feat(world3D): add a visible shape system to handle better visiblity
Actor2D also have a shape, in order to use them in other functions.
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3 changed files with 73 additions and 4 deletions
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@ -193,6 +193,10 @@ end
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-- DRAW FUNCTIONS
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-- DRAW FUNCTIONS
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-- Draw the actors.
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-- Draw the actors.
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function Actor3D:getShape()
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return (self.x), (self.y), self.w, (self.h)
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end
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function Actor2D:draw()
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function Actor2D:draw()
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self:drawStart()
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self:drawStart()
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local x, y = math.floor(self.x), math.floor(self.y)
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local x, y = math.floor(self.x), math.floor(self.y)
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@ -34,11 +34,13 @@ local Hitbox = require(cwd .. "utils.hitbox3D")
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function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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Actor3D.super.new(self, world, type, x, y, z, w, h, d, isSolid)
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Actor3D.super.new(self, world, type, x, y, z, w, h, d, isSolid)
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self:initHitboxes()
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self:initHitboxes()
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self.world:registerShape(self)
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end
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end
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function Actor3D:destroy()
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function Actor3D:destroy()
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self.world:removeActor(self)
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self.world:removeActor(self)
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self.mainHitbox:destroy()
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self.mainHitbox:destroy()
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self.world:removeShape(self)
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self.isDestroyed = true
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self.isDestroyed = true
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end
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end
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@ -86,6 +88,7 @@ function Actor3D:move(dx, dy, dz)
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if (self.isDestroyed == false) then
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if (self.isDestroyed == false) then
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self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
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self.x, self.y, self.z, cols, colNumber = self.mainHitbox:checkCollision(dx, dy, dz, self.filter)
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self.mainHitbox:updatePosition()
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self.mainHitbox:updatePosition()
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self.world:updateShape(self)
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end
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end
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return self.x, self.y, self.z, cols, colNumber
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return self.x, self.y, self.z, cols, colNumber
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end
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end
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@ -199,6 +202,10 @@ end
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-- DRAW FUNCTIONS
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-- DRAW FUNCTIONS
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-- Draw the actors.
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-- Draw the actors.
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function Actor3D:getShape()
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return (self.x), (self.y - self.z - self.d), self.w, (self.h + self.d)
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end
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function Actor3D:draw()
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function Actor3D:draw()
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self:drawStart()
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self:drawStart()
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local x, y = math.floor(self.x), math.floor(self.y - self.z - self.d + (self.h/2))
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local x, y = math.floor(self.x), math.floor(self.y - self.z - self.d + (self.h/2))
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@ -31,6 +31,8 @@ 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 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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function World3D:new(scene, actorlist, mapfile)
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function World3D:new(scene, actorlist, mapfile)
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World3D.super.new(self, scene, actorlist, mapfile)
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World3D.super.new(self, scene, actorlist, mapfile)
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end
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end
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@ -42,6 +44,7 @@ function World3D:initActors()
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self.currentCreationID = 0
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self.currentCreationID = 0
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self.actors = {}
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self.actors = {}
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self.bodies = Bump3D.newWorld(50)
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self.bodies = Bump3D.newWorld(50)
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self:initShapes()
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end
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end
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function World3D:newActor(name, x, y, z)
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function World3D:newActor(name, x, y, z)
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@ -57,15 +60,41 @@ function World3D:moveActor(actor, x, y, z, filter)
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end
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end
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function World3D:getActorsInRect(x, y, w, h)
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function World3D:getActorsInRect(x, y, w, h)
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-- Just a placeholder before adding a better algorythm
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return self:getShapeInRect(x, y, w, h)
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World3D.super.getActorsInRect(x, y, w, h)
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end
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end
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function World3D:getVisibleActors(id)
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function BaseWorld:getVisibleActors(id)
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local actors = {}
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if (id ~= nil) then
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local camx, camy, camw, camh = self.cameras:getViewCoordinate(id)
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local paddingw = camw * PADDING_VALUE
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local paddingh = camh * PADDING_VALUE
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local x = camx - paddingw
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local y = camy - paddingh
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local w = camw + paddingw * 2
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local h = camh + paddingh * 2
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return self.actors
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actors = self:getActorsInRect(x, y, w, h)
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else
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actors = self:getActors()
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end
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table.sort(actors, function(a,b)
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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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end
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end
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-- PLAYER FUNCTIONS
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-- PLAYER FUNCTIONS
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-- Load player stuff
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-- Load player stuff
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@ -141,4 +170,33 @@ function World3D:getBodiesInRect(x, y, w, h)
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return {} --self.bodies:queryRect(x, y, w, h)
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return {} --self.bodies:queryRect(x, y, w, h)
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end
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end
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-- SHAPE SYSTEM
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-- Handle onscreen shapes
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function World3D:initShapes()
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self.shapes = Bump.newWorld(50)
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end
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function World3D:registerShape(actor)
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local x, y, w, h = actor:getShape()
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return self.shapes:add(actor, x, y, w, h)
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end
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function World3D:updateShape(actor)
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local x, y, w, h = actor:getShape()
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return self.shapes:update(actor, x, y, w, h)
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end
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function World3D:removeShape(actor)
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return self.shapes:remove(actor)
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end
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function World3D:checkShapeIntersection(actor, x, y)
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return self.shapes:check(actor, x, y)
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end
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function World3D:getShapeInRect(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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return World3D
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return World3D
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