fix: use ySorting

This commit is contained in:
Kazhnuz 2021-11-27 12:19:04 +01:00
parent 9aa19dfa30
commit b5f1728f1e

View file

@ -80,7 +80,7 @@ function World3D:getVisibleActors(id)
actors = self:getActors()
end
actors = self:zSortItems(actors)
actors = self:ySortItems(actors)
return actors
end
@ -182,6 +182,79 @@ end
-- DRAW FUNCTIONS
-- Functions to draw the world
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()
@ -189,7 +262,6 @@ function World3D:zSortItems(items)
-- Iterate through all visible items, and calculate ordering of all pairs
-- of overlapping items.
-- TODO: Each pair is calculated twice currently. Maybe this is slow?
for _, itemA in ipairs(items) do repeat
local x, y, w, h = self.shapes:getRect(itemA)
local otherItemsFilter = function(other) return other ~= itemA end