Saxum/level.cc

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#include "level.hh"
using namespace tinyxml2;
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Level::Level(std::string levelNum){
this->levelNum = levelNum;
this->terrain = Terrain(levelNum);
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skydomeSize = 50.0f;
}
Level::Level() {
}
Level::~Level() {
for(unsigned int i = 0; i<objects.size(); i++) {
delete(objects.at(i));
}
}
void Level::errorCheck(XMLError error){
if (error) {
printf("XMLError: ");
if (error == XML_WRONG_ATTRIBUTE_TYPE) {
printf("Wrong attribute type.\n");
}
else if (error == XML_NO_ATTRIBUTE) {
printf("No attribute.\n");
}
else if (error == XML_CAN_NOT_CONVERT_TEXT) {
printf("Can not convert text.\n");
}
else if (error == XML_NO_TEXT_NODE) {
printf("No text.\n");
}
else {
printf("Unknown error.\n");
}
}
}
void Level::load() {
XMLError error=XML_NO_ERROR;
this->physics = Physics();
this->physics.init();
// currently hard coded should later read this stuff out of a file
this->camera = Camera(glm::vec2(-0.8f, 0.0f), 3.0f);
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//Loading Objects via xml:
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XMLDocument* doc = new XMLDocument();
const char* xmlFile = ("../Levels/ObjectSetups/Level" + levelNum + ".xml").c_str();
doc->LoadFile(xmlFile);
if (doc->ErrorID()!=0){
printf("Could not open ObjectSetupXml!\n");
exit(-1);
}
XMLDocument* compositions = new XMLDocument();
const char* compositionsFile = "../Levels/ObjectSetups/Compositions.xml";
compositions->LoadFile(compositionsFile);
if (compositions->ErrorID()!=0){
printf("Could not open Compositions!\n");
exit(-1);
}
XMLElement* thisComposition = doc->FirstChildElement("composition");
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
int thisType = 0;
error = thisComposition->FirstChildElement("typeID")->QueryIntText(&thisType);
errorCheck(error);
XMLElement* composition = compositions->FirstChildElement("composition");
for(; composition; composition=composition->NextSiblingElement("composition")){
int compositionType = 0;
error = composition->FirstChildElement("typeID")->QueryIntText(&compositionType);
errorCheck(error);
if(thisType == compositionType){
XMLElement* object = composition->FirstChildElement("object");
for(; object; object=object->NextSiblingElement("object")){
const char* charModelPath = object->FirstChildElement("modelPath")->GetText();
if(charModelPath == NULL){
printf("XMLError: No modelPath found in object.\n");
}
std::string modelPath = charModelPath;
float scaleObj, scaleComp;
object->FirstChildElement("scale")->QueryFloatText(&scaleObj);
thisComposition->FirstChildElement("scale")->QueryFloatText(&scaleComp);
//Model model = Model(modelPath, scaleObj * scaleComp);
XMLElement* objectData = compositions->FirstChildElement("objectData");
for(; objectData; objectData=objectData->NextSiblingElement("objectData")){
const char* charDataModelPath = objectData->FirstChildElement("modelPath")->GetText();
if(charDataModelPath == NULL){
printf("XMLError: No modelPath found in objectData.\n");
}
std::string dataModelPath = charDataModelPath;
if(dataModelPath == modelPath){
float ambientFactor, diffuseFactor, specularFactor, shininess;
objectData->FirstChildElement("ambientFactor")->QueryFloatText(&ambientFactor);
objectData->FirstChildElement("diffuseFactor")->QueryFloatText(&diffuseFactor);
objectData->FirstChildElement("specularFactor")->QueryFloatText(&specularFactor);
objectData->FirstChildElement("shininess")->QueryFloatText(&shininess);
const char* charTexturePath = objectData->FirstChildElement("texturePath")->GetText();
if(charTexturePath == NULL){
printf("XMLError: No texturePath found in objectData.\n");
}
std::string texturePath = charTexturePath;
//Material material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
}
}
//TODO calculate position and rotation
//Object* object = new Object(model, material, position, rotation);
//objects.push_back(object);
//TODO if object has physics: physicObjects.push_back(object);
//TODO add object to physics
//if(compositionType == 20){
// cameraCenter = object;
//}
}
XMLElement* light = composition->FirstChildElement("light");
for(; light; light=light->NextSiblingElement("light")){
//TODO add lights
}
}
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}
}
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//add player
Model marbleModel = Model("marbleSmooth.obj", 0.75f);
Material marbleMaterial = Material("marbleTexture_small.png", 0.1f, 0.5f, 0.5f, 3.0f);
Object* object = new Object(marbleModel, marbleMaterial, glm::vec3(2.0f, 10.0f, 2.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(object);
physicObjects.push_back(object);
this->physics.addPlayer(1.25f,*object,8.0f,physicObjects.size());
cameraCenter = object;
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Model skydomeModel = Model("skydome.obj", skydomeSize);
Material skydomeMaterial = Material("skydome.png", 0.7f, 0.0f, 0.0f, 0.0f);
Object* skydomeObject = new Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(skydomeObject);
skydome = skydomeObject;
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Model torchModel = Model("torch.obj", 0.75f);
Material torchMaterial = Material("torchTexture.png", 0.1f, 0.3f, 0.7f, 10.0f);
//Create object
Object* torchObject = new Object(torchModel, torchMaterial, glm::vec3(-3.0f, 6.0f, 0.0f),
glm::vec3(0.0f, 1.0472f, 0.0f));
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objects.push_back(torchObject);
Model blockModel = Model("block.obj", 1.0f);
Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f);
Object* blockObject = new Object(blockModel, blockMaterial, glm::vec3(0.0f, 10.0f, 0.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(blockObject);
physicObjects.push_back(blockObject);
physics.addBox(1,3.0f,1,*blockObject,2,physicObjects.size());
Object* blockObject2 = new Object(blockModel, blockMaterial, glm::vec3(5.0f, 10.0f, 5.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(blockObject2);
physicObjects.push_back(blockObject2);
physics.addBox(1,3.0f,1,*blockObject2,2,physicObjects.size());
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Model columnModel = Model("column.obj", 1.0f);
Material columnMaterial = Material("columnTexture2.png", 0.1f, 0.6, 0.4f, 2.0f);
Object* columnObject = new Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f),
glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(columnObject);
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//make non physics objects
//set lighting parameters
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ambientLight = glm::vec3(1.0f, 1.0f, 1.0f);
fogColor = glm::vec4(0.10f, 0.14f, 0.14f, 1.0f);
directionalLight = Light(glm::vec3(-1.0f, 1.5f, 1.0f), glm::vec3(1.0f, 1.0f, 0.9f), 0.2f);
Light light = Light(glm::vec3(-3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 5.0f);
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lights.push_back(light);
Light light2 = Light(glm::vec3(3.0f, 7.0f, 0.0f), glm::vec3(1.0f, 1.0f, 1.0f), 10.0f);
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lights.push_back(light2);
// load terrain
this->terrain.load();
Model terrainModel = Model(this->terrain.getModel());
// load a texture:
Material terrainMaterial = Material("seamlessTerrain.png", 0.1f, 0.8f, 0.2f, 3.0f);
//Create object
Object* terrainObject = new Object(terrainModel, terrainMaterial,
glm::vec3(-0.5f*(float)this->terrain.getHeightmapHeight(), 0.0f, -0.5f*(float)this->terrain.getHeightmapWidth()),
glm::vec3(0.0f, 0.0f, 0.0f));
objects.push_back(terrainObject);
//addTerrainPhysic
physics.addTerrain(terrain.getHeightmapWidth(), terrain.getHeightmapHeight(), terrain.getHeightmap());
}
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass) {
for(unsigned int i = 0; i<objects.size(); i++) {
// do not project shadow of skydome
if(lightingPass || objects.at(i) != skydome) {
objects.at(i)->render(shader, lightingPass);
}
}
}
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void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPressed, bool sPressed, bool dPressed) {
// Ignore first two mouse updates, because they are incorrect
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// DON'T try to move this functionallity elsewhere
static int i = 0;
if (i <2) {
i++;
}
else {
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mouseDelta.x = -mouseDelta.x;
camera.updateRotation(mouseDelta/100.0f);
}
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float str = 20;
if(wPressed){
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physics.rollForward(camera.getVector(),str);
}
if(aPressed) {
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physics.rollLeft(camera.getVector(),str);
}
if(sPressed) {
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physics.rollBack(camera.getVector(),str);
}
if(dPressed){
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physics.rollRight(camera.getVector(),str);
}
physics.takeUpdateStep(runTime);
cameraCenter->setPosition(physics.getPos(0));
cameraCenter->setRotation(physics.getRotation(0));
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for(unsigned i = 0; i < physicObjects.size();i++)
{
physicObjects[i]->setPosition(physics.getPos(i));
physicObjects[i]->setRotation(physics.getRotation(i));
}
skydome->setPosition(glm::vec3(cameraCenter->getPosition().x,
0.0f, cameraCenter->getPosition().z));
}
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glm::vec3 Level::getAmbientLight() {
return ambientLight;
}
std::vector<Light> Level::getLights() {
return lights;
}
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Camera* Level::getCamera() {
return &camera;
}
Object* Level::getCameraCenter() {
return cameraCenter;
}
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Light* Level::getDirectionalLight() {
return &directionalLight;
}
glm::vec4 Level::getFogColor() {
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return fogColor;
}
glm::vec3 Level::getCameraPosition() {
return cameraCenter->getPosition() + camera.getVector();
}
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void Level::setSkydomeSize(float size) {
skydomeSize = size;
}