Use a new, fancy version of the Iso lib scene layout renderer that takes into account a render-priority for use in handling overlapping iso objects. This may want some additional optimization in the future, but we'll see if that's really required.
git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@937 ed5b42cb-e716-0410-a449-f6a68f950b19
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//
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// Nenya library - tools for developing networked games
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// Copyright (C) 2002-2010 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/nenya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.miso.client {
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import flash.utils.Dictionary;
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import flash.utils.getTimer;
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import as3isolib.display.renderers.ISceneLayoutRenderer;
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import as3isolib.bounds.IBounds;
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import as3isolib.core.as3isolib_internal;
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import as3isolib.core.IsoDisplayObject;
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import as3isolib.display.scene.IIsoScene;
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/**
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* Adapted from the as3isolib DefaultSceneLayoutRenderer, but thanks to its private vars, I cannot
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* simply extend that class.
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*/
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public class PrioritizedSceneLayoutRenderer
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implements ISceneLayoutRenderer
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{
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/**
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* Places all of our children in their appropriate rendering order based on their iso bounds
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* and as necessary, by priority. Priority only comes into play if the iso bounds overlap.
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*/
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public function renderScene (scene:IIsoScene):void
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{
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// This is a little brute-force. Some suggestions from DefaultSceneLayoutRenderer:
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// - cache dependencies between frames, only adjust invalidated objects, keeping old
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// ordering as best as possible
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// - screen space subdivision to limit dependency scan
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// - set the invalidated children first, then do a rescan to make sure everything else is
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// where it needs to be, too? probably need to order the invalidated children sets from
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// low to high index
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// Reset everything for this rendering pass.
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_scene = scene;
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_dependencies = new Dictionary();
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_depth = 0;
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_visited = new Dictionary();
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var startTime:uint = getTimer();
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// Use the non-rearranging display list so that the dependency sort will tend to
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// create similar output each pass
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var children:Array = _scene.displayListChildren;
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// Full naive cartesian scan, see what objects are behind/in front of child[ii]
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var max:uint = children.length;
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for (var ii :uint = 0; ii < max; ii++)
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{
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var objA:IsoDisplayObject = children[ii];
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var rightA:Number = objA.x + objA.width;
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var frontA:Number = objA.y + objA.length;
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var topA:Number = objA.z + objA.height;
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var prioA :int = objA is PriorityIsoDisplayObject ?
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PriorityIsoDisplayObject(objA).getPriority() : 0;
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for (var jj :uint = ii + 1; jj < max; jj++)
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{
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var objB:IsoDisplayObject = children[jj];
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var prioB :int = objB is PriorityIsoDisplayObject ?
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PriorityIsoDisplayObject(objB).getPriority() : 0;
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var rightB:Number = objB.x + objB.width;
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var frontB:Number = objB.y + objB.length;
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var topB:Number = objB.z + objB.height;
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// See if B should go behind A and vice-versa.
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var bBehindA :Boolean = ((objB.x < rightA) &&
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(objB.y < frontA) &&
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(objB.z < topA));
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var aBehindB :Boolean = ((objA.x < rightB) &&
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(objA.y < frontB) &&
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(objA.z < topB));
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if ((bBehindA && aBehindB)) {
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// Overlap means we need to use the priority...
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if (prioA > prioB) {
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addDependency(objA, objB);
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} else {
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addDependency(objB, objA);
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}
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} else if (bBehindA) {
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addDependency(objA, objB);
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} else if (aBehindB) {
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addDependency(objB, objA);
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}
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// Note - if we find that neither is behind the other, we don't add a dependency
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// ordering. If they actually do visually overlap due to sticking outside their
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// bounds, this can sometimes cause inconsistent visuals.
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}
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}
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trace("dependency scan time", getTimer() - startTime, "ms");
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// Set the childrens' depth, using dependency ordering
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for each (var obj:IsoDisplayObject in children) {
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if (!_visited[obj]) {
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place(obj);
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}
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}
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// Clear these out so we're not retaining memory between calls
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_visited = null;
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_dependencies = null;
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trace("scene layout render time", getTimer() - startTime, "ms (manual sort)");
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}
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/**
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* Adds the front-to-back dependency to our map of all such dependencies.
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*/
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protected function addDependency (front :IsoDisplayObject, back :IsoDisplayObject) :void
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{
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var deps :Array = _dependencies[front];
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if (deps == null) {
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deps = [];
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_dependencies[front] = deps;
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}
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deps.push(back);
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}
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/**
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* Dependency-ordered depth placement of the given objects and its dependencies.
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*/
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protected function place (obj:IsoDisplayObject):void
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{
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_visited[obj] = true;
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for each (var inner:IsoDisplayObject in _dependencies[obj]) {
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if (!_visited[inner]) {
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place(inner);
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}
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}
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if (_depth != obj.depth)
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{
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_scene.setChildIndex(obj, _depth);
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}
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_depth++;
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};
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/** The depth we're currently placing children at. */
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protected var _depth :uint;
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/** Any objects we've already placed. */
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protected var _visited :Dictionary;
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/** The scene on which we're operating. */
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protected var _scene :IIsoScene;
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/** All the front-back dependencies we know about. This maps an object to a list of all
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* the objects that should be rendered behind (and therefore before) it. */
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protected var _dependencies :Dictionary;
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}
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}
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