Now using the xml query functions everywhere in the loader class.

This commit is contained in:
Steffen 2015-02-18 21:20:29 +01:00
parent 99d8a45380
commit 153e0116c7

303
loader.cc
View File

@ -41,27 +41,20 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
exit(-1); exit(-1);
} }
//load global physic parameter //load global physic parameter
float friction, strength;
XMLElement* physicsElement = doc->FirstChildElement("physics"); XMLElement* physicsElement = doc->FirstChildElement("physics");
errorCheck(physicsElement->FirstChildElement("strength")->QueryFloatText(&strength)); float strength = queryFloat(physicsElement, "strength");
errorCheck(physicsElement->FirstChildElement("friction")->QueryFloatText(&friction)); float friction = queryFloat(physicsElement, "friction");
level->setStrength(strength); level->setStrength(strength);
// load the terrain // load the terrain
level->getTerrain()->load(); level->getTerrain()->load();
Model terrainModel = Model(level->getTerrain()->getModel()); Model terrainModel = Model(level->getTerrain()->getModel());
XMLElement* terrainElement = doc->FirstChildElement("terrain"); XMLElement* terrainElement = doc->FirstChildElement("terrain");
const char* charTerrainTexture = terrainElement->FirstChildElement("texture")->GetText(); std::string terrainTexture = queryString(terrainElement, "texture");
if(charTerrainTexture == NULL){ float terrainAmbientFactor = queryFloat(terrainElement, "ambientFactor");
printf("XMLError: No terrainTexture found.\n"); float terrainDiffuseFactor = queryFloat(terrainElement, "diffuseFactor");
exit(-1); float terrainSpecularFactor = queryFloat(terrainElement, "specularFactor");
} float terrainShininess = queryFloat(terrainElement, "shininess");
std::string terrainTexture = charTerrainTexture;
float terrainAmbientFactor, terrainDiffuseFactor, terrainSpecularFactor, terrainShininess;
errorCheck(terrainElement->FirstChildElement("ambientFactor")->QueryFloatText(&terrainAmbientFactor));
errorCheck(terrainElement->FirstChildElement("diffuseFactor")->QueryFloatText(&terrainDiffuseFactor));
errorCheck(terrainElement->FirstChildElement("specularFactor")->QueryFloatText(&terrainSpecularFactor));
errorCheck(terrainElement->FirstChildElement("shininess")->QueryFloatText(&terrainShininess));
Material terrainMaterial = Material(terrainTexture, terrainAmbientFactor, terrainDiffuseFactor, terrainSpecularFactor, terrainShininess); Material terrainMaterial = Material(terrainTexture, terrainAmbientFactor, terrainDiffuseFactor, terrainSpecularFactor, terrainShininess);
Object* terrainObject = new Object(terrainModel, terrainMaterial, Object* terrainObject = new Object(terrainModel, terrainMaterial,
glm::vec3(-0.5*(float)level->getTerrain()->getHeightmapHeight(), 0.0f, -0.5f*(float)level->getTerrain()->getHeightmapWidth()), glm::vec3(-0.5*(float)level->getTerrain()->getHeightmapHeight(), 0.0f, -0.5f*(float)level->getTerrain()->getHeightmapWidth()),
@ -71,12 +64,7 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
//load the skydome //load the skydome
XMLElement* skydomeElement = doc->FirstChildElement("skydome"); XMLElement* skydomeElement = doc->FirstChildElement("skydome");
const char* charSkydomeTexture = skydomeElement->FirstChildElement("texture")->GetText(); std::string skydomeTexture = queryString(skydomeElement, "texture");;
if(charSkydomeTexture == NULL){
printf("XMLError: No skydomeTexture found.\n");
exit(-1);
}
std::string skydomeTexture = charSkydomeTexture;
Model skydomeModel = Model("skydome.obj", level->getSkydomeSize()); Model skydomeModel = Model("skydome.obj", level->getSkydomeSize());
Material skydomeMaterial = Material(skydomeTexture, 0.7f, 0.0f, 0.0f, 0.0f); Material skydomeMaterial = Material(skydomeTexture, 0.7f, 0.0f, 0.0f, 0.0f);
Object* skydomeObject = new Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f), Object* skydomeObject = new Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
@ -87,32 +75,31 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
//load lighting parameters //load lighting parameters
float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity; float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity;
XMLElement* ambientElement = doc->FirstChildElement("ambientLight"); XMLElement* ambientElement = doc->FirstChildElement("ambientLight");
errorCheck(ambientElement->FirstChildElement("rColour")->QueryFloatText(&rColour)); rColour = queryFloat(ambientElement, "rColour");
errorCheck(ambientElement->FirstChildElement("gColour")->QueryFloatText(&gColour)); gColour = queryFloat(ambientElement, "gColour");
errorCheck(ambientElement->FirstChildElement("bColour")->QueryFloatText(&bColour)); bColour = queryFloat(ambientElement, "bColour");
level->setAmbientLight(glm::vec3(rColour,gColour,bColour)); level->setAmbientLight(glm::vec3(rColour,gColour,bColour));
XMLElement* fogElement = doc->FirstChildElement("fogColour"); XMLElement* fogElement = doc->FirstChildElement("fogColour");
errorCheck(fogElement->FirstChildElement("rColour")->QueryFloatText(&rColour)); rColour = queryFloat(fogElement, "rColour");
errorCheck(fogElement->FirstChildElement("gColour")->QueryFloatText(&gColour)); gColour = queryFloat(fogElement, "gColour");
errorCheck(fogElement->FirstChildElement("bColour")->QueryFloatText(&bColour)); bColour = queryFloat(fogElement, "bColour");
errorCheck(fogElement->FirstChildElement("alpha")->QueryFloatText(&alpha)); alpha = queryFloat(fogElement, "alpha");
level->setFogColour(glm::vec4(rColour,gColour,bColour, alpha)); level->setFogColour(glm::vec4(rColour,gColour,bColour, alpha));
XMLElement* directionalElement = doc->FirstChildElement("directionalLight"); XMLElement* directionalElement = doc->FirstChildElement("directionalLight");
errorCheck(directionalElement->FirstChildElement("xOffset")->QueryFloatText(&xOffset)); xOffset = queryFloat(directionalElement, "xOffset");
errorCheck(directionalElement->FirstChildElement("yOffset")->QueryFloatText(&yOffset)); yOffset = queryFloat(directionalElement, "yOffset");
errorCheck(directionalElement->FirstChildElement("zOffset")->QueryFloatText(&zOffset)); zOffset = queryFloat(directionalElement, "zOffset");
errorCheck(directionalElement->FirstChildElement("rColour")->QueryFloatText(&rColour)); rColour = queryFloat(directionalElement, "rColour");
errorCheck(directionalElement->FirstChildElement("gColour")->QueryFloatText(&gColour)); gColour = queryFloat(directionalElement, "gColour");
errorCheck(directionalElement->FirstChildElement("bColour")->QueryFloatText(&bColour)); bColour = queryFloat(directionalElement, "bColour");
errorCheck(directionalElement->FirstChildElement("intensity")->QueryFloatText(&intensity)); intensity = queryFloat(directionalElement, "intensity");
level->setDirectionalLight(Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity)); level->setDirectionalLight(Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity));
//load Objects //load Objects
std::vector<std::vector<int>> objectIdentifiers = std::vector<std::vector<int>>(); //The first entry is the index in objects, the second one the index in physicObjects, the others are idGreen, idBlue and objectNum. std::vector<std::vector<int>> objectIdentifiers = std::vector<std::vector<int>>(); //The first entry is the index in objects, the second one the index in physicObjects, the others are idGreen, idBlue and objectNum.
XMLDocument* compositions = new XMLDocument(); XMLDocument* compositions = new XMLDocument();
//TODO move path to config.xml
const char* compositionsFile = compositionsPath.c_str(); const char* compositionsFile = compositionsPath.c_str();
compositions->LoadFile(compositionsFile); compositions->LoadFile(compositionsFile);
if (compositions->ErrorID()!=0){ if (compositions->ErrorID()!=0){
@ -122,73 +109,51 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
//iterate over all compositions in Level.xml //iterate over all compositions in Level.xml
XMLElement* thisComposition = doc->FirstChildElement("composition"); XMLElement* thisComposition = doc->FirstChildElement("composition");
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){ for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
int thisType = 0; int thisType = queryInt(thisComposition, "typeID");
errorCheck(thisComposition->FirstChildElement("typeID")->QueryIntText(&thisType));
//iterate over all compositions in Compositions.xml to find the one corresponding to the current composition //iterate over all compositions in Compositions.xml to find the one corresponding to the current composition
XMLElement* composition = compositions->FirstChildElement("composition"); XMLElement* composition = compositions->FirstChildElement("composition");
for(; composition; composition=composition->NextSiblingElement("composition")){ for(; composition; composition=composition->NextSiblingElement("composition")){
int compositionType = 0; int compositionType = queryInt(composition, "typeID");
errorCheck(composition->FirstChildElement("typeID")->QueryIntText(&compositionType));
//corect composition found //corect composition found
if(thisType == compositionType){ if(thisType == compositionType){
//iterate over all objects of the composition //iterate over all objects of the composition
XMLElement* xmlObject = composition->FirstChildElement("object"); XMLElement* xmlObject = composition->FirstChildElement("object");
int objectNum = 0; int objectNum = 0;
for(; xmlObject; xmlObject=xmlObject->NextSiblingElement("object")){ for(; xmlObject; xmlObject=xmlObject->NextSiblingElement("object")){
const char* charModelPath = xmlObject->FirstChildElement("modelPath")->GetText(); std::string modelPath = queryString(xmlObject, "modelPath");
if(charModelPath == NULL){ float objectScale = queryFloat(xmlObject, "scale");
printf("XMLError: No modelPath found in object.\n"); float compScale = queryFloat(thisComposition, "scale");
exit(-1);
}
std::string modelPath = charModelPath;
float objectScale, compScale;
errorCheck(xmlObject->FirstChildElement("scale")->QueryFloatText(&objectScale));
errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
//find the objectData for the current object //find the objectData for the current object
XMLElement* objectData = compositions->FirstChildElement("objectData"); XMLElement* objectData = compositions->FirstChildElement("objectData");
for(; objectData; objectData=objectData->NextSiblingElement("objectData")){ for(; objectData; objectData=objectData->NextSiblingElement("objectData")){
const char* charDataModelPath = objectData->FirstChildElement("modelPath")->GetText(); std::string dataModelPath = queryString(objectData, "modelPath");
if(charDataModelPath == NULL){
printf("XMLError: No modelPath found in objectData.\n");
exit(-1);
}
std::string dataModelPath = charDataModelPath;
//objectData found //objectData found
if(dataModelPath.compare(modelPath) == 0){ if(dataModelPath.compare(modelPath) == 0){
bool renderable; bool renderable = queryBool(objectData, "renderable");
errorCheck(objectData->FirstChildElement("renderable")->QueryBoolText(&renderable));
//create the object //create the object
Material material; Material material;
Model model; Model model;
if (renderable) { if (renderable) {
float ambientFactor, diffuseFactor, specularFactor, shininess; float ambientFactor = queryFloat(objectData, "ambientFactor");
errorCheck(objectData->FirstChildElement("ambientFactor")->QueryFloatText(&ambientFactor)); float diffuseFactor = queryFloat(objectData, "diffuseFactor");
errorCheck(objectData->FirstChildElement("diffuseFactor")->QueryFloatText(&diffuseFactor)); float specularFactor = queryFloat(objectData, "specularFactor");
errorCheck(objectData->FirstChildElement("specularFactor")->QueryFloatText(&specularFactor)); float shininess = queryFloat(objectData, "shininess");
errorCheck(objectData->FirstChildElement("shininess")->QueryFloatText(&shininess)); std::string texturePath = queryString(objectData, "texturePath");
const char* charTexturePath = objectData->FirstChildElement("texturePath")->GetText();
if(charTexturePath == NULL){
printf("XMLError: No texturePath found in objectData.\n");
exit(-1);
}
std::string texturePath = charTexturePath;
material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess); material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
model = Model(modelPath, objectScale * compScale); model = Model(modelPath, objectScale * compScale);
} }
float compXPos, compYOffset, compZPos; float compXPos = queryFloat(thisComposition, "xPos");
float compYOffset = queryFloat(thisComposition, "yOffset");
float compZPos = queryFloat(thisComposition, "zPos");
glm::vec3 objectOffset, compRot; glm::vec3 objectOffset, compRot;
errorCheck(xmlObject->FirstChildElement("xOffset")->QueryFloatText(&objectOffset[0])); objectOffset[0] = queryFloat(xmlObject, "xOffset");
errorCheck(xmlObject->FirstChildElement("yOffset")->QueryFloatText(&objectOffset[1])); objectOffset[1] = queryFloat(xmlObject, "yOffset");
errorCheck(xmlObject->FirstChildElement("zOffset")->QueryFloatText(&objectOffset[2])); objectOffset[2] = queryFloat(xmlObject, "zOffset");
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos)); compRot[0] = queryFloat(thisComposition, "xRot");
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset)); compRot[1] = queryFloat(thisComposition, "yRot");
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos)); compRot[2] = queryFloat(thisComposition, "zRot");
errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
compRot *= 0.0174532925; //transform degrees to radians compRot *= 0.0174532925; //transform degrees to radians
bool ignoreHeightmap; bool ignoreHeightmap = queryBool(composition, "ignoreHeightmap");
errorCheck(composition->FirstChildElement("ignoreHeightmap")->QueryBoolText(&ignoreHeightmap));
if (!ignoreHeightmap){ if (!ignoreHeightmap){
compYOffset = compYOffset+level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())] compYOffset = compYOffset+level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())]
[int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())]; [int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())];
@ -201,60 +166,47 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
* glm::vec4(objectOffset, 0); * glm::vec4(objectOffset, 0);
glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z); glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
glm::vec3 objectRot; glm::vec3 objectRot;
errorCheck(xmlObject->FirstChildElement("xRot")->QueryFloatText(&objectRot[0])); objectRot[0] = queryFloat(xmlObject, "xRot");
errorCheck(xmlObject->FirstChildElement("yRot")->QueryFloatText(&objectRot[1])); objectRot[1] = queryFloat(xmlObject, "yRot");
errorCheck(xmlObject->FirstChildElement("zRot")->QueryFloatText(&objectRot[2])); objectRot[2] = queryFloat(xmlObject, "zRot");
objectRot *= 0.0174532925; //transform degrees to radians objectRot *= 0.0174532925; //transform degrees to radians
Object* object = new Object(model, material, objectPosition, compRot+objectRot, renderable); Object* object = new Object(model, material, objectPosition, compRot+objectRot, renderable);
level->addObject(object); level->addObject(object);
//add object to physics //add object to physics
const char* charPhysicType = objectData->FirstChildElement("physicType")->GetText(); std::string physicType = queryString(objectData, "physicType");
if(charPhysicType == NULL){ float mass = queryFloat(xmlObject, "mass");
printf("XMLError: No physicType found.\n");
exit(-1);
}
std::string physicType = charPhysicType;
float mass;
errorCheck(xmlObject->FirstChildElement("mass")->QueryFloatText(&mass));
XMLElement* constraint = thisComposition->FirstChildElement("positionConstraint"); XMLElement* constraint = thisComposition->FirstChildElement("positionConstraint");
bool rotate = (constraint == NULL); bool rotate = (constraint == NULL);
float dampningL, dampningA;
if (physicType.compare("None") != 0){
dampningL = queryFloat(objectData, "dampningL");
dampningA = queryFloat(objectData, "dampningA");
}
if (physicType.compare("Player") == 0){ if (physicType.compare("Player") == 0){
float radius, dampningL, dampningA; float radius = queryFloat(objectData, "radius");
errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
errorCheck(objectData->FirstChildElement("radius")->QueryFloatText(&radius));
radius *= objectScale*compScale; radius *= objectScale*compScale;
level->addPhysicsObject(object); level->addPhysicsObject(object);
level->getPhysics()->addPlayer(friction, radius, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize()); level->getPhysics()->addPlayer(friction, radius, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize());
}else if (physicType.compare("Box") == 0){ }else if (physicType.compare("Box") == 0){
float width, height, length, dampningL, dampningA; float width = queryFloat(objectData, "width");
errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL)); float height = queryFloat(objectData, "height");
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA)); float length = queryFloat(objectData, "length");
errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
width *= objectScale*compScale; width *= objectScale*compScale;
height *= objectScale*compScale; height *= objectScale*compScale;
length *= objectScale*compScale; length *= objectScale*compScale;
level->addPhysicsObject(object); level->addPhysicsObject(object);
level->getPhysics()->addBox(width, height, length, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), rotate); level->getPhysics()->addBox(width, height, length, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), rotate);
}else if (physicType.compare("Button") == 0){ }else if (physicType.compare("Button") == 0){
float width, height, length, dampningL, dampningA; float width = queryFloat(objectData, "width");
errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL)); float height = queryFloat(objectData, "height");
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA)); float length = queryFloat(objectData, "length");
errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
width *= objectScale*compScale; width *= objectScale*compScale;
height *= objectScale*compScale; height *= objectScale*compScale;
length *= objectScale*compScale; length *= objectScale*compScale;
level->addPhysicsObject(object); level->addPhysicsObject(object);
level->getPhysics()->addButton(width, height, length, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), rotate); level->getPhysics()->addButton(width, height, length, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), rotate);
}else if (physicType.compare("TriangleMesh") == 0){ }else if (physicType.compare("TriangleMesh") == 0){
float dampningL, dampningA;
errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
level->addPhysicsObject(object); level->addPhysicsObject(object);
level->getPhysics()->addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), objectScale*compScale, rotate); level->getPhysics()->addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), objectScale*compScale, rotate);
}else if (physicType.compare("None") == 0){ }else if (physicType.compare("None") == 0){
@ -272,9 +224,8 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
}else{ }else{
objectIdentifier[1] = level->getPhysicsObjectsVectorSize()-1; objectIdentifier[1] = level->getPhysicsObjectsVectorSize()-1;
} }
int idGreen, idBlue; int idGreen = queryInt(thisComposition, "idGreen");
errorCheck(thisComposition->FirstChildElement("idGreen")->QueryIntText(&idGreen)); int idBlue = queryInt(thisComposition, "idBlue");
errorCheck(thisComposition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
objectIdentifier[2] = idGreen; objectIdentifier[2] = idGreen;
objectIdentifier[3] = idBlue; objectIdentifier[3] = idBlue;
objectIdentifier[4] = objectNum; objectIdentifier[4] = objectNum;
@ -293,21 +244,20 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
XMLElement* xmlLight = composition->FirstChildElement("light"); XMLElement* xmlLight = composition->FirstChildElement("light");
for(; xmlLight; xmlLight=xmlLight->NextSiblingElement("light")){ for(; xmlLight; xmlLight=xmlLight->NextSiblingElement("light")){
glm::vec3 compRot, lightOffset, lightColour; glm::vec3 compRot, lightOffset, lightColour;
float compScale, compXPos, compYOffset, compZPos, lightIntensity; compRot[0] = queryFloat(thisComposition, "xRot");
errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale)); compRot[1] = queryFloat(thisComposition, "yRot");
errorCheck(xmlLight->FirstChildElement("xOffset")->QueryFloatText(&lightOffset[0])); compRot[2] = queryFloat(thisComposition, "zRot");
errorCheck(xmlLight->FirstChildElement("yOffset")->QueryFloatText(&lightOffset[1])); lightOffset[0] = queryFloat(xmlLight, "xOffset");
errorCheck(xmlLight->FirstChildElement("zOffset")->QueryFloatText(&lightOffset[2])); lightOffset[1] = queryFloat(xmlLight, "yOffset");
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos)); lightOffset[2] = queryFloat(xmlLight, "zOffset");
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset)); lightColour[0] = queryFloat(xmlLight, "rColour");
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos)); lightColour[1] = queryFloat(xmlLight, "gColour");
errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0])); lightColour[2] = queryFloat(xmlLight, "bColour");
errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1])); float compScale = queryFloat(thisComposition, "scale");
errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2])); float compXPos = queryFloat(thisComposition, "xPos");
errorCheck(xmlLight->FirstChildElement("rColour")->QueryFloatText(&lightColour[0])); float compYOffset = queryFloat(thisComposition, "yOffset");
errorCheck(xmlLight->FirstChildElement("gColour")->QueryFloatText(&lightColour[1])); float compZPos = queryFloat(thisComposition, "zPos");
errorCheck(xmlLight->FirstChildElement("bColour")->QueryFloatText(&lightColour[2])); float lightIntensity = queryFloat(xmlLight, "intensity");
errorCheck(xmlLight->FirstChildElement("intensity")->QueryFloatText(&lightIntensity));
glm::vec3 compPos = glm::vec3(compXPos, glm::vec3 compPos = glm::vec3(compXPos,
compYOffset+level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())] compYOffset+level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())]
[int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())], [int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())],
@ -335,59 +285,43 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
//load triggers //load triggers
// call init.lua to init the module load path in Lua // call init.lua to initialize the module load path in Lua
std::string initLuaPath = scriptPath + "init.lua"; std::string initLuaPath = scriptPath + "init.lua";
luaL_dofile(level->getLuaState(), initLuaPath.c_str()); luaL_dofile(level->getLuaState(), initLuaPath.c_str());
XMLElement* composition = doc->FirstChildElement("composition"); XMLElement* composition = doc->FirstChildElement("composition");
for(; composition; composition=composition->NextSiblingElement("composition")){ for(; composition; composition=composition->NextSiblingElement("composition")){
XMLElement* xmlTrigger = composition->FirstChildElement("trigger"); XMLElement* xmlTrigger = composition->FirstChildElement("trigger");
for(; xmlTrigger; xmlTrigger=xmlTrigger->NextSiblingElement("trigger")){ for(; xmlTrigger; xmlTrigger=xmlTrigger->NextSiblingElement("trigger")){
const char* charName = xmlTrigger->FirstChildElement("name")->GetText(); std::string name = queryString(xmlTrigger, "name");
if(charName == NULL){
printf("XMLError: No name found for a trigger.\n");
exit(-1);
}
std::string name = charName;
if (name.compare("-") != 0){ if (name.compare("-") != 0){
float xPos, yPos, zPos, distance; float xPos = queryFloat(xmlTrigger, "xPosition");
bool isBigger; float yPos = queryFloat(xmlTrigger, "yPosition");
int idGreen, idBlue, objectNum; float zPos = queryFloat(xmlTrigger, "zPosition");
errorCheck(xmlTrigger->FirstChildElement("xPosition")->QueryFloatText(&xPos));
errorCheck(xmlTrigger->FirstChildElement("yPosition")->QueryFloatText(&yPos));
errorCheck(xmlTrigger->FirstChildElement("zPosition")->QueryFloatText(&zPos));
glm::vec3 position = glm::vec3(xPos, yPos, zPos); glm::vec3 position = glm::vec3(xPos, yPos, zPos);
const char* charTarget = xmlTrigger->FirstChildElement("targetIdGreen")->GetText(); std::string stringTarget = queryString(xmlTrigger, "targetIdGreen");
if(charTarget == NULL){
printf("XMLError: No targetIdGreen found for a trigger.\n");
exit(-1);
}
std::string stringTarget = charTarget;
if (stringTarget.compare("-") != 0){ if (stringTarget.compare("-") != 0){
int targetIdGreen = 0, targetIdBlue = 0; int targetIdGreen = queryInt(xmlTrigger, "targetIdGreen");
errorCheck(xmlTrigger->FirstChildElement("targetIdGreen")->QueryIntText(&targetIdGreen)); int targetIdBlue = queryInt(xmlTrigger, "targetIdBlue");
errorCheck(xmlTrigger->FirstChildElement("targetIdBlue")->QueryIntText(&targetIdBlue));
XMLElement* thisComposition = doc->FirstChildElement("composition"); XMLElement* thisComposition = doc->FirstChildElement("composition");
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){ for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
int thisIdGreen, thisIdBlue; int thisIdGreen = queryInt(thisComposition, "idGreen");
errorCheck(thisComposition->FirstChildElement("idGreen")->QueryIntText(&thisIdGreen)); int thisIdBlue = queryInt(thisComposition, "idBlue");
errorCheck(thisComposition->FirstChildElement("idBlue")->QueryIntText(&thisIdBlue));
if (targetIdGreen == thisIdGreen && targetIdBlue == thisIdBlue){ if (targetIdGreen == thisIdGreen && targetIdBlue == thisIdBlue){
glm::vec3 targetPosition; glm::vec3 targetPosition;
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&targetPosition[0])); targetPosition[0] = queryFloat(thisComposition, "xPos");
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&targetPosition[1])); targetPosition[1] = queryFloat(thisComposition, "yOffset");
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&targetPosition[2])); targetPosition[2] = queryFloat(thisComposition, "zPos");
targetPosition[1] += level->getTerrain()->getHeightmap()[int(targetPosition[0]-0.5+0.5*level->getTerrain()->getHeightmapHeight())] targetPosition[1] += level->getTerrain()->getHeightmap()[int(targetPosition[0]-0.5+0.5*level->getTerrain()->getHeightmapHeight())]
[int(targetPosition[2]-0.5+0.5*level->getTerrain()->getHeightmapWidth())]; [int(targetPosition[2]-0.5+0.5*level->getTerrain()->getHeightmapWidth())];
position += targetPosition; position += targetPosition;
} }
} }
} }
errorCheck(xmlTrigger->FirstChildElement("distance")->QueryFloatText(&distance)); float distance = queryFloat(xmlTrigger, "distance");
errorCheck(xmlTrigger->FirstChildElement("isBiggerThan")->QueryBoolText(&isBigger)); bool isBigger = queryBool(xmlTrigger, "isBiggerThan");
errorCheck(composition->FirstChildElement("idGreen")->QueryIntText(&idGreen)); int idGreen = queryInt(composition, "idGreen");
errorCheck(composition->FirstChildElement("idBlue")->QueryIntText(&idBlue)); int idBlue = queryInt(composition, "idBlue");
errorCheck(xmlTrigger->FirstChildElement("objectNum")->QueryIntText(&objectNum)); int objectNum = queryInt(xmlTrigger, "objectNum");
Object* object=0; Object* object=0;
bool ok = false; bool ok = false;
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){ for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
@ -404,22 +338,20 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
printf("No index found for a trigger object while loading triggers."); printf("No index found for a trigger object while loading triggers.");
exit(-1); exit(-1);
} }
const char* charLuaScript = xmlTrigger->FirstChildElement("luaScript")->GetText(); std::string luaScript = queryString(xmlTrigger, "luaScript");
if(charLuaScript == NULL){
printf("XMLError: No Lua script found for a trigger.\n");
exit(-1);
}
std::string luaScript = charLuaScript;
int toChangeIdGreen, toChangeIdBlue, toChangeObjNum, objectToChange=-1; int toChangeIdGreen = queryInt(xmlTrigger, "toChangeIdGreen");
errorCheck(xmlTrigger->FirstChildElement("toChangeIdGreen")->QueryIntText(&toChangeIdGreen)); int toChangeIdBlue = queryInt(xmlTrigger, "toChangeIdBlue");
errorCheck(xmlTrigger->FirstChildElement("toChangeIdBlue")->QueryIntText(&toChangeIdBlue)); int toChangeObjNum = queryInt(xmlTrigger, "toChangeObjNum");
errorCheck(xmlTrigger->FirstChildElement("toChangeObjNum")->QueryIntText(&toChangeObjNum)); int objectToChange=-1;
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){ for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
if (objectIdentifiers[i][2]==toChangeIdGreen && objectIdentifiers[i][3]==toChangeIdBlue && objectIdentifiers[i][4]==toChangeObjNum){ if (objectIdentifiers[i][2]==toChangeIdGreen && objectIdentifiers[i][3]==toChangeIdBlue && objectIdentifiers[i][4]==toChangeObjNum){
objectToChange = objectIdentifiers[i][1]; //Index in physic objects objectToChange = objectIdentifiers[i][1]; //Index in physic objects
} }
} }
if (objectToChange == -1){
printf("No Identifier found for an object that was to be changed by a trigger.\n");
}
if (object != 0) { if (object != 0) {
Trigger trigger = Trigger(position, distance, isBigger, object, luaScript, level->getLuaState(), objectToChange, scriptPath); Trigger trigger = Trigger(position, distance, isBigger, object, luaScript, level->getLuaState(), objectToChange, scriptPath);
level->addTrigger(trigger); level->addTrigger(trigger);
@ -437,23 +369,22 @@ void Loader::load(std::string filePath, Level* level, std::string compositionsPa
for(; composition; composition=composition->NextSiblingElement("composition")){ for(; composition; composition=composition->NextSiblingElement("composition")){
XMLElement* positionConstraint = composition->FirstChildElement("positionConstraint"); XMLElement* positionConstraint = composition->FirstChildElement("positionConstraint");
for(; positionConstraint; positionConstraint=positionConstraint->NextSiblingElement("positionConstraint")){ for(; positionConstraint; positionConstraint=positionConstraint->NextSiblingElement("positionConstraint")){
float xPos, yPos, zPos, strength; float xPos = queryFloat(positionConstraint, "xPosition");
int objectNum=0, idGreen=0, idBlue=0, objectIndex=0; float yPos = queryFloat(positionConstraint, "yPosition");
errorCheck(positionConstraint->FirstChildElement("xPosition")->QueryFloatText(&xPos)); float zPos = queryFloat(positionConstraint, "zPosition");
errorCheck(positionConstraint->FirstChildElement("yPosition")->QueryFloatText(&yPos)); float strength = queryFloat(positionConstraint, "strength");
errorCheck(positionConstraint->FirstChildElement("zPosition")->QueryFloatText(&zPos)); int objectNum = queryInt(positionConstraint, "objectNum");
errorCheck(positionConstraint->FirstChildElement("strength")->QueryFloatText(&strength)); int idGreen = queryInt(composition, "idGreen");
errorCheck(positionConstraint->FirstChildElement("objectNum")->QueryIntText(&objectNum)); int idBlue = queryInt(composition, "idBlue");
errorCheck(composition->FirstChildElement("idGreen")->QueryIntText(&idGreen)); int objectIndex;
errorCheck(composition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
bool ok = false; bool ok = false;
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){ for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
if (objectIdentifiers[i][2]==idGreen && objectIdentifiers[i][3]==idBlue && objectIdentifiers[i][4]==objectNum){ if (objectIdentifiers[i][2]==idGreen && objectIdentifiers[i][3]==idBlue && objectIdentifiers[i][4]==objectNum){
objectIndex = objectIdentifiers[i][1]; //Index in physic objects
if(ok){ if(ok){
printf("2 objects have the same ID while loading constraints."); printf("2 objects have the same ID while loading constraints.");
exit(-1); exit(-1);
} }
objectIndex = objectIdentifiers[i][1]; //Index in physic objects
ok = true; ok = true;
} }
} }
@ -480,13 +411,11 @@ glm::vec3 Loader::reloadPlayerPosition(std::string filePath, Level* level){
//iterate over all compositions in Level.xml //iterate over all compositions in Level.xml
XMLElement* thisComposition = doc->FirstChildElement("composition"); XMLElement* thisComposition = doc->FirstChildElement("composition");
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){ for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
int thisType = 0; int thisType = queryInt(thisComposition, "typeID");
errorCheck(thisComposition->FirstChildElement("typeID")->QueryIntText(&thisType));
if (thisType == 20){ if (thisType == 20){
float compXPos, compYOffset, compZPos; float compXPos = queryFloat(thisComposition, "xPos");
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos)); float compYOffset = queryFloat(thisComposition, "yOffset");
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset)); float compZPos = queryFloat(thisComposition, "zPos");
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
compYOffset += level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())] compYOffset += level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())]
[int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())]; [int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())];
glm::vec3 position = glm::vec3(compXPos, compYOffset, compZPos); glm::vec3 position = glm::vec3(compXPos, compYOffset, compZPos);