#include #include #include #include #include #include #include "map.h" #include "pathfinder.h" #include "gameManager.h" #include "defConfigs.h" using namespace std; using namespace vb01; using namespace gameBase; namespace battleship{ using namespace configData; Map *map = nullptr; Map* Map::getSingleton(){ if(!map) map = new Map; return map; } void Map::loadSkybox(LuaManager *luaManager){ int numPaths = 6; string skyTable = "skybox", basePath = GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/"; string path[] = { basePath + luaManager->getStringFromTable(mapTable, vector{Index(skyTable), Index("left")}), basePath + luaManager->getStringFromTable(mapTable, vector{Index(skyTable), Index("right")}), basePath + luaManager->getStringFromTable(mapTable, vector{Index(skyTable), Index("up")}), basePath + luaManager->getStringFromTable(mapTable, vector{Index(skyTable), Index("down")}), basePath + luaManager->getStringFromTable(mapTable, vector{Index(skyTable), Index("front")}), basePath + luaManager->getStringFromTable(mapTable, vector{Index(skyTable), Index("back")}) }; for(int i = 0; i < numPaths; i++) AssetManager::getSingleton()->load(path[i]); Root::getSingleton()->createSkybox(path); } void Map::loadTerrainObject(LuaManager *luaManager, int id){ string terrainTable = (id == -1 ? "terrain" : "waterBodies"); vector baseIndices = (id == -1 ? vector{Index(terrainTable)} : vector{Index(terrainTable), Index(id + 1)}); Vector3 pos = Vector3::VEC_ZERO, size = Vector3::VEC_ZERO; Index terrInd = Index("terrain"), waterInd = Index("waterBodies"), idIndex = Index(id + 1), posInd = Index("pos"), sizeInd = Index("size"), xInd = Index("x"), yInd = Index("y"), zInd = Index("z"), nodeInd = Index("nodes"); vector sizeBaseInd; if(id == -1){ sizeBaseInd.push_back(terrInd); } else{ float x = luaManager->getFloatFromTable(mapTable, vector{waterInd, idIndex, posInd, xInd}); float y = luaManager->getFloatFromTable(mapTable, vector{waterInd, idIndex, posInd, yInd}); float z = luaManager->getFloatFromTable(mapTable, vector{waterInd, idIndex, posInd, zInd}); pos = Vector3(x, y, z); sizeBaseInd = vector{waterInd, idIndex}; } sizeBaseInd.push_back(sizeInd); vector indVecX = sizeBaseInd; vector indVecY = sizeBaseInd; vector indVecZ = sizeBaseInd; indVecX.push_back(xInd); indVecY.push_back(yInd); indVecZ.push_back(zInd); float x = luaManager->getFloatFromTable(mapTable, indVecX); float y = luaManager->getFloatFromTable(mapTable, indVecY); float z = luaManager->getFloatFromTable(mapTable, indVecZ); size = Vector3(x, y, z); vector baseNodeInd = baseIndices; baseNodeInd.push_back(nodeInd); vector ind = baseNodeInd; ind.push_back(Index("numCells")); int numCells = luaManager->getIntFromTable(mapTable, ind); u32 **weights = new u32*[numCells]; Cell *cells = new Cell[numCells]; for(int i = 0; i < numCells; i++){ weights[i] = new u32[numCells]; for(int j = 0; j < numCells; j++){ int wid = i * numCells + j; ind = baseNodeInd; ind.push_back(Index("weights")); ind.push_back(Index(wid + 1)); u32 w = luaManager->getIntFromTable(mapTable, ind); weights[i][j] = w; } ind = baseNodeInd; ind.push_back(Index("impassible")); ind.push_back(Index(i + 1)); bool impassible = luaManager->getFloatFromTable(mapTable, ind); vector posBaseInd = baseNodeInd; posBaseInd.push_back(posInd); posBaseInd.push_back(Index(i + 1)); vector indVecX = posBaseInd; vector indVecY = posBaseInd; vector indVecZ = posBaseInd; indVecX.push_back(xInd); indVecY.push_back(yInd); indVecZ.push_back(zInd); float x = luaManager->getFloatFromTable(mapTable, indVecX); float y = luaManager->getFloatFromTable(mapTable, indVecY); float z = luaManager->getFloatFromTable(mapTable, indVecZ); cells[i] = Cell(Vector3(x, y, z), (id == -1), impassible); } Node *node = nullptr; Quad *quad = nullptr; TerrainObject::Type type; string basePath = GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/"; if(id == -1){ type = TerrainObject::LANDMASS; string terrainFile = basePath + luaManager->getStringFromTable(mapTable, vector{terrInd, Index("model")}); AssetManager::getSingleton()->load(terrainFile); node = new Model(terrainFile); } else{ type = TerrainObject::RECT_WATERBODY; node = new Node(); quad = new Quad(Vector3(size.x, size.y, 1), true); node->attachMesh(quad); node->setOrientation(Quaternion(-1.57, Vector3::VEC_I)); } nodeParent->attachChild(node); node->setPosition(pos); Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture"); mat->addBoolUniform("texturingEnabled", true); mat->addBoolUniform("lightingEnabled", false); ind = baseIndices; ind.push_back(Index("albedoMap")); string fr[]{basePath + luaManager->getStringFromTable(mapTable, ind)}; AssetManager::getSingleton()->load(fr[0]); Texture *t = new Texture(fr, 1, false); mat->addTexUniform("textures[0]", t, true); if(id == -1) ((Model*)node)->setMaterial(mat); else quad->setMaterial(mat); terrainObjects.push_back(TerrainObject(pos, size, Vector3(14, (id == -1 ? 0 : 4), 14), type, node, numCells, cells, weights)); } void Map::load(string mapName) { this->mapName = mapName; LuaManager *luaManager = LuaManager::getSingleton(); luaManager->buildScript(vector{GameManager::getSingleton()->getPath() + "Models/Maps/" + mapName + "/" + mapName + ".lua"}); Pathfinder::getSingleton()->setImpassibleNodeVal(u16(0 - 1)); int numWaterbodies = luaManager->getIntFromTable(mapTable, vector{Index("numWaterBodies")}); nodeParent = new Node(); Root *root = Root::getSingleton(); root->getRootNode()->attachChild(nodeParent); loadSkybox(luaManager); loadTerrainObject(luaManager, -1); for(int i = 0; i < numWaterbodies; i++) loadTerrainObject(luaManager, i); Camera *cam = root->getCamera(); cam->setPosition(Vector3(1, 1, 1) * 40); cam->lookAt(Vector3(-1, -1, -1).norm(), Vector3(-1, 1, -1).norm()); } void Map::unload() {} int Map::getCellId(Vector3 pos, int id){ Vector3 regionSize = terrainObjects[id].size; Vector3 regionPos = terrainObjects[id].pos; Vector3 cellSize = terrainObjects[id].cellSize; int numCellsX = regionSize.x / cellSize.x; int numCellsZ = regionSize.z / cellSize.z; Vector3 initPos = regionPos - Vector3(regionSize.x, 0, regionSize.z) * 0.5; int x = fabs(pos.x - initPos.x) / cellSize.x; int y = (cellSize.y > 0 ? (fabs(pos.y - initPos.y) / cellSize.y) : 0); int z = fabs(pos.z - initPos.z) / cellSize.z; return (numCellsX * numCellsZ * y + (numCellsX * z + x)); } bool Map::isPointWithinTerrainObject(Vector3 p, int id){ bool within; Vector3 pos = terrainObjects[id].pos, size = terrainObjects[id].size; if(terrainObjects[id].type == TerrainObject::RECT_WATERBODY) within = (fabs(pos.x - p.x) < size.x && fabs(pos.z - p.z) < size.y); else if(terrainObjects[id].type == TerrainObject::ROUND_WATERBODY) within = Vector2(pos.x, pos.z).getDistanceFrom(Vector2(p.x, p.z)) < size.x; else within = true; return within; } }