Moved loading functionality to loader class.
This commit is contained in:
parent
bb1cf8dea7
commit
7e8b0d4c58
@ -1,4 +1,5 @@
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#include "application.hh"
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#include "loader.hh"
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Application::Application() {
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@ -25,6 +26,8 @@ void Application::init()
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// load Level
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level.load();
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Loader loader = Loader();
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loader.load("Level1.xml", &level);
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graphics.init(&level);
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506
level.cc
506
level.cc
@ -1,73 +1,45 @@
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#include "level.hh"
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#include <string>
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extern "C" {
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#include "extern/lua/src/lua.h"
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#include "extern/lua/src/lualib.h"
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#include "extern/lua/src/lauxlib.h"
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}
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#include "extern/luabridge/LuaBridge.h"
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using namespace tinyxml2;
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//dowadiddydiddydumdiddydo
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Level::Level(std::string levelNum){
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this->levelNum = levelNum;
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this->terrain = Terrain(levelNum);
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// default value
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skydomeSize = 50.0f;
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}
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Level::Level() {
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}
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//there she was just walking down the street singing
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Level::~Level() {
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if (luaState!=nullptr) {
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lua_close(luaState);
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}
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for(unsigned int i = 0; i<objects.size(); i++) {
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delete(objects.at(i));
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}
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}
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//dowadiddydiddydumdiddydoo!
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void Level::errorCheck(XMLError error){
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if (error) {
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printf("XMLError: ");
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if (error == XML_WRONG_ATTRIBUTE_TYPE) {
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printf("Wrong attribute type.\n");
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}
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else if (error == XML_NO_ATTRIBUTE) {
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printf("No attribute.\n");
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}
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else if (error == XML_CAN_NOT_CONVERT_TEXT) {
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printf("Can not convert text.\n");
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}
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else if (error == XML_NO_TEXT_NODE) {
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printf("No text.\n");
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}
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else {
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printf("Unknown error.\n");
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}
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exit(-1);
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}
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}
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void Level::load() {
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//Intialize lua state
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lua_State *L = nullptr;
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// Check if there's an existing state and close it
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if(L != nullptr){
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lua_close(L);
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L = nullptr;
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if(luaState != nullptr){
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lua_close(luaState);
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luaState = nullptr;
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}
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// Create a new lua state
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L = luaL_newstate();
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luaL_openlibs(L);
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luaState = luaL_newstate();
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luaL_openlibs(luaState);
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//Expose the class Level and its functions to Lua
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luabridge::getGlobalNamespace(L)
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luabridge::getGlobalNamespace(luaState)
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.beginClass<Level>("Level")
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.addFunction("deleteObject", &Level::deleteObject)
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.addFunction("getObjectCount", &Level::getObjectCount)
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.addFunction("getObjectCount", &Level::getPhysicsObjectsVectorSize)
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.addFunction("moveObject", &Level::moveObject)
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.endClass();
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//Push the level to Lua as a global variable
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luabridge::push(L, this);
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lua_setglobal(L, "level");
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luabridge::push(luaState, this);
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lua_setglobal(luaState, "level");
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this->physics = Physics();
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@ -89,385 +61,6 @@ void Level::load() {
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//addTerrainPhysic
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physics.addTerrain(terrain.getHeightmapWidth(), terrain.getHeightmapHeight(), terrain.getHeightmap());
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//Loading from xml:
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XMLDocument* doc = new XMLDocument();
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const char* xmlFile = ("../Levels/ObjectSetups/Level" + levelNum + ".xml").c_str();
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doc->LoadFile(xmlFile);
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if (doc->ErrorID()!=0){
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printf("Could not open ObjectSetupXml!\n");
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exit(-1);
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}
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//load global physic parameter
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float friction;
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XMLElement* physicsElement = doc->FirstChildElement("physics");
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errorCheck(physicsElement->FirstChildElement("strength")->QueryFloatText(&strength));
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errorCheck(physicsElement->FirstChildElement("friction")->QueryFloatText(&friction));
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//load the skydome
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XMLElement* skydomeElement = doc->FirstChildElement("skydome");
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const char* charSkydomeTexture = skydomeElement->FirstChildElement("texture")->GetText();
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if(charSkydomeTexture == NULL){
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printf("XMLError: No skydomeTexture found.\n");
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exit(-1);
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}
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std::string skydomeTexture = charSkydomeTexture;
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Model skydomeModel = Model("skydome.obj", skydomeSize);
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Material skydomeMaterial = Material(skydomeTexture, 0.7f, 0.0f, 0.0f, 0.0f);
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Object* skydomeObject = new Object(skydomeModel, skydomeMaterial, glm::vec3(0.0f, 0.0f, 0.0f),
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glm::vec3(0.0f, 0.0f, 0.0f));
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objects.push_back(skydomeObject);
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skydome = skydomeObject;
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//load lighting parameters
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float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity;
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XMLElement* ambientElement = doc->FirstChildElement("ambientLight");
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errorCheck(ambientElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
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errorCheck(ambientElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(ambientElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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ambientLight = glm::vec3(rColour,gColour,bColour);
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XMLElement* fogElement = doc->FirstChildElement("fogColour");
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errorCheck(fogElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
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errorCheck(fogElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(fogElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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errorCheck(fogElement->FirstChildElement("alpha")->QueryFloatText(&alpha));
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fogColour = glm::vec4(rColour,gColour,bColour, alpha);
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XMLElement* directionalElement = doc->FirstChildElement("directionalLight");
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errorCheck(directionalElement->FirstChildElement("xOffset")->QueryFloatText(&xOffset));
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errorCheck(directionalElement->FirstChildElement("yOffset")->QueryFloatText(&yOffset));
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errorCheck(directionalElement->FirstChildElement("zOffset")->QueryFloatText(&zOffset));
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errorCheck(directionalElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
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errorCheck(directionalElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
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errorCheck(directionalElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
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errorCheck(directionalElement->FirstChildElement("intensity")->QueryFloatText(&intensity));
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directionalLight = Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity);
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//load Objects
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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.
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XMLDocument* compositions = new XMLDocument();
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const char* compositionsFile = "../Levels/ObjectSetups/Compositions.xml";
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compositions->LoadFile(compositionsFile);
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if (compositions->ErrorID()!=0){
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printf("Could not open Compositions!\n");
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exit(-1);
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}
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//iterate over all compositions in Level.xml
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XMLElement* thisComposition = doc->FirstChildElement("composition");
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for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
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int thisType = 0;
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errorCheck(thisComposition->FirstChildElement("typeID")->QueryIntText(&thisType));
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//iterate over all compositions in Compositions.xml to find the one corresponding to the current composition
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XMLElement* composition = compositions->FirstChildElement("composition");
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for(; composition; composition=composition->NextSiblingElement("composition")){
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int compositionType = 0;
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errorCheck(composition->FirstChildElement("typeID")->QueryIntText(&compositionType));
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//corect composition found
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if(thisType == compositionType){
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//iterate over all objects of the composition
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XMLElement* xmlObject = composition->FirstChildElement("object");
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int objectNum = 0;
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for(; xmlObject; xmlObject=xmlObject->NextSiblingElement("object")){
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const char* charModelPath = xmlObject->FirstChildElement("modelPath")->GetText();
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if(charModelPath == NULL){
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printf("XMLError: No modelPath found in object.\n");
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exit(-1);
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}
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std::string modelPath = charModelPath;
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float objectScale, compScale;
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errorCheck(xmlObject->FirstChildElement("scale")->QueryFloatText(&objectScale));
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errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
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Model model = Model(modelPath, objectScale * compScale);
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//find the objectData for the current object
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XMLElement* objectData = compositions->FirstChildElement("objectData");
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for(; objectData; objectData=objectData->NextSiblingElement("objectData")){
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const char* charDataModelPath = objectData->FirstChildElement("modelPath")->GetText();
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if(charDataModelPath == NULL){
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printf("XMLError: No modelPath found in objectData.\n");
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exit(-1);
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}
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std::string dataModelPath = charDataModelPath;
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//objectData found
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if(dataModelPath.compare(modelPath) == 0){
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//create the object
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float ambientFactor, diffuseFactor, specularFactor, shininess;
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errorCheck(objectData->FirstChildElement("ambientFactor")->QueryFloatText(&ambientFactor));
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errorCheck(objectData->FirstChildElement("diffuseFactor")->QueryFloatText(&diffuseFactor));
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errorCheck(objectData->FirstChildElement("specularFactor")->QueryFloatText(&specularFactor));
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errorCheck(objectData->FirstChildElement("shininess")->QueryFloatText(&shininess));
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const char* charTexturePath = objectData->FirstChildElement("texturePath")->GetText();
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if(charTexturePath == NULL){
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printf("XMLError: No texturePath found in objectData.\n");
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exit(-1);
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}
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std::string texturePath = charTexturePath;
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Material material = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
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float compXPos, compYOffset, compZPos;
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glm::vec3 objectOffset, compRot;
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errorCheck(xmlObject->FirstChildElement("xOffset")->QueryFloatText(&objectOffset[0]));
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errorCheck(xmlObject->FirstChildElement("yOffset")->QueryFloatText(&objectOffset[1]));
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errorCheck(xmlObject->FirstChildElement("zOffset")->QueryFloatText(&objectOffset[2]));
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errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
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errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
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errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
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errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
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errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
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errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
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compRot *= 0.0174532925; //transform degrees to radians
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bool ignoreHeightmap;
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errorCheck(composition->FirstChildElement("ignoreHeightmap")->QueryBoolText(&ignoreHeightmap));
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if (!ignoreHeightmap){
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compYOffset = compYOffset+terrain.getHeightmap()[int(compXPos-0.5+0.5*terrain.getHeightmapHeight())]
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[int(compZPos-0.5+0.5*terrain.getHeightmapWidth())];
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}
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glm::vec3 compPos = glm::vec3(compXPos, compYOffset, compZPos);
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objectOffset = objectOffset * compScale;
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glm::vec4 rotatedObjectOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
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* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
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* glm::vec4(objectOffset, 0);
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glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
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glm::vec3 objectRot;
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errorCheck(xmlObject->FirstChildElement("xRot")->QueryFloatText(&objectRot[0]));
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errorCheck(xmlObject->FirstChildElement("yRot")->QueryFloatText(&objectRot[1]));
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errorCheck(xmlObject->FirstChildElement("zRot")->QueryFloatText(&objectRot[2]));
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objectRot *= 0.0174532925; //transform degrees to radians
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Object* object = new Object(model, material, objectPosition, compRot+objectRot);
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objects.push_back(object);
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physicObjects.push_back(object);
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const char* charPhysicType = objectData->FirstChildElement("physicType")->GetText();
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if(charPhysicType == NULL){
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printf("XMLError: No physicType found.\n");
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exit(-1);
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}
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//create an identifier for this object
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std::vector<int> objectIdentifier = std::vector<int>(5);
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objectIdentifier[0] = objects.size()-1;
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objectIdentifier[1] = physicObjects.size()-1;
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int idGreen, idBlue;
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errorCheck(thisComposition->FirstChildElement("idGreen")->QueryIntText(&idGreen));
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errorCheck(thisComposition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
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objectIdentifier[2] = idGreen;
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objectIdentifier[3] = idBlue;
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objectIdentifier[4] = objectNum;
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objectIdentifiers.push_back(objectIdentifier);
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std::string physicType = charPhysicType;
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//add object to physics
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float mass;
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errorCheck(xmlObject->FirstChildElement("mass")->QueryFloatText(&mass));
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float dampningL, dampningA;
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XMLElement* constraint = thisComposition->FirstChildElement("positionConstraint");
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bool rotate = (constraint == NULL);
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errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
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errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
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if (physicType.compare("Player") == 0){
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float radius;
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errorCheck(objectData->FirstChildElement("radius")->QueryFloatText(&radius));
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radius *= objectScale*compScale;
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this->physics.addPlayer(friction, radius, *object, mass, dampningL, dampningA, physicObjects.size());
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}else if (physicType.compare("Box") == 0){
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float width, height, length;
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errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
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errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
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errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
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width *= objectScale*compScale;
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height *= objectScale*compScale;
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length *= objectScale*compScale;
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this->physics.addBox(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size(), rotate);
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}else if (physicType.compare("Button") == 0){
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float width, height, length;
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errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
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errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
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errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
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width *= objectScale*compScale;
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height *= objectScale*compScale;
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length *= objectScale*compScale;
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this->physics.addButton(width, height, length, *object, mass, dampningL, dampningA, physicObjects.size(), rotate);
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}else if (physicType.compare("TriangleMesh") == 0){
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this->physics.addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, physicObjects.size(), objectScale*compScale, rotate);
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} else{
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printf("XMLError: Not a valid physicType.\n");
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exit(-1);
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}
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if(compositionType == 20){
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cameraCenter = object;
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}
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}//objectData found
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}//finding the objectData
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objectNum = objectNum + 1;
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}//iterating over all objects of the composition
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//iterate over all lights of the composition
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XMLElement* xmlLight = composition->FirstChildElement("light");
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for(; xmlLight; xmlLight=xmlLight->NextSiblingElement("light")){
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glm::vec3 compRot, lightOffset, lightColour;
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float compScale, compXPos, compYOffset, compZPos, lightIntensity;
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errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
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errorCheck(xmlLight->FirstChildElement("xOffset")->QueryFloatText(&lightOffset[0]));
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errorCheck(xmlLight->FirstChildElement("yOffset")->QueryFloatText(&lightOffset[1]));
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errorCheck(xmlLight->FirstChildElement("zOffset")->QueryFloatText(&lightOffset[2]));
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errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
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errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
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errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
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errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
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errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
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errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
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errorCheck(xmlLight->FirstChildElement("rColour")->QueryFloatText(&lightColour[0]));
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errorCheck(xmlLight->FirstChildElement("gColour")->QueryFloatText(&lightColour[1]));
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errorCheck(xmlLight->FirstChildElement("bColour")->QueryFloatText(&lightColour[2]));
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errorCheck(xmlLight->FirstChildElement("intensity")->QueryFloatText(&lightIntensity));
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glm::vec3 compPos = glm::vec3(compXPos,
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compYOffset+terrain.getHeightmap()[int(compXPos-0.5+0.5*terrain.getHeightmapHeight())]
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[int(compZPos-0.5+0.5*terrain.getHeightmapWidth())],
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compZPos);
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lightOffset = lightOffset * compScale;
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glm::vec4 rotatedLightOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
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* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
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* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
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* glm::vec4(lightOffset, 0);
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glm::vec3 lightPosition = compPos + glm::vec3(rotatedLightOffset.x,rotatedLightOffset.y,rotatedLightOffset.z);
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Light light = Light(lightPosition, lightColour, lightIntensity);
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lights.push_back(light);
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}//iterating over all lights of the composition
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}//corect composition found
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}//iterating over all compositions in Compositions.xml
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}//iterating over all compositions in Level.xml
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//load triggers
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XMLElement* composition = doc->FirstChildElement("composition");
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for(; composition; composition=composition->NextSiblingElement("composition")){
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XMLElement* xmlTrigger = composition->FirstChildElement("trigger");
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for(; xmlTrigger; xmlTrigger=xmlTrigger->NextSiblingElement("trigger")){
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const char* charName = xmlTrigger->FirstChildElement("name")->GetText();
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if(charName == NULL){
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printf("XMLError: No name found for a trigger.\n");
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exit(-1);
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}
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std::string name = charName;
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if (name.compare("-") != 0){
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float xPos, yPos, zPos, distance;
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bool isBigger;
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int idGreen, idBlue, objectNum;
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errorCheck(xmlTrigger->FirstChildElement("xPosition")->QueryFloatText(&xPos));
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errorCheck(xmlTrigger->FirstChildElement("yPosition")->QueryFloatText(&yPos));
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errorCheck(xmlTrigger->FirstChildElement("zPosition")->QueryFloatText(&zPos));
|
||||
glm::vec3 position = glm::vec3(xPos, yPos, zPos);
|
||||
const char* charTarget = xmlTrigger->FirstChildElement("targetIdGreen")->GetText();
|
||||
if(charTarget == NULL){
|
||||
printf("XMLError: No targetIdGreen found for a trigger.\n");
|
||||
exit(-1);
|
||||
}
|
||||
std::string stringTarget = charTarget;
|
||||
if (stringTarget.compare("-") != 0){
|
||||
int targetIdGreen = 0, targetIdBlue = 0;
|
||||
errorCheck(xmlTrigger->FirstChildElement("targetIdGreen")->QueryIntText(&targetIdGreen));
|
||||
errorCheck(xmlTrigger->FirstChildElement("targetIdBlue")->QueryIntText(&targetIdBlue));
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
int thisIdGreen, thisIdBlue;
|
||||
errorCheck(thisComposition->FirstChildElement("idGreen")->QueryIntText(&thisIdGreen));
|
||||
errorCheck(thisComposition->FirstChildElement("idBlue")->QueryIntText(&thisIdBlue));
|
||||
if (targetIdGreen == thisIdGreen && targetIdBlue == thisIdBlue){
|
||||
glm::vec3 targetPosition;
|
||||
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&targetPosition[0]));
|
||||
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&targetPosition[1]));
|
||||
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&targetPosition[2]));
|
||||
targetPosition[1] += terrain.getHeightmap()[int(targetPosition[0]-0.5+0.5*terrain.getHeightmapHeight())]
|
||||
[int(targetPosition[2]-0.5+0.5*terrain.getHeightmapWidth())];
|
||||
position += targetPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
errorCheck(xmlTrigger->FirstChildElement("distance")->QueryFloatText(&distance));
|
||||
errorCheck(xmlTrigger->FirstChildElement("isBiggerThan")->QueryBoolText(&isBigger));
|
||||
errorCheck(composition->FirstChildElement("idGreen")->QueryIntText(&idGreen));
|
||||
errorCheck(composition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
|
||||
errorCheck(xmlTrigger->FirstChildElement("objectNum")->QueryIntText(&objectNum));
|
||||
Object* object=0;
|
||||
bool ok = false;
|
||||
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
|
||||
if (objectIdentifiers[i][2]==idGreen && objectIdentifiers[i][3]==idBlue && objectIdentifiers[i][4]==objectNum){
|
||||
object = objects[objectIdentifiers[i][1]]; //Index in physic objects
|
||||
if(ok){
|
||||
printf("2 objects have the same ID while loading triggers.");
|
||||
exit(-1);
|
||||
}
|
||||
ok = true;
|
||||
}
|
||||
}
|
||||
if(!ok){
|
||||
printf("No index found for a trigger object while loading triggers.");
|
||||
exit(-1);
|
||||
}
|
||||
const char* charLuaScript = xmlTrigger->FirstChildElement("luaScript")->GetText();
|
||||
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;
|
||||
errorCheck(xmlTrigger->FirstChildElement("toChangeIdGreen")->QueryIntText(&toChangeIdGreen));
|
||||
errorCheck(xmlTrigger->FirstChildElement("toChangeIdBlue")->QueryIntText(&toChangeIdBlue));
|
||||
errorCheck(xmlTrigger->FirstChildElement("toChangeObjNum")->QueryIntText(&toChangeObjNum));
|
||||
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
|
||||
if (objectIdentifiers[i][2]==toChangeIdGreen && objectIdentifiers[i][3]==toChangeIdBlue && objectIdentifiers[i][4]==toChangeObjNum){
|
||||
objectToChange = objectIdentifiers[i][1]; //Index in physic objects
|
||||
}
|
||||
}
|
||||
if (object != 0) {
|
||||
Trigger trigger = Trigger(position, distance, isBigger, object, luaScript, L, objectToChange);
|
||||
triggers.push_back(trigger);
|
||||
}
|
||||
else {
|
||||
printf("Triggering object not found.\n");
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}//triggers
|
||||
|
||||
//load positionConstraints
|
||||
composition = doc->FirstChildElement("composition");
|
||||
for(; composition; composition=composition->NextSiblingElement("composition")){
|
||||
XMLElement* positionConstraint = composition->FirstChildElement("positionConstraint");
|
||||
for(; positionConstraint; positionConstraint=positionConstraint->NextSiblingElement("positionConstraint")){
|
||||
float xPos, yPos, zPos, strength;
|
||||
int objectNum=0, idGreen=0, idBlue=0, objectIndex=0;
|
||||
errorCheck(positionConstraint->FirstChildElement("xPosition")->QueryFloatText(&xPos));
|
||||
errorCheck(positionConstraint->FirstChildElement("yPosition")->QueryFloatText(&yPos));
|
||||
errorCheck(positionConstraint->FirstChildElement("zPosition")->QueryFloatText(&zPos));
|
||||
errorCheck(positionConstraint->FirstChildElement("strength")->QueryFloatText(&strength));
|
||||
errorCheck(positionConstraint->FirstChildElement("objectNum")->QueryIntText(&objectNum));
|
||||
errorCheck(composition->FirstChildElement("idGreen")->QueryIntText(&idGreen));
|
||||
errorCheck(composition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
|
||||
bool ok = false;
|
||||
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
|
||||
if (objectIdentifiers[i][2]==idGreen && objectIdentifiers[i][3]==idBlue && objectIdentifiers[i][4]==objectNum){
|
||||
objectIndex = objectIdentifiers[i][1]; //Index in physic objects
|
||||
if(ok){
|
||||
printf("2 objects have the same ID while loading constraints.");
|
||||
exit(-1);
|
||||
}
|
||||
ok = true;
|
||||
}
|
||||
}
|
||||
if(!ok){
|
||||
printf("No index found for a trigger object while loading constraints.");
|
||||
exit(-1);
|
||||
}
|
||||
glm::vec3 position = glm::vec3(xPos, yPos, zPos);
|
||||
physics.addPositionConstraint(objectIndex, strength, position);
|
||||
}
|
||||
}//positionConstraints
|
||||
}
|
||||
|
||||
void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
|
||||
@ -513,10 +106,10 @@ void Level::update(float runTime, glm::vec2 mouseDelta, bool wPressed, bool aPre
|
||||
cameraCenter->setPosition(physics.getPos(0));
|
||||
cameraCenter->setRotation(physics.getRotation(0));
|
||||
|
||||
for(unsigned i = 0; i < physicObjects.size();i++)
|
||||
for(unsigned i = 0; i < physicsObjects.size();i++)
|
||||
{
|
||||
physicObjects[i]->setPosition(physics.getPos(i));
|
||||
physicObjects[i]->setRotation(physics.getRotation(i));
|
||||
physicsObjects[i]->setPosition(physics.getPos(i));
|
||||
physicsObjects[i]->setRotation(physics.getRotation(i));
|
||||
}
|
||||
|
||||
skydome->setPosition(glm::vec3(cameraCenter->getPosition().x,
|
||||
@ -559,11 +152,18 @@ void Level::setSkydomeSize(float size) {
|
||||
skydomeSize = size;
|
||||
}
|
||||
|
||||
float Level::getSkydomeSize() {
|
||||
return this->skydomeSize;
|
||||
}
|
||||
|
||||
std::vector<Object*>* Level::getObjects() {
|
||||
return &objects;
|
||||
}
|
||||
|
||||
std::vector<Object*>* Level::getPhysicsObjects() {
|
||||
return &physicsObjects;
|
||||
}
|
||||
|
||||
void Level::moveObject(int objectIndex, float strength, float xPos, float yPos, float zPos){
|
||||
glm::vec3 position = glm::vec3(xPos, yPos, zPos);
|
||||
physics.removePositionConstraint(objectIndex);
|
||||
@ -572,7 +172,7 @@ void Level::moveObject(int objectIndex, float strength, float xPos, float yPos,
|
||||
|
||||
//should not be used since objects does not get synchronized and deletion is not implemented in pyhsics
|
||||
void Level::deleteObject(int objectIndex){
|
||||
physicObjects.erase(physicObjects.begin() + objectIndex);
|
||||
physicsObjects.erase(physicsObjects.begin() + objectIndex);
|
||||
for(unsigned int i = 0; i<triggers.size(); i++) {
|
||||
if(triggers.at(i).deleteNotification(objectIndex)){
|
||||
triggers.erase(triggers.begin() + i);
|
||||
@ -581,10 +181,62 @@ void Level::deleteObject(int objectIndex){
|
||||
}
|
||||
}
|
||||
|
||||
int Level::getObjectCount(){
|
||||
return physicObjects.size();
|
||||
void Level::setStrength(float strength) {
|
||||
this->strength = strength;
|
||||
}
|
||||
|
||||
void Level::setSkydomeObject(Object* object){
|
||||
this->skydome = object;
|
||||
}
|
||||
|
||||
void Level::addObject(Object* object) {
|
||||
objects.push_back(object);
|
||||
}
|
||||
|
||||
void Level::addPhysicsObject(Object* object) {
|
||||
physicsObjects.push_back(object);
|
||||
}
|
||||
|
||||
void Level::setAmbientLight(glm::vec3 colour) {
|
||||
this->ambientLight = colour;
|
||||
}
|
||||
|
||||
void Level::setFogColour(glm::vec4 colour) {
|
||||
this->fogColour = colour;
|
||||
}
|
||||
|
||||
void Level::setDirectionalLight(Light light) {
|
||||
this->directionalLight = light;
|
||||
}
|
||||
|
||||
Physics* Level::getPhysics() {
|
||||
return &physics;
|
||||
}
|
||||
|
||||
unsigned int Level::getObjectsVectorSize() {
|
||||
return objects.size();
|
||||
}
|
||||
|
||||
unsigned int Level::getPhysicsObjectsVectorSize() {
|
||||
return physicsObjects.size();
|
||||
}
|
||||
|
||||
void Level::setCameraCenter(Object* object) {
|
||||
this->cameraCenter = object;
|
||||
}
|
||||
|
||||
void Level::addLight(Light light) {
|
||||
this->lights.push_back(light);
|
||||
}
|
||||
|
||||
void Level::addTrigger(Trigger trigger) {
|
||||
this->triggers.push_back(trigger);
|
||||
}
|
||||
|
||||
lua_State* Level::getLuaState() {
|
||||
return luaState;
|
||||
}
|
||||
|
||||
Terrain* Level::getTerrain() {
|
||||
return &terrain;
|
||||
}
|
||||
|
30
level.hh
30
level.hh
@ -9,9 +9,15 @@
|
||||
#include "material.hh"
|
||||
#include "camera.hh"
|
||||
#include "physics.hh"
|
||||
#include "tinyxml2.hh"
|
||||
#include "trigger.hh"
|
||||
|
||||
extern "C" {
|
||||
#include "extern/lua/src/lua.h"
|
||||
#include "extern/lua/src/lualib.h"
|
||||
#include "extern/lua/src/lauxlib.h"
|
||||
}
|
||||
#include "extern/luabridge/LuaBridge.h"
|
||||
|
||||
class Level {
|
||||
public:
|
||||
Level(std::string levelNum);
|
||||
@ -29,15 +35,31 @@ class Level {
|
||||
glm::vec3 getCameraPosition();
|
||||
glm::vec4 getFogColour();
|
||||
void setSkydomeSize(float size);
|
||||
float getSkydomeSize();
|
||||
std::vector<Object*>* getObjects();
|
||||
std::vector<Object*>* getPhysicsObjects();
|
||||
void deleteObject(int objectIndex);
|
||||
int getObjectCount();
|
||||
void moveObject(int objectIndex, float strength, float xPos, float yPos, float zPos);
|
||||
void setStrength(float strength);
|
||||
void setSkydomeObject(Object* object);
|
||||
void addObject(Object* object);
|
||||
void addPhysicsObject(Object* object);
|
||||
void setAmbientLight(glm::vec3 colour);
|
||||
void setFogColour(glm::vec4 colour);
|
||||
void setDirectionalLight(Light light);
|
||||
Physics* getPhysics();
|
||||
unsigned int getObjectsVectorSize();
|
||||
unsigned int getPhysicsObjectsVectorSize();
|
||||
void setCameraCenter(Object* object);
|
||||
void addLight(Light light);
|
||||
void addTrigger(Trigger trigger);
|
||||
lua_State* getLuaState();
|
||||
Terrain* getTerrain();
|
||||
private:
|
||||
void errorCheck(tinyxml2::XMLError error);
|
||||
lua_State* luaState=nullptr;
|
||||
std::string levelNum;
|
||||
std::vector<Object*> objects;
|
||||
std::vector<Object*> physicObjects;
|
||||
std::vector<Object*> physicsObjects;
|
||||
std::vector<Light> lights;
|
||||
std::vector<Trigger> triggers;
|
||||
glm::vec3 ambientLight;
|
||||
|
410
loader.cc
Normal file
410
loader.cc
Normal file
@ -0,0 +1,410 @@
|
||||
#include "loader.hh"
|
||||
using namespace tinyxml2;
|
||||
|
||||
Loader::Loader() {
|
||||
}
|
||||
|
||||
void Loader::load(std::string filePath, Level* level) {
|
||||
//Loading from xml:
|
||||
XMLDocument* doc = new XMLDocument();
|
||||
const char* xmlFile = ("../Levels/ObjectSetups/" + filePath).c_str();
|
||||
doc->LoadFile(xmlFile);
|
||||
if (doc->ErrorID()!=0){
|
||||
printf("Could not open ObjectSetupXml!\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
//load global physic parameter
|
||||
float friction, strength;
|
||||
XMLElement* physicsElement = doc->FirstChildElement("physics");
|
||||
errorCheck(physicsElement->FirstChildElement("strength")->QueryFloatText(&strength));
|
||||
errorCheck(physicsElement->FirstChildElement("friction")->QueryFloatText(&friction));
|
||||
level->setStrength(strength);
|
||||
|
||||
//load the skydome
|
||||
XMLElement* skydomeElement = doc->FirstChildElement("skydome");
|
||||
const char* charSkydomeTexture = skydomeElement->FirstChildElement("texture")->GetText();
|
||||
if(charSkydomeTexture == NULL){
|
||||
printf("XMLError: No skydomeTexture found.\n");
|
||||
exit(-1);
|
||||
}
|
||||
std::string skydomeTexture = charSkydomeTexture;
|
||||
Model skydomeModel = Model("skydome.obj", level->getSkydomeSize());
|
||||
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),
|
||||
glm::vec3(0.0f, 0.0f, 0.0f));
|
||||
level->addObject(skydomeObject);
|
||||
level->setSkydomeObject(skydomeObject);
|
||||
|
||||
//load lighting parameters
|
||||
float rColour, gColour, bColour, alpha, xOffset, yOffset, zOffset, intensity;
|
||||
XMLElement* ambientElement = doc->FirstChildElement("ambientLight");
|
||||
errorCheck(ambientElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
|
||||
errorCheck(ambientElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
|
||||
errorCheck(ambientElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
|
||||
level->setAmbientLight(glm::vec3(rColour,gColour,bColour));
|
||||
|
||||
XMLElement* fogElement = doc->FirstChildElement("fogColour");
|
||||
errorCheck(fogElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
|
||||
errorCheck(fogElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
|
||||
errorCheck(fogElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
|
||||
errorCheck(fogElement->FirstChildElement("alpha")->QueryFloatText(&alpha));
|
||||
level->setFogColour(glm::vec4(rColour,gColour,bColour, alpha));
|
||||
|
||||
XMLElement* directionalElement = doc->FirstChildElement("directionalLight");
|
||||
errorCheck(directionalElement->FirstChildElement("xOffset")->QueryFloatText(&xOffset));
|
||||
errorCheck(directionalElement->FirstChildElement("yOffset")->QueryFloatText(&yOffset));
|
||||
errorCheck(directionalElement->FirstChildElement("zOffset")->QueryFloatText(&zOffset));
|
||||
errorCheck(directionalElement->FirstChildElement("rColour")->QueryFloatText(&rColour));
|
||||
errorCheck(directionalElement->FirstChildElement("gColour")->QueryFloatText(&gColour));
|
||||
errorCheck(directionalElement->FirstChildElement("bColour")->QueryFloatText(&bColour));
|
||||
errorCheck(directionalElement->FirstChildElement("intensity")->QueryFloatText(&intensity));
|
||||
level->setDirectionalLight(Light(glm::vec3(xOffset,yOffset,zOffset), glm::vec3(rColour,gColour,bColour), intensity));
|
||||
|
||||
//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.
|
||||
XMLDocument* compositions = new XMLDocument();
|
||||
//TODO move path to config.xml
|
||||
const char* compositionsFile = "../Levels/ObjectSetups/Compositions.xml";
|
||||
compositions->LoadFile(compositionsFile);
|
||||
if (compositions->ErrorID()!=0){
|
||||
printf("Could not open Compositions!\n");
|
||||
exit(-1);
|
||||
}
|
||||
//iterate over all compositions in Level.xml
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
int thisType = 0;
|
||||
errorCheck(thisComposition->FirstChildElement("typeID")->QueryIntText(&thisType));
|
||||
//iterate over all compositions in Compositions.xml to find the one corresponding to the current composition
|
||||
XMLElement* composition = compositions->FirstChildElement("composition");
|
||||
for(; composition; composition=composition->NextSiblingElement("composition")){
|
||||
int compositionType = 0;
|
||||
errorCheck(composition->FirstChildElement("typeID")->QueryIntText(&compositionType));
|
||||
//corect composition found
|
||||
if(thisType == compositionType){
|
||||
//iterate over all objects of the composition
|
||||
XMLElement* xmlObject = composition->FirstChildElement("object");
|
||||
int objectNum = 0;
|
||||
for(; xmlObject; xmlObject=xmlObject->NextSiblingElement("object")){
|
||||
const char* charModelPath = xmlObject->FirstChildElement("modelPath")->GetText();
|
||||
if(charModelPath == NULL){
|
||||
printf("XMLError: No modelPath found in object.\n");
|
||||
exit(-1);
|
||||
}
|
||||
std::string modelPath = charModelPath;
|
||||
float objectScale, compScale;
|
||||
errorCheck(xmlObject->FirstChildElement("scale")->QueryFloatText(&objectScale));
|
||||
errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
|
||||
Model model = Model(modelPath, objectScale * compScale);
|
||||
//find the objectData for the current object
|
||||
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");
|
||||
exit(-1);
|
||||
}
|
||||
std::string dataModelPath = charDataModelPath;
|
||||
//objectData found
|
||||
if(dataModelPath.compare(modelPath) == 0){
|
||||
//create the object
|
||||
float ambientFactor, diffuseFactor, specularFactor, shininess;
|
||||
errorCheck(objectData->FirstChildElement("ambientFactor")->QueryFloatText(&ambientFactor));
|
||||
errorCheck(objectData->FirstChildElement("diffuseFactor")->QueryFloatText(&diffuseFactor));
|
||||
errorCheck(objectData->FirstChildElement("specularFactor")->QueryFloatText(&specularFactor));
|
||||
errorCheck(objectData->FirstChildElement("shininess")->QueryFloatText(&shininess));
|
||||
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 = Material(texturePath, ambientFactor, diffuseFactor, specularFactor, shininess);
|
||||
float compXPos, compYOffset, compZPos;
|
||||
glm::vec3 objectOffset, compRot;
|
||||
errorCheck(xmlObject->FirstChildElement("xOffset")->QueryFloatText(&objectOffset[0]));
|
||||
errorCheck(xmlObject->FirstChildElement("yOffset")->QueryFloatText(&objectOffset[1]));
|
||||
errorCheck(xmlObject->FirstChildElement("zOffset")->QueryFloatText(&objectOffset[2]));
|
||||
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
|
||||
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
|
||||
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
|
||||
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
|
||||
bool ignoreHeightmap;
|
||||
errorCheck(composition->FirstChildElement("ignoreHeightmap")->QueryBoolText(&ignoreHeightmap));
|
||||
if (!ignoreHeightmap){
|
||||
compYOffset = compYOffset+level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())]
|
||||
[int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())];
|
||||
}
|
||||
glm::vec3 compPos = glm::vec3(compXPos, compYOffset, compZPos);
|
||||
objectOffset = objectOffset * compScale;
|
||||
glm::vec4 rotatedObjectOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
|
||||
* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
|
||||
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
|
||||
* glm::vec4(objectOffset, 0);
|
||||
glm::vec3 objectPosition = compPos + glm::vec3(rotatedObjectOffset.x,rotatedObjectOffset.y,rotatedObjectOffset.z);
|
||||
glm::vec3 objectRot;
|
||||
errorCheck(xmlObject->FirstChildElement("xRot")->QueryFloatText(&objectRot[0]));
|
||||
errorCheck(xmlObject->FirstChildElement("yRot")->QueryFloatText(&objectRot[1]));
|
||||
errorCheck(xmlObject->FirstChildElement("zRot")->QueryFloatText(&objectRot[2]));
|
||||
objectRot *= 0.0174532925; //transform degrees to radians
|
||||
Object* object = new Object(model, material, objectPosition, compRot+objectRot);
|
||||
level->addObject(object);
|
||||
level->addPhysicsObject(object);
|
||||
|
||||
//create an identifier for this object
|
||||
std::vector<int> objectIdentifier = std::vector<int>(5);
|
||||
objectIdentifier[0] = level->getObjectsVectorSize()-1;
|
||||
objectIdentifier[1] = level->getPhysicsObjectsVectorSize()-1;
|
||||
int idGreen, idBlue;
|
||||
errorCheck(thisComposition->FirstChildElement("idGreen")->QueryIntText(&idGreen));
|
||||
errorCheck(thisComposition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
|
||||
objectIdentifier[2] = idGreen;
|
||||
objectIdentifier[3] = idBlue;
|
||||
objectIdentifier[4] = objectNum;
|
||||
objectIdentifiers.push_back(objectIdentifier);
|
||||
|
||||
//add object to physics
|
||||
const char* charPhysicType = objectData->FirstChildElement("physicType")->GetText();
|
||||
if(charPhysicType == NULL){
|
||||
printf("XMLError: No physicType found.\n");
|
||||
exit(-1);
|
||||
}
|
||||
std::string physicType = charPhysicType;
|
||||
float mass;
|
||||
errorCheck(xmlObject->FirstChildElement("mass")->QueryFloatText(&mass));
|
||||
float dampningL, dampningA;
|
||||
XMLElement* constraint = thisComposition->FirstChildElement("positionConstraint");
|
||||
bool rotate = (constraint == NULL);
|
||||
errorCheck(objectData->FirstChildElement("dampningL")->QueryFloatText(&dampningL));
|
||||
errorCheck(objectData->FirstChildElement("dampningA")->QueryFloatText(&dampningA));
|
||||
if (physicType.compare("Player") == 0){
|
||||
float radius;
|
||||
errorCheck(objectData->FirstChildElement("radius")->QueryFloatText(&radius));
|
||||
radius *= objectScale*compScale;
|
||||
level->getPhysics()->addPlayer(friction, radius, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize());
|
||||
}else if (physicType.compare("Box") == 0){
|
||||
float width, height, length;
|
||||
errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
|
||||
errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
|
||||
errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
|
||||
width *= objectScale*compScale;
|
||||
height *= objectScale*compScale;
|
||||
length *= objectScale*compScale;
|
||||
level->getPhysics()->addBox(width, height, length, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), rotate);
|
||||
}else if (physicType.compare("Button") == 0){
|
||||
float width, height, length;
|
||||
errorCheck(objectData->FirstChildElement("width")->QueryFloatText(&width));
|
||||
errorCheck(objectData->FirstChildElement("height")->QueryFloatText(&height));
|
||||
errorCheck(objectData->FirstChildElement("length")->QueryFloatText(&length));
|
||||
width *= objectScale*compScale;
|
||||
height *= objectScale*compScale;
|
||||
length *= objectScale*compScale;
|
||||
level->getPhysics()->addButton(width, height, length, *object, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), rotate);
|
||||
}else if (physicType.compare("TriangleMesh") == 0){
|
||||
level->getPhysics()->addTriangleMeshBody(*object, modelPath, mass, dampningL, dampningA, level->getPhysicsObjectsVectorSize(), objectScale*compScale, rotate);
|
||||
} else{
|
||||
printf("XMLError: Not a valid physicType.\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
|
||||
if(compositionType == 20){
|
||||
level->setCameraCenter(object);
|
||||
}
|
||||
}//objectData found
|
||||
}//finding the objectData
|
||||
|
||||
objectNum = objectNum + 1;
|
||||
}//iterating over all objects of the composition
|
||||
|
||||
//iterate over all lights of the composition
|
||||
XMLElement* xmlLight = composition->FirstChildElement("light");
|
||||
for(; xmlLight; xmlLight=xmlLight->NextSiblingElement("light")){
|
||||
glm::vec3 compRot, lightOffset, lightColour;
|
||||
float compScale, compXPos, compYOffset, compZPos, lightIntensity;
|
||||
errorCheck(thisComposition->FirstChildElement("scale")->QueryFloatText(&compScale));
|
||||
errorCheck(xmlLight->FirstChildElement("xOffset")->QueryFloatText(&lightOffset[0]));
|
||||
errorCheck(xmlLight->FirstChildElement("yOffset")->QueryFloatText(&lightOffset[1]));
|
||||
errorCheck(xmlLight->FirstChildElement("zOffset")->QueryFloatText(&lightOffset[2]));
|
||||
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&compXPos));
|
||||
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&compYOffset));
|
||||
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&compZPos));
|
||||
errorCheck(thisComposition->FirstChildElement("xRot")->QueryFloatText(&compRot[0]));
|
||||
errorCheck(thisComposition->FirstChildElement("yRot")->QueryFloatText(&compRot[1]));
|
||||
errorCheck(thisComposition->FirstChildElement("zRot")->QueryFloatText(&compRot[2]));
|
||||
errorCheck(xmlLight->FirstChildElement("rColour")->QueryFloatText(&lightColour[0]));
|
||||
errorCheck(xmlLight->FirstChildElement("gColour")->QueryFloatText(&lightColour[1]));
|
||||
errorCheck(xmlLight->FirstChildElement("bColour")->QueryFloatText(&lightColour[2]));
|
||||
errorCheck(xmlLight->FirstChildElement("intensity")->QueryFloatText(&lightIntensity));
|
||||
glm::vec3 compPos = glm::vec3(compXPos,
|
||||
compYOffset+level->getTerrain()->getHeightmap()[int(compXPos-0.5+0.5*level->getTerrain()->getHeightmapHeight())]
|
||||
[int(compZPos-0.5+0.5*level->getTerrain()->getHeightmapWidth())],
|
||||
compZPos);
|
||||
lightOffset = lightOffset * compScale;
|
||||
glm::vec4 rotatedLightOffset = glm::rotate(compRot.x, glm::vec3(1.0f, 0.0f, 0.0f))
|
||||
* glm::rotate(compRot.y, glm::vec3(0.0f, 1.0f, 0.0f))
|
||||
* glm::rotate(compRot.z, glm::vec3(0.0f, 0.0f, 1.0f))
|
||||
* glm::vec4(lightOffset, 0);
|
||||
glm::vec3 lightPosition = compPos + glm::vec3(rotatedLightOffset.x,rotatedLightOffset.y,rotatedLightOffset.z);
|
||||
Light light = Light(lightPosition, lightColour, lightIntensity);
|
||||
level->addLight(light);
|
||||
}//iterating over all lights of the composition
|
||||
}//corect composition found
|
||||
}//iterating over all compositions in Compositions.xml
|
||||
}//iterating over all compositions in Level.xml
|
||||
|
||||
//load triggers
|
||||
XMLElement* composition = doc->FirstChildElement("composition");
|
||||
for(; composition; composition=composition->NextSiblingElement("composition")){
|
||||
XMLElement* xmlTrigger = composition->FirstChildElement("trigger");
|
||||
for(; xmlTrigger; xmlTrigger=xmlTrigger->NextSiblingElement("trigger")){
|
||||
const char* charName = xmlTrigger->FirstChildElement("name")->GetText();
|
||||
if(charName == NULL){
|
||||
printf("XMLError: No name found for a trigger.\n");
|
||||
exit(-1);
|
||||
}
|
||||
std::string name = charName;
|
||||
if (name.compare("-") != 0){
|
||||
float xPos, yPos, zPos, distance;
|
||||
bool isBigger;
|
||||
int idGreen, idBlue, objectNum;
|
||||
|
||||
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);
|
||||
const char* charTarget = xmlTrigger->FirstChildElement("targetIdGreen")->GetText();
|
||||
if(charTarget == NULL){
|
||||
printf("XMLError: No targetIdGreen found for a trigger.\n");
|
||||
exit(-1);
|
||||
}
|
||||
std::string stringTarget = charTarget;
|
||||
if (stringTarget.compare("-") != 0){
|
||||
int targetIdGreen = 0, targetIdBlue = 0;
|
||||
errorCheck(xmlTrigger->FirstChildElement("targetIdGreen")->QueryIntText(&targetIdGreen));
|
||||
errorCheck(xmlTrigger->FirstChildElement("targetIdBlue")->QueryIntText(&targetIdBlue));
|
||||
XMLElement* thisComposition = doc->FirstChildElement("composition");
|
||||
for(; thisComposition; thisComposition=thisComposition->NextSiblingElement("composition")){
|
||||
int thisIdGreen, thisIdBlue;
|
||||
errorCheck(thisComposition->FirstChildElement("idGreen")->QueryIntText(&thisIdGreen));
|
||||
errorCheck(thisComposition->FirstChildElement("idBlue")->QueryIntText(&thisIdBlue));
|
||||
if (targetIdGreen == thisIdGreen && targetIdBlue == thisIdBlue){
|
||||
glm::vec3 targetPosition;
|
||||
errorCheck(thisComposition->FirstChildElement("xPos")->QueryFloatText(&targetPosition[0]));
|
||||
errorCheck(thisComposition->FirstChildElement("yOffset")->QueryFloatText(&targetPosition[1]));
|
||||
errorCheck(thisComposition->FirstChildElement("zPos")->QueryFloatText(&targetPosition[2]));
|
||||
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())];
|
||||
position += targetPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
errorCheck(xmlTrigger->FirstChildElement("distance")->QueryFloatText(&distance));
|
||||
errorCheck(xmlTrigger->FirstChildElement("isBiggerThan")->QueryBoolText(&isBigger));
|
||||
errorCheck(composition->FirstChildElement("idGreen")->QueryIntText(&idGreen));
|
||||
errorCheck(composition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
|
||||
errorCheck(xmlTrigger->FirstChildElement("objectNum")->QueryIntText(&objectNum));
|
||||
Object* object=0;
|
||||
bool ok = false;
|
||||
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
|
||||
if (objectIdentifiers[i][2]==idGreen && objectIdentifiers[i][3]==idBlue && objectIdentifiers[i][4]==objectNum){
|
||||
object = level->getPhysicsObjects()->at(objectIdentifiers[i][1]); //Index in physics objects
|
||||
if(ok){
|
||||
printf("2 objects have the same ID while loading triggers.");
|
||||
exit(-1);
|
||||
}
|
||||
ok = true;
|
||||
}
|
||||
}
|
||||
if(!ok){
|
||||
printf("No index found for a trigger object while loading triggers.");
|
||||
exit(-1);
|
||||
}
|
||||
const char* charLuaScript = xmlTrigger->FirstChildElement("luaScript")->GetText();
|
||||
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;
|
||||
errorCheck(xmlTrigger->FirstChildElement("toChangeIdGreen")->QueryIntText(&toChangeIdGreen));
|
||||
errorCheck(xmlTrigger->FirstChildElement("toChangeIdBlue")->QueryIntText(&toChangeIdBlue));
|
||||
errorCheck(xmlTrigger->FirstChildElement("toChangeObjNum")->QueryIntText(&toChangeObjNum));
|
||||
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
|
||||
if (objectIdentifiers[i][2]==toChangeIdGreen && objectIdentifiers[i][3]==toChangeIdBlue && objectIdentifiers[i][4]==toChangeObjNum){
|
||||
objectToChange = objectIdentifiers[i][1]; //Index in physic objects
|
||||
}
|
||||
}
|
||||
if (object != 0) {
|
||||
Trigger trigger = Trigger(position, distance, isBigger, object, luaScript, level->getLuaState(), objectToChange);
|
||||
level->addTrigger(trigger);
|
||||
}
|
||||
else {
|
||||
printf("Triggering object not found.\n");
|
||||
exit(-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}//triggers
|
||||
|
||||
//load positionConstraints
|
||||
composition = doc->FirstChildElement("composition");
|
||||
for(; composition; composition=composition->NextSiblingElement("composition")){
|
||||
XMLElement* positionConstraint = composition->FirstChildElement("positionConstraint");
|
||||
for(; positionConstraint; positionConstraint=positionConstraint->NextSiblingElement("positionConstraint")){
|
||||
float xPos, yPos, zPos, strength;
|
||||
int objectNum=0, idGreen=0, idBlue=0, objectIndex=0;
|
||||
errorCheck(positionConstraint->FirstChildElement("xPosition")->QueryFloatText(&xPos));
|
||||
errorCheck(positionConstraint->FirstChildElement("yPosition")->QueryFloatText(&yPos));
|
||||
errorCheck(positionConstraint->FirstChildElement("zPosition")->QueryFloatText(&zPos));
|
||||
errorCheck(positionConstraint->FirstChildElement("strength")->QueryFloatText(&strength));
|
||||
errorCheck(positionConstraint->FirstChildElement("objectNum")->QueryIntText(&objectNum));
|
||||
errorCheck(composition->FirstChildElement("idGreen")->QueryIntText(&idGreen));
|
||||
errorCheck(composition->FirstChildElement("idBlue")->QueryIntText(&idBlue));
|
||||
bool ok = false;
|
||||
for (unsigned int i = 0; i<objectIdentifiers.size(); i++){
|
||||
if (objectIdentifiers[i][2]==idGreen && objectIdentifiers[i][3]==idBlue && objectIdentifiers[i][4]==objectNum){
|
||||
objectIndex = objectIdentifiers[i][1]; //Index in physic objects
|
||||
if(ok){
|
||||
printf("2 objects have the same ID while loading constraints.");
|
||||
exit(-1);
|
||||
}
|
||||
ok = true;
|
||||
}
|
||||
}
|
||||
if(!ok){
|
||||
printf("No index found for a trigger object while loading constraints.");
|
||||
exit(-1);
|
||||
}
|
||||
glm::vec3 position = glm::vec3(xPos, yPos, zPos);
|
||||
level->getPhysics()->addPositionConstraint(objectIndex, strength, position);
|
||||
}
|
||||
}//positionConstraints
|
||||
}
|
||||
|
||||
void Loader::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");
|
||||
}
|
||||
exit(-1);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user