyster::Math::Float3 rigidBodySize; 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::BoundingVolumeBase* staticObjPhysicData = ((ObjectHeader*)obj); staticObjData->ModelFile; ICustomBody* rigidBody_Static = NULL; // collision shape // radius, rotation in world, position in world, mass, restitution, static and dynamic friction if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)staticObjData->position + (Oyster::Math::Float3)staticObjData->boundingVolume.sphere.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * staticObjData->scale; //offset the rigidRotation from modelspace to worldspace; rigidWorldRotation = (Oyster::Math::Float4)staticObjData->rotation + (Oyster::Math::Float4)staticObjData->boundingVolume.sphere.rotation; //mass scaled rigidBodyMass = staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] * staticObjData->boundingVolume.sphere.mass; //Radius scaled rigidBodyRadius = (staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] / 3) * staticObjData->boundingVolume.sphere.radius; //create the rigid body rigidBody_Static = API::Instance().AddCollisionSphere( rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, staticObjData->boundingVolume.sphere.restitutionCoeff , staticObjData->boundingVolume.sphere.frictionCoeffStatic , staticObjData->boundingVolume.sphere.frictionCoeffDynamic); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Box) { //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)staticObjData->position + (Oyster::Math::Float3)staticObjData->boundingVolume.box.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * staticObjData->scale; //offset the rigidRotation from modelspace to worldspace; rigidWorldRotation = (Oyster::Math::Float4)staticObjData->rotation + (Oyster::Math::Float4)staticObjData->boundingVolume.box.rotation; //mass scaled rigidBodyMass = staticObjData->scale[0] * staticObjData->scale[1] * staticObjData->scale[2] * staticObjData->boundingVolume.box.mass; //size scaled rigidBodySize = (Oyster::Math::Float3)staticObjData->boundingVolume.box.size * (Oyster::Math::Float3)staticObjData->scale; //create the rigid body rigidBody_Static = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, staticObjData->boundingVolume.box.restitutionCoeff , staticObjData->boundingVolume.box.frictionCoeffStatic , staticObjData->boundingVolume.box.frictionCoeffDynamic); } else if(staticObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) { } // add rigidbody to the logical obj // Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this // set object_type to objID if(rigidBody_Static != NULL) { this->staticObjects.Push(new StaticObject(rigidBody_Static, Object::DefaultCollisionAfter, (ObjectSpecialType)staticObjData->specialTypeID)); this->staticObjects[staticObjCount]->objectID = modelCount++; rigidBody_Static->SetCustomTag(this->staticObjects[staticObjCount]); } } break; case ObjectType::ObjectType_Dynamic: { ObjectHeader* dynamicObjData = ((ObjectHeader*)obj); dynamicObjData->ModelFile; ICustomBody* rigidBody_Dynamic = NULL; // collision shape // radius, rotation in world, position in world, mass, restitution, static and dynamic friction if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Sphere) { //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)dynamicObjData->position + (Oyster::Math::Float3)dynamicObjData->boundingVolume.sphere.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * dynamicObjData->scale; //offset the rigidRotation from modelspace to worldspace; rigidWorldRotation = (Oyster::Math::Float4)dynamicObjData->rotation + (Oyster::Math::Float4)dynamicObjData->boundingVolume.sphere.rotation; //mass scaled rigidBodyMass = dynamicObjData->scale[0] * dynamicObjData->scale[1] * dynamicObjData->scale[2] * dynamicObjData->boundingVolume.sphere.mass; //size scaled rigidBodyRadius = (dynamicObjData->scale[0] * dynamicObjData->scale[1] * dynamicObjData->scale[2] / 3) * dynamicObjData->boundingVolume.sphere.radius; //create the rigid body rigidBody_Dynamic = API::Instance().AddCollisionBox(rigidBodyRadius , rigidWorldRotation , rigidWorldPos , rigidBodyMass, dynamicObjData->boundingVolume.sphere.restitutionCoeff , dynamicObjData->boundingVolume.sphere.frictionCoeffStatic , dynamicObjData->boundingVolume.sphere.frictionCoeffDynamic); } else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Box) { //offset the rigidPosition from modelspace to worldspace; rigidWorldPos = (Oyster::Math::Float3)dynamicObjData->position + (Oyster::Math::Float3)dynamicObjData->boundingVolume.box.position; //scales the position so the collision geomentry is in the right place rigidWorldPos = rigidWorldPos * dynamicObjData->scale; //offset the rigidRotation from modelspace to worldspace; rigidWorldRotation = (Oyster::Math::Float4)dynamicObjData->rotation + (Oyster::Math::Float4)dynamicObjData->boundingVolume.box.rotation; //mass scaled rigidBodyMass = dynamicObjData->scale[0] * dynamicObjData->scale[1] * dynamicObjData->scale[2] * dynamicObjData->boundingVolume.box.mass; //size scaled rigidBodySize = (Oyster::Math::Float3)dynamicObjData->boundingVolume.box.size * (Oyster::Math::Float3)dynamicObjData->scale; //create the rigid body rigidBody_Dynamic = API::Instance().AddCollisionBox(rigidBodySize , rigidWorldRotation , rigidWorldPos , rigidBodyMass, dynamicObjData->boundingVolume.box.restitutionCoeff , dynamicObjData->boundingVolume.box.frictionCoeffStatic , dynamicObjData->boundingVolume.box.frictionCoeffDynamic); } else if(dynamicObjData->boundingVolume.geoType == CollisionGeometryType_Cylinder) { } // add rigidbody to the logical obj // Object::DefaultCollisionBefore, Object::DefaultCollisionAfter for now, gamelogic will take care of this // set object_type to objID if(rigidBody_Dynamic != NULL) { this->dynamicObjects.Push(new DynamicObject(rigidBody_Dynamic , Object::DefaultCollisionAfter, (ObjectSpecialType)dynamicObjData->specialTypeID)); this->dynamicObjects[dynamicObjCount]->objectID = modelCount++; rigidBody_Dynamic->SetCustomTag(this->dynamicObjects[dynamicObjCount]); } } 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++; } 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); }