chore: extract shapes from actor3D
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parent
c3ee812d1a
commit
fb55c9e706
2 changed files with 102 additions and 65 deletions
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@ -28,6 +28,7 @@ local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local TimedActor = require("birb.modules.world.actors.mixins.timers")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local InputActor = require("birb.modules.world.actors.mixins.inputs")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
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local Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
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local Actor3D = Object:extend()
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local Actor3D = Object:extend()
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Actor3D:implement(BaseActor)
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Actor3D:implement(BaseActor)
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@ -35,6 +36,7 @@ Actor3D:implement(SpritedActor)
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Actor3D:implement(TimedActor)
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Actor3D:implement(TimedActor)
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Actor3D:implement(InputActor)
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Actor3D:implement(InputActor)
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Actor3D:implement(PhysicalActor)
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Actor3D:implement(PhysicalActor)
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Actor3D:implement(Shape3DActor)
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local Hitbox = require(cwd .. "utils.hitbox3D")
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local Hitbox = require(cwd .. "utils.hitbox3D")
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local Boxes = require(cwd .. "utils.boxes")
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local Boxes = require(cwd .. "utils.boxes")
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@ -47,19 +49,13 @@ function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
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self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
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self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
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self:initTimers()
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self:initTimers()
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self:initSprite()
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self:initSprite()
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self.world:registerShape(self)
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self:initShape(Boxes, true)
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self.boxes = Boxes
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self.doCastShadows = true
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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:removeOldShadowTargets()
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self:destroyShape()
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if self.box ~= nil then
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self.world:removeTerrain(self)
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end
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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.world:removeActor(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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@ -154,62 +150,6 @@ function Actor3D:getViewCenter()
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return x, y - (self.d/2)
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return x, y - (self.d/2)
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end
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end
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-- SHADOW FUNCTIONS
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-- Handle everything related to shadow
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function Actor3D:castShadow()
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local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
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-- initialize the shadowTargetsPrevious variable if it doesn't exist
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if (self.shadowTargetsPrevious == nil) then
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self.shadowTargetsPrevious = {}
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end
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for i, target in ipairs(shadowTargets) do
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-- We test if the actor is below the current actor
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if (target ~= self) and (target.box ~= nil) then
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if (target.z + target.d <= self.z + self.d) then
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-- Remove the target of the list of item targeted last update,
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-- in order to only have object no longer shadowed after the
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-- end of the loop
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for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
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if (target == oldtarget) then
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table.remove(self.shadowTargetsPrevious, j)
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end
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end
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-- We update the shadow source
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local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
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target.box:setShadowSource(self, x, y)
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end
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end
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end
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-- At this point, if a target is still in the shadowTargetsPrevious list,
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-- it mean that it's not shadowed. So we can simply remove the shadow.
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self:removeOldShadowTargets()
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self.shadowTargetsPrevious = shadowTargets
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end
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function Actor3D:removeOldShadowTargets()
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if (self.shadowTargetsPrevious ~= nil) then
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for i, target in ipairs(self.shadowTargetsPrevious) do
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if (target.box ~= nil) then
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target.box:removeShadowSource(self)
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end
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end
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end
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end
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function Actor3D:redrawShadowCanvas()
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if (self.box ~= nil) then
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self.box:redrawShadowCanvas()
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end
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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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97
birb/modules/world/actors/mixins/shapes.lua
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97
birb/modules/world/actors/mixins/shapes.lua
Normal file
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@ -0,0 +1,97 @@
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-- ShapedActor.lua :: Handle the shape of a 2.5D actor.
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-- It handle terrain box, and shadows
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--[[
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Copyright © 2019 Kazhnuz
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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local ShapedActor = Object:extend()
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function ShapedActor:initShape(boxObj, doCastShadows)
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self.world:registerShape(self)
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self.boxes = boxObj
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self.doCastShadows = doCastShadows
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end
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function ShapedActor:destroyShape()
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self:removeOldShadowTargets()
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if self.box ~= nil then
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self.world:removeTerrain(self)
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end
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self.world:removeShape(self)
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end
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-- SHADOW FUNCTIONS
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-- Handle everything related to shadow
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function ShapedActor:castShadow()
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local shadowTargets = self.world:getTerrainInRect(self.x, self.y, self.w, self.d)
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-- initialize the shadowTargetsPrevious variable if it doesn't exist
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if (self.shadowTargetsPrevious == nil) then
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self.shadowTargetsPrevious = {}
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end
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for i, target in ipairs(shadowTargets) do
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-- We test if the actor is below the current actor
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if (target ~= self) and (target.box ~= nil) then
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if (target.z + target.d <= self.z + self.d) then
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-- Remove the target of the list of item targeted last update,
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-- in order to only have object no longer shadowed after the
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-- end of the loop
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for j, oldtarget in ipairs(self.shadowTargetsPrevious) do
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if (target == oldtarget) then
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table.remove(self.shadowTargetsPrevious, j)
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end
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end
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-- We update the shadow source
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local x, y = math.floor(self.x - target.x), math.floor(self.y - target.y)
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target.box:setShadowSource(self, x, y)
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end
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end
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end
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-- At this point, if a target is still in the shadowTargetsPrevious list,
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-- it mean that it's not shadowed. So we can simply remove the shadow.
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self:removeOldShadowTargets()
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self.shadowTargetsPrevious = shadowTargets
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end
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function ShapedActor:removeOldShadowTargets()
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if (self.shadowTargetsPrevious ~= nil) then
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for i, target in ipairs(self.shadowTargetsPrevious) do
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if (target.box ~= nil) then
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target.box:removeShadowSource(self)
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end
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end
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end
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end
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function ShapedActor:redrawShadowCanvas()
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if (self.box ~= nil) then
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self.box:redrawShadowCanvas()
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end
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end
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return ShapedActor
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