feat(actor3D): add zSorting support

This commit is contained in:
Kazhnuz 2019-07-01 18:06:25 +02:00
parent 5bdb275b8a
commit c043bb8ecf

View file

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