epervier-old/birb/modules/world/actors/actor3D.lua

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-- actor3D.lua :: the implementation of a 2D actor. It contain every element
-- needed to create your own 2D actors.
--[[
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 cwd = (...):gsub('%.actor3D$', '') .. "."
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local BaseActor = require("birb.modules.world.actors.mixins.base")
local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
local TimedActor = require("birb.modules.world.actors.mixins.timers")
local InputActor = require("birb.modules.world.actors.mixins.inputs")
local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Actor3D = Object:extend()
Actor3D:implement(BaseActor)
Actor3D:implement(SpritedActor)
Actor3D:implement(TimedActor)
Actor3D:implement(InputActor)
Actor3D:implement(PhysicalActor)
local Hitbox = require(cwd .. "utils.hitbox3D")
local Boxes = require(cwd .. "utils.boxes")
-- INIT FUNCTIONS
-- Initialise the actor and its base functions
function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
self:init(world, type)
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self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
self:initTimers()
self:initSprite()
self.world:registerShape(self)
self.boxes = Boxes
self.doCastShadows = true
end
function Actor3D:destroy()
self:removeOldShadowTargets()
if self.box ~= nil then
self.world:removeTerrain(self)
end
self.world:removeActor(self)
self.mainHitbox:destroy()
self.world:removeShape(self)
self.isDestroyed = true
end
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function Actor3D:packForHitbox()
return {0, 0, 0, self.w, self.h, self.d}
end
-- PHYSICS FUNCTIONS
-- Handle movement and collisions.
function Actor3D:autoMove(dt)
self:updateHitboxes()
self.onGround = false
self:applyGravity(dt)
local dx, dy, dz = self:getFuturePosition(dt)
local newx, newy, newz, cols, colNumber = self:move(dx, dy, dz)
-- apply after the movement the friction, until the player stop
-- note: the friction is applied according to the delta time,
-- thus the friction should be how much speed is substracted in 1 second
self:solveAllCollisions(cols)
self:applyFriction(dt)
end
function Actor3D:changeSpeedToCollisionNormal(normal)
local xsp, ysp, zsp = self.xsp, self.ysp, self.zsp
local nx, ny, nz = normal.x, normal.y, normal.z
if (nx < 0 and xsp > 0) or (nx > 0 and xsp < 0) then
xsp = -xsp * self.bounceFactor
end
if (ny < 0 and ysp > 0) or (ny > 0 and ysp < 0) then
ysp = -ysp * self.bounceFactor
end
if (nz < 0 and zsp > 0) or (nz > 0 and zsp < 0) then
zsp = -zsp * self.bounceFactor
end
self.xsp, self.ysp, self.zsp = xsp, ysp, zsp
end
function Actor3D:move(dx, dy, dz)
local cols, colNumber = {}, 0
local oldx, oldy, oldz = self.x, self.y, self.z
if (self.isDestroyed == false) then
self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
self.mainHitbox:updatePosition()
self.world:updateShape(self)
end
if (oldx ~= self.x) or (oldy ~= self.y) or (oldz ~= self.z) or (self.shadowTargetsPrevious == nil) then
if (self.doCastShadows) then
self:castShadow()
end
end
return self.x, self.y, self.z, cols, colNumber
end
function Actor3D:checkCollision(dx, dy, dz)
local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
if (self.isDestroyed == false) then
x, y, z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
end
return self.x, self.y, self.z, cols, colNumber
end
-- GRAVITY SYSTEM FUNCTIONS
-- All functions related to gravity
function Actor3D:applyGravity(dt)
local grav = self.grav * -1
self.zsp = self.zsp + (grav * dt)
if utils.math.sign(self.zsp) == utils.math.sign(grav) then
self:checkGround( )
end
end
function Actor3D:checkGround()
local dx, dy, dz = self.x, self.y, self.z - utils.math.sign(self.grav)
local newx, newy, newz, cols, colNumber = self:checkCollision(dx, dy, dz)
for i, col in ipairs(cols) do
if (col.type == "touch") or (col.type == "bounce") or (col.type == "slide") then
if not (self.grav == 0) then
if col.normal.z == utils.math.sign(self.grav) then self.onGround = true end
end
end
end
end
-- COORDINATE/MOVEMENT FUNCTIONS
-- Handle coordinate
function Actor3D:getViewCenter()
local x, y, z = self:getCenter()
return x, y - (self.d/2)
end
-- HITBOXES FUNCTIONS
-- Functions related to actor hitboxes
function Actor3D:checkHitboxCollisions(name, filter)
self:checkHitboxCollisionsAtPoint(name, self.x, self.y, self.z, filter)
end
function Actor3D:checkHitboxCollisionsAtPoint(name, dx, dy, dz, filter)
local x, y, z, cols, colNumber = dx, dy, dz, {}, 0
local filter = filter or self.filter
if (self.isDestroyed == false) and (self.hitboxes[name] ~= nil) then
x, y, z, cols, colNumber = self.hitboxes[name]:checkCollision(dx, dy, dz, filter)
local type = self.hitboxes[name].type
for i, col in ipairs(cols) do
self:hitboxResponse(name, type, col)
end
end
return x, y, z, cols, colNumber
end
-- SHADOW FUNCTIONS
-- Handle everything related to shadow
function Actor3D:castShadow()
local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
-- initialize the shadowTargetsPrevious variable if it doesn't exist
if (self.shadowTargetsPrevious == nil) then
self.shadowTargetsPrevious = {}
end
for i, target in ipairs(shadowTargets) do
-- We test if the actor is below the current actor
if (target ~= self) and (target.box ~= nil) then
if (target.z + target.d <= self.z + self.d) then
-- Remove the target of the list of item targeted last update,
-- in order to only have object no longer shadowed after the
-- end of the loop
for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
if (target == oldtarget) then
table.remove(self.shadowTargetsPrevious, j)
end
end
-- We update the shadow source
local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
target.box:setShadowSource(self, x, y)
end
end
end
-- At this point, if a target is still in the shadowTargetsPrevious list,
-- it mean that it's not shadowed. So we can simply remove the shadow.
self:removeOldShadowTargets()
self.shadowTargetsPrevious = shadowTargets
end
function Actor3D:removeOldShadowTargets()
if (self.shadowTargetsPrevious ~= nil) then
for i, target in ipairs(self.shadowTargetsPrevious) do
if (target.box ~= nil) then
target.box:removeShadowSource(self)
end
end
end
end
function Actor3D:redrawShadowCanvas()
if (self.box ~= nil) then
self.box:redrawShadowCanvas()
end
end
-- DRAW FUNCTIONS
-- Draw the actors.
function Actor3D:drawShadow(x, y)
love.graphics.setColor(0, 0, 0, 1)
love.graphics.rectangle("fill", x, y, self.w, self.h)
utils.graphics.resetColor()
end
function Actor3D:getShape()
return (self.x), (self.y - self.z - self.d), self.w, (self.h + self.d)
end
function Actor3D:draw()
self:drawStart()
if (self.box ~= nil) then
self.box:draw(self.x, self.y, self.z)
else
local x, y = math.floor(self.x), math.floor(self.y - self.z - self.d + (self.h/2))
self:drawSprite(x, y)
end
self:drawEnd()
end
return Actor3D