feat(actor3D): add zSorting support
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1 changed files with 88 additions and 11 deletions
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@ -29,6 +29,7 @@ local World3D = BaseWorld:extend()
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local Sti = require(cwd .. "libs.sti")
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local Sti = require(cwd .. "libs.sti")
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local Bump = require(cwd .. "libs.bump")
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local Bump = require(cwd .. "libs.bump")
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local Bump3D = require(cwd .. "libs.bump-3dpd")
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local Bump3D = require(cwd .. "libs.bump-3dpd")
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local Tsort = require(cwd .. "libs.tsort")
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local CameraSystem = require(cwd .. "camera")
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local CameraSystem = require(cwd .. "camera")
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local PADDING_VALUE = 10/100
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local PADDING_VALUE = 10/100
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@ -79,17 +80,7 @@ function BaseWorld:getVisibleActors(id)
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actors = self:getActors()
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actors = self:getActors()
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end
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end
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table.sort(actors, function(a,b)
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actors = self:zSortItems(actors)
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if (a.y == b.y) then
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if (a.depth == b.depth) then
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return a.creationID < b.creationID
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else
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return a.depth > b.depth
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end
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else
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return a.y < b.y
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end
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end)
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return actors
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return actors
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end
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end
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@ -199,4 +190,90 @@ function World3D:getShapeInRect(x, y, w, h)
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return self.shapes:queryRect(x, y, w, h)
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return self.shapes:queryRect(x, y, w, h)
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end
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end
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-- DRAW FUNCTIONS
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-- Functions to draw the world
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function World3D:zSortItems(items)
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-- zSorting algorithm taken from bump3D example, adapted to gamecore.
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local graph = Tsort.new()
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local noOverlap = {}
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-- Iterate through all visible items, and calculate ordering of all pairs
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-- of overlapping items.
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-- TODO: Each pair is calculated twice currently. Maybe this is slow?
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for _, itemA in ipairs(items) do repeat
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local x, y, w, h = self.shapes:getRect(itemA)
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local otherItemsFilter = function(other) return other ~= itemA end
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local overlapping, len = self.shapes:queryRect(x, y, w, h, otherItemsFilter)
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if len == 0 then
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table.insert(noOverlap, itemA)
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break
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end
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local _, aY, aZ, _, aH, aD = self.bodies:getCube(itemA.mainHitbox)
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aDepth = itemA.depth
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aID = itemA.id
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aType = itemA.type
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aZ = math.ceil(aZ)
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aY = math.ceil(aY)
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for _, itemB in ipairs(overlapping) do
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local _, bY, bZ, _, bH, bD = self.bodies:getCube(itemB.mainHitbox)
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bDepth = itemB.depth
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bID = itemB.id
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bType = itemB.type
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bZ = math.ceil(bZ)
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bY = math.ceil(bY)
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if aZ >= bZ + bD then
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-- item A is completely above item B
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graph:add(itemB, itemA)
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elseif bZ >= aZ + aD then
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-- item B is completely above item A
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graph:add(itemA, itemB)
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elseif aY + aH <= bY then
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-- item A is completely behind item B
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graph:add(itemA, itemB)
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elseif bY + bH <= aY then
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-- item B is completely behind item A
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graph:add(itemB, itemA)
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elseif (aY - aZ) + aH > (bY - bZ) + bH then
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-- item A's forward-most point is in front of item B's forward-most point
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graph:add(itemB, itemA)
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elseif (aY - aZ) + aH < (bY - bZ) + bH then
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-- item B's forward-most point is in front of item A's forward-most point
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graph:add(itemA, itemB)
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else
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-- item A's forward-most point is the same than item B's forward-most point
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if aDepth > bDepth then
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graph:add(itemB, itemA)
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elseif aDepth < bDepth then
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graph:add(itemA, itemB)
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else
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if aID > bID then
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graph:add(itemA, itemB)
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elseif aID < bID then
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graph:add(itemB, itemA)
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else
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err("two object can't have the same ID")
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end
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end
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end
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end
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until true end
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local sorted, err = graph:sort()
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if err then
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error(err)
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end
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for _, item in ipairs(noOverlap) do
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table.insert(sorted, item)
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end
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return sorted
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end
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return World3D
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return World3D
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