Danbias/Code/Game/GameLogic/Level.cpp

338 lines
12 KiB
C++

#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<Utility::DynamicMemory::SmartPointer<ObjectTypeHeader>> 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);
}