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