epervier-old/birb/modules/world/actors/utils/hitbox3D.lua

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-- hitbox3D.lua :: a basic 3D hitbox object. It's used by the actors to check
-- collisions and to handle different type of responses.
--[[
Copyright © 2019 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local Hitbox3D = Object:extend()
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Hitbox3D:new(owner, type, data, sx, sy, isSolid)
self.owner = owner
self.world = owner.world
self.type = type
self:setFromData(data, sx, sy)
self.x, self.y, self.z = self:getPosition()
self.isSolid = isSolid
self.isMainHitBox = false
self:setDebugColor(0,0,0)
self:register()
end
function Hitbox3D:setFromData(data, sx, sy)
local sx = sx or 0
local sy = sy or 0
self.ox = data[1]
self.oy = data[2]
self.oz = data[3]
self.w = data[4]
self.h = data[5]
self.d = data[6]
if (sx < 0) then
self.ox = self.owner.w - self.ox - self.w
end
if (sy < 0) then
self.oz = self.owner.d - self.oz - self.d
end
end
function Hitbox3D:advertiseAsMainHitbox()
self.isMainHitBox = true
end
function Hitbox3D:modify(ox, oy, oz, w, h, d)
self.ox = ox
self.oy = oy
self.oz = oz
self.x, self.y, self.z = self:getPosition()
self.w = w
self.h = h
self.d = d
end
function Hitbox3D:setDebugColor(r,g,b)
self.debug = {}
self.debug.r = r
self.debug.g = g
self.debug.b = b
end
function Hitbox3D:register()
self.world:registerBody(self)
end
function Hitbox3D:destroy()
self.world:removeBody(self)
end
-- COORDINATE FUNCTIONS
-- Handle Hitbox position
function Hitbox3D:updatePosition()
self.x, self.y, self.z = self:getPosition()
self.world:updateBody(self)
return self.x, self.y, self.z
end
function Hitbox3D:getPosition()
return self.ox + self.owner.x, self.oy + self.owner.y, self.oz + self.owner.z
end
function Hitbox3D:getOwnerPosition()
return self.x - self.ox, self.y - self.oy, self.z - self.oz
end
function Hitbox3D:getNewOwnerPosition(x, y, z)
return x - self.ox, y - self.oy, z - self.oz
end
function Hitbox3D:getCenter()
return self.x + (self.w/2), self.y + (self.h/2), self.z + (self.d/2)
end
-- COLLISION FUNCTIONS
-- Handle Hitbox position
function Hitbox3D:checkCollision(filter)
return self:checkCollisionAtPoint(self.owner.x, self.owner.y, self.owner.z, filter)
end
function Hitbox3D:checkCollisionAtPoint(dx, dy, dz, filter)
self:updatePosition()
local dx, dy = self.ox + dx, self.oy + dy, self.oz + dz
local x, y, z, cols, colNumber = self.world:checkCollision(self, dx, dy, dz, filter)
local newx, newy, newz = self:getNewOwnerPosition(x, y, z)
return newx, newy, newz, cols, colNumber
end
-- DRAW FUNCTIONS
-- Just some debug function to draw hitbox
function Hitbox3D:draw()
local x, y, z = self:getPosition()
love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
utils.graphics.box(x, (y-z) - (self.d), self.w, self.h)
love.graphics.setColor(self.debug.r/2, self.debug.g/2, self.debug.b/2, 1)
utils.graphics.box(x, (y-z) - (self.d) + (self.h), self.w, self.d)
utils.graphics.resetColor()
end
return Hitbox3D