-- 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 actors = self:zSortItems(actors) return actors end -- PLAYER FUNCTIONS -- Load player stuff 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 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 -- 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 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. -- 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 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 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 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