sonic-bluestreak/sonic-bluestreak.love/birb/modules/world/world3D.lua

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-- 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 Bump = require(cwd .. "libs.bump")
local Bump3D = require(cwd .. "libs.bump-3dpd")
local Tsort = require(cwd .. "libs.tsort")
local CameraSystem = require(cwd .. "camera")
local PADDING_VALUE = 10/100
function World3D:new(scene, actorlist, mapfile, maptype)
World3D.super.new(self, scene, actorlist, mapfile, maptype)
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()
self:initTerrain()
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 World3D: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
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actors = self:ySortItems(actors)
return actors
end
-- PLAYER FUNCTIONS
-- Load player stuff
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function World3D:newPlayer(x, y, z)
return self.obj.Player(self, x, y, z)
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
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function World3D:checkCollisionAtPoint(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
-- UPDATE
-- Update everything in the world
function World3D:updateActors(dt)
World3D.super.updateActors(self, dt)
local actors = self:getActors()
for i,v in ipairs(actors) do
v:redrawShadowCanvas()
end
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
-- TERRAIN SYSTEM
-- Handle onscreen shapes
function World3D:initTerrain()
self.terrains = Bump.newWorld(50)
end
function World3D:registerTerrain(actor)
return self.terrains:add(actor, actor.x, actor.y, actor.w, actor.h)
end
function World3D:updateTerrain(actor)
return self.terrains:update(actor, actor.x, actor.y, actor.w, actor.h)
end
function World3D:removeTerrain(actor)
return self.terrains:remove(actor)
end
function World3D:getTerrainInRect(x, y, w, h)
return self.terrains:queryRect(x, y, w, h)
end
-- DRAW FUNCTIONS
-- Functions to draw the world
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function World3D:ySortItems(items)
-- zSorting algorithm taken from bump3D example, adapted to gamecore.
local graph = Tsort.new()
local noOverlap = {}
-- Iterate through all visible items, and calculate ordering of all pairs
-- of overlapping items.
for _, itemA in ipairs(items) do repeat
local x, y, w, h = self.shapes:getRect(itemA)
local otherItemsFilter = function(other) return other ~= itemA end
local overlapping, len = self.shapes:queryRect(x, y, w, h, otherItemsFilter)
if len == 0 then
table.insert(noOverlap, itemA)
break
end
local _, aY, aZ, _, aH, aD = self.bodies:getCube(itemA.mainHitbox)
local aDepth, aID, aType
aDepth = itemA.depth
aID = itemA.creationID
aType = itemA.type
aZ = math.ceil(aZ)
aY = math.ceil(aY)
for _, itemB in ipairs(overlapping) do
local _, bY, bZ, _, bH, bD = self.bodies:getCube(itemB.mainHitbox)
local bDepth, bID, bType
bDepth = itemB.depth
bID = itemB.creationID
bType = itemB.type
bZ = math.ceil(bZ)
bY = math.ceil(bY)
if aY < bY then
-- item A is completely behind item B
graph:add(itemA, itemB)
elseif bY < aY then
-- item B is completely behind item A
graph:add(itemB, itemA)
else
-- item A's forward-most point is the same than item B's forward-most point
if aDepth > bDepth then
graph:add(itemB, itemA)
elseif aDepth < bDepth then
graph:add(itemA, itemB)
else
if aID > bID then
graph:add(itemA, itemB)
elseif aID < bID then
graph:add(itemB, itemA)
else
error("two object can't have the same ID")
end
end
end
end
until true end
local sorted, err = graph:sort()
if err then
error(err)
end
for _, item in ipairs(noOverlap) do
table.insert(sorted, item)
end
return sorted
end
function World3D:zSortItems(items)
-- zSorting algorithm taken from bump3D example, adapted to gamecore.
local graph = Tsort.new()
local noOverlap = {}
-- Iterate through all visible items, and calculate ordering of all pairs
-- of overlapping items.
for _, itemA in ipairs(items) do repeat
local x, y, w, h = self.shapes:getRect(itemA)
local otherItemsFilter = function(other) return other ~= itemA end
local overlapping, len = self.shapes:queryRect(x, y, w, h, otherItemsFilter)
if len == 0 then
table.insert(noOverlap, itemA)
break
end
local _, aY, aZ, _, aH, aD = self.bodies:getCube(itemA.mainHitbox)
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local aDepth, aID, aType
aDepth = itemA.depth
aID = itemA.creationID
aType = itemA.type
aZ = math.ceil(aZ)
aY = math.ceil(aY)
for _, itemB in ipairs(overlapping) do
local _, bY, bZ, _, bH, bD = self.bodies:getCube(itemB.mainHitbox)
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local bDepth, bID, bType
bDepth = itemB.depth
bID = itemB.creationID
bType = itemB.type
bZ = math.ceil(bZ)
bY = math.ceil(bY)
if aZ >= bZ + bD then
-- item A is completely above item B
graph:add(itemB, itemA)
elseif bZ >= aZ + aD then
-- item B is completely above item A
graph:add(itemA, itemB)
elseif aY + aH <= bY then
-- item A is completely behind item B
graph:add(itemA, itemB)
elseif bY + bH <= aY then
-- item B is completely behind item A
graph:add(itemB, itemA)
elseif (aY - aZ) + aH > (bY - bZ) + bH then
-- item A's forward-most point is in front of item B's forward-most point
graph:add(itemB, itemA)
elseif (aY - aZ) + aH < (bY - bZ) + bH then
-- item B's forward-most point is in front of item A's forward-most point
graph:add(itemA, itemB)
else
-- item A's forward-most point is the same than item B's forward-most point
if aDepth > bDepth then
graph:add(itemB, itemA)
elseif aDepth < bDepth then
graph:add(itemA, itemB)
else
if aID > bID then
graph:add(itemA, itemB)
elseif aID < bID then
graph:add(itemB, itemA)
else
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error("two object can't have the same ID")
end
end
end
end
until true end
local sorted, err = graph:sort()
if err then
error(err)
end
for _, item in ipairs(noOverlap) do
table.insert(sorted, item)
end
return sorted
end
return World3D