chore: extract shapes from actor3D

This commit is contained in:
Kazhnuz 2020-11-27 11:15:57 +01:00
parent c3ee812d1a
commit fb55c9e706
2 changed files with 102 additions and 65 deletions

View file

@ -28,6 +28,7 @@ local SpritedActor = require("birb.modules.world.actors.mixins.sprites")
local TimedActor = require("birb.modules.world.actors.mixins.timers") local TimedActor = require("birb.modules.world.actors.mixins.timers")
local InputActor = require("birb.modules.world.actors.mixins.inputs") local InputActor = require("birb.modules.world.actors.mixins.inputs")
local PhysicalActor = require("birb.modules.world.actors.mixins.physics") local PhysicalActor = require("birb.modules.world.actors.mixins.physics")
local Shape3DActor = require("birb.modules.world.actors.mixins.shapes")
local Actor3D = Object:extend() local Actor3D = Object:extend()
Actor3D:implement(BaseActor) Actor3D:implement(BaseActor)
@ -35,6 +36,7 @@ Actor3D:implement(SpritedActor)
Actor3D:implement(TimedActor) Actor3D:implement(TimedActor)
Actor3D:implement(InputActor) Actor3D:implement(InputActor)
Actor3D:implement(PhysicalActor) Actor3D:implement(PhysicalActor)
Actor3D:implement(Shape3DActor)
local Hitbox = require(cwd .. "utils.hitbox3D") local Hitbox = require(cwd .. "utils.hitbox3D")
local Boxes = require(cwd .. "utils.boxes") local Boxes = require(cwd .. "utils.boxes")
@ -47,19 +49,13 @@ function Actor3D:new(world, type, x, y, z, w, h, d, isSolid)
self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid) self:initPhysics(Hitbox, x, y, z, w, h, d, isSolid)
self:initTimers() self:initTimers()
self:initSprite() self:initSprite()
self.world:registerShape(self) self:initShape(Boxes, true)
self.boxes = Boxes
self.doCastShadows = true
end end
function Actor3D:destroy() function Actor3D:destroy()
self:removeOldShadowTargets() self:destroyShape()
if self.box ~= nil then
self.world:removeTerrain(self)
end
self.world:removeActor(self)
self.mainHitbox:destroy() self.mainHitbox:destroy()
self.world:removeShape(self) self.world:removeActor(self)
self.isDestroyed = true self.isDestroyed = true
end end
@ -154,62 +150,6 @@ function Actor3D:getViewCenter()
return x, y - (self.d/2) return x, y - (self.d/2)
end 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 FUNCTIONS
-- Draw the actors. -- Draw the actors.

View file

@ -0,0 +1,97 @@
-- ShapedActor.lua :: Handle the shape of a 2.5D actor.
-- It handle terrain box, and shadows
--[[
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 ShapedActor = Object:extend()
function ShapedActor:initShape(boxObj, doCastShadows)
self.world:registerShape(self)
self.boxes = boxObj
self.doCastShadows = doCastShadows
end
function ShapedActor:destroyShape()
self:removeOldShadowTargets()
if self.box ~= nil then
self.world:removeTerrain(self)
end
self.world:removeShape(self)
end
-- SHADOW FUNCTIONS
-- Handle everything related to shadow
function ShapedActor: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 ShapedActor: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 ShapedActor:redrawShadowCanvas()
if (self.box ~= nil) then
self.box:redrawShadowCanvas()
end
end
return ShapedActor