-- world3D.lua :: a basic fake3D world based on bump-2dpd. --[[ 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 cwd = (...):gsub('%.world3D$', '') .. "." local BaseWorld = require(cwd .. "baseworld") local World3D = BaseWorld:extend() local Sti = require(cwd .. "libs.sti") local Bump = require(cwd .. "libs.bump") local Bump3D = require(cwd .. "libs.bump-3dpd") local CameraSystem = require(cwd .. "camera") local PADDING_VALUE = 10/100 function World3D:new(scene, actorlist, mapfile) World3D.super.new(self, scene, actorlist, mapfile) end -- ACTORS FUNCTIONS -- Add support for bodies in Actor functions function World3D:initActors() self.currentCreationID = 0 self.actors = {} self.bodies = Bump3D.newWorld(50) self:initShapes() end function World3D:newActor(name, x, y, z) self.obj.index[name](self, x, y, z) end function World3D:newCollision(name, x, y, z, w, h, d) self.obj.collisions[name](self, x, y, z, w, h, d) end function World3D:moveActor(actor, x, y, z, filter) return self.bodies:move(actor.mainHitbox, x, y, z, filter) end function World3D:getActorsInRect(x, y, w, h) return self:getShapeInRect(x, y, w, h) end function BaseWorld:getVisibleActors(id) local actors = {} if (id ~= nil) then local camx, camy, camw, camh = self.cameras:getViewCoordinate(id) local paddingw = camw * PADDING_VALUE local paddingh = camh * PADDING_VALUE local x = camx - paddingw local y = camy - paddingh local w = camw + paddingw * 2 local h = camh + paddingh * 2 actors = self:getActorsInRect(x, y, w, h) else actors = self:getActors() end table.sort(actors, function(a,b) 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 end -- PLAYER FUNCTIONS -- Load player stuff function World3D:addPlayer(actor, sourceid, haveCam) local player = {} player.actor = actor player.sourceid = sourceid or 1 table.insert(self.players, player) self.cameras:addTarget(player.actor) end -- MAP LOADING FUNCTIONS -- Handle loading of actors from map function World3D:batchActor(objectlayer, object) local name = objectlayer.name local gwidth = object.properties.gwidth or self.map.tilewidth local gheight = object.properties.gheight or self.map.tileheight local x = object.x local y = object.y local z = object.properties.z or 0 local w = object.width local h = object.height local cellHor = math.ceil(w / gwidth) local cellVert = math.ceil(h / gheight) for i=1, cellHor do for j=1, cellVert do self:newActor(name, x + (i-1)*gwidth, y + (j-1)*gheight, z) end end end function World3D:newActorFromMap(objectlayer, object) local z = object.properties.z or 0 self:newActor(objectlayer.name, object.x, object.y, z) end function World3D:newCollisionFromMap(objectlayer, object) local z = object.properties.z or 0 local d = object.properties.d or 16 self:newCollision(objectlayer.name, object.x, object.y, z, object.width, object.height, d) end function World3D:addPlayerFromMap(object, i) local z = object.properties.z or 0 self:addPlayer(self.obj.Player(self, object.x, object.y, z), i) end -- BODIES MANAGEMENT FUNCTIONS -- Basic function to handle bodies. Wrappers around Bump2D functions function World3D:registerBody(body) return self.bodies:add(body, body.x, body.y, body.z, body.w, body.h, body.d) end function World3D:updateBody(body) return self.bodies:update(body, body.x, body.y, body.z, body.w, body.h, body.d) end function World3D:removeBody(body) return self.bodies:remove(body) end function World3D:checkCollision(body, x, y, z, filter) return self.bodies:check(body, x, y, z, filter) end function World3D:getBodiesInRect(x, y, w, h) return {} --self.bodies:queryRect(x, y, w, h) end -- SHAPE SYSTEM -- Handle onscreen shapes function World3D:initShapes() self.shapes = Bump.newWorld(50) end function World3D:registerShape(actor) local x, y, w, h = actor:getShape() return self.shapes:add(actor, x, y, w, h) end function World3D:updateShape(actor) local x, y, w, h = actor:getShape() return self.shapes:update(actor, x, y, w, h) end function World3D:removeShape(actor) return self.shapes:remove(actor) end function World3D:checkShapeIntersection(actor, x, y) return self.shapes:check(actor, x, y) end function World3D:getShapeInRect(x, y, w, h) return self.shapes:queryRect(x, y, w, h) end return World3D