#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) { // add level sphere API::SphericalBodyDescription sbDesc; sbDesc.centerPosition = Oyster::Math::Float4(0,0,0,1); sbDesc.ignoreGravity = true; sbDesc.radius = 300; sbDesc.mass = 10e12f; sbDesc.frictionCoeff_Static = 0; sbDesc.frictionCoeff_Dynamic = 0; ICustomBody* rigidBody = API::Instance().CreateRigidBody(sbDesc).Release(); ICustomBody::State state; rigidBody->GetState(state); state.SetRestitutionCoeff(0.2); rigidBody->SetState(state); levelObj = new StaticObject(rigidBody, LevelCollisionBefore, LevelCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_WORLD); rigidBody->SetCustomTag(levelObj); //this->dynamicObjects = new DynamicArray< DynamicObject>; // add box API::SimpleBodyDescription sbDesc_TestBox; sbDesc_TestBox.centerPosition = Oyster::Math::Float4(10,320,0,0); sbDesc_TestBox.ignoreGravity = false; sbDesc_TestBox.mass = 50; sbDesc_TestBox.size = Oyster::Math::Float4(2,2,2,0); ICustomBody* rigidBody_TestBox = API::Instance().CreateRigidBody(sbDesc_TestBox).Release(); rigidBody_TestBox->SetSubscription(Level::PhysicsOnMoveLevel); this->dynamicObjects.Push(new DynamicObject(rigidBody_TestBox,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_TestBox->SetCustomTag(this->dynamicObjects[0]); rigidBody_TestBox->GetState(state); state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0)); rigidBody_TestBox->SetState(state); // add crystal API::SimpleBodyDescription sbDesc_Crystal; sbDesc_Crystal.centerPosition = Oyster::Math::Float4(10, 305, 0, 0); sbDesc_Crystal.ignoreGravity = false; sbDesc_Crystal.mass = 70; sbDesc_Crystal.size = Oyster::Math::Float4(2,3,2,0); ICustomBody* rigidBody_Crystal = API::Instance().CreateRigidBody(sbDesc_Crystal).Release(); rigidBody_Crystal->SetSubscription(Level::PhysicsOnMoveLevel); this->dynamicObjects.Push(new DynamicObject(rigidBody_Crystal,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_BOX)); rigidBody_Crystal->SetCustomTag(this->dynamicObjects[1]); rigidBody_Crystal->GetState(state); state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0)); rigidBody_Crystal->SetState(state); // add house API::SimpleBodyDescription sbDesc_House; sbDesc_House.centerPosition = Oyster::Math::Float4(50, 300, 0, 0); sbDesc_House.ignoreGravity = false; sbDesc_House.mass = 70; sbDesc_House.size = Oyster::Math::Float4(2,3,2,0); ICustomBody* rigidBody_House = API::Instance().CreateRigidBody(sbDesc_House).Release(); rigidBody_House->SetSubscription(Level::PhysicsOnMoveLevel); this->staticObjects.Push(new StaticObject(rigidBody_House,Object::DefaultCollisionBefore, Object::DefaultCollisionAfter, OBJECT_TYPE::OBJECT_TYPE_GENERIC)); rigidBody_House->SetCustomTag(this->staticObjects[0]); rigidBody_House->GetState(state); state.ApplyLinearImpulse(Oyster::Math::Float3(0,0,0)); rigidBody_House->SetState(state); // add gravitation 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); } 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); } 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(); }