Danbias/Code/Game/GameLogic/Level.cpp

336 lines
13 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::BoundingVolumeBase* 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;
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++;
// add jumppad
ICustomBody* rigidBody_Jumppad = API::Instance().AddCollisionBox(Oyster::Math::Float3(1, 1, 1), Oyster::Math::Float4(0, 0, 0, 1), Oyster::Math::Float3(4, 600.3, 0), 5, 0.5f, 0.8f, 0.6f);
this->staticObjects.Push(new JumpPad(rigidBody_Jumppad, JumpPad::JumpPadActivated, ObjectSpecialType_JumpPad, Oyster::Math::Float3(0,2000,0)));
rigidBody_Jumppad->SetCustomTag(this->staticObjects[1]);
this->staticObjects[1]->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);
}