9eb0d321c8
- Use "apply" when you apply collision, and not check - Use "AtPoint" when you check at a point
147 lines
4 KiB
Lua
147 lines
4 KiB
Lua
-- hitbox3D.lua :: a basic 3D hitbox object. It's used by the actors to check
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-- collisions and to handle different type of responses.
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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 Hitbox3D = Object:extend()
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-- INIT FUNCTIONS
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-- Initialise the actor and its base functions
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function Hitbox3D:new(owner, type, data, sx, sy, isSolid)
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self.owner = owner
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self.world = owner.world
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self.type = type
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self:setFromData(data, sx, sy)
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self.x, self.y, self.z = self:getPosition()
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self.isSolid = isSolid
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self.isMainHitBox = false
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self:setDebugColor(0,0,0)
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self:register()
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end
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function Hitbox3D:setFromData(data, sx, sy)
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local sx = sx or 0
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local sy = sy or 0
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self.ox = data[1]
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self.oy = data[2]
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self.oz = data[3]
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self.w = data[4]
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self.h = data[5]
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self.d = data[6]
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if (sx < 0) then
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self.ox = self.owner.w - self.ox - self.w
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end
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if (sy < 0) then
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self.oz = self.owner.d - self.oz - self.d
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end
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end
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function Hitbox3D:advertiseAsMainHitbox()
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self.isMainHitBox = true
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end
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function Hitbox3D:modify(ox, oy, oz, w, h, d)
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self.ox = ox
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self.oy = oy
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self.oz = oz
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self.x, self.y, self.z = self:getPosition()
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self.w = w
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self.h = h
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self.d = d
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end
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function Hitbox3D:setDebugColor(r,g,b)
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self.debug = {}
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self.debug.r = r
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self.debug.g = g
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self.debug.b = b
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end
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function Hitbox3D:register()
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self.world:registerBody(self)
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end
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function Hitbox3D:destroy()
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self.world:removeBody(self)
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end
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-- COORDINATE FUNCTIONS
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-- Handle Hitbox position
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function Hitbox3D:updatePosition()
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self.x, self.y, self.z = self:getPosition()
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self.world:updateBody(self)
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return self.x, self.y, self.z
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end
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function Hitbox3D:getPosition()
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return self.ox + self.owner.x, self.oy + self.owner.y, self.oz + self.owner.z
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end
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function Hitbox3D:getOwnerPosition()
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return self.x - self.ox, self.y - self.oy, self.z - self.oz
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end
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function Hitbox3D:getNewOwnerPosition(x, y, z)
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return x - self.ox, y - self.oy, z - self.oz
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end
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function Hitbox3D:getCenter()
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return self.x + (self.w/2), self.y + (self.h/2), self.z + (self.d/2)
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end
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-- COLLISION FUNCTIONS
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-- Handle Hitbox position
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function Hitbox3D:checkCollision(filter)
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return self:checkCollisionAtPoint(self.owner.x, self.owner.y, self.owner.z, filter)
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end
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function Hitbox3D:checkCollisionAtPoint(dx, dy, dz, filter)
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self:updatePosition()
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local dx, dy = self.ox + dx, self.oy + dy, self.oz + dz
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local x, y, z, cols, colNumber = self.world:checkCollision(self, dx, dy, dz, filter)
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local newx, newy, newz = self:getNewOwnerPosition(x, y, z)
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return newx, newy, newz, cols, colNumber
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end
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-- DRAW FUNCTIONS
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-- Just some debug function to draw hitbox
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function Hitbox3D:draw()
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local x, y, z = self:getPosition()
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love.graphics.setColor(self.debug.r, self.debug.g, self.debug.b, 1)
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utils.graphics.box(x, (y-z) - (self.d), self.w, self.h)
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love.graphics.setColor(self.debug.r/2, self.debug.g/2, self.debug.b/2, 1)
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utils.graphics.box(x, (y-z) - (self.d) + (self.h), self.w, self.d)
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utils.graphics.resetColor()
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end
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return Hitbox3D
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