270 lines
7.4 KiB
Lua
270 lines
7.4 KiB
Lua
-- 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
|