light_world.lua/lib/body.lua

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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class")
local normal_map = require(_PACKAGE..'/normal_map')
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local vector = require(_PACKAGE..'/vector')
local shadowLength = 100000
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local body = class()
body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl")
body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl")
function body:init(id, type, ...)
local args = {...}
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self.id = id
self.type = type
self.shine = true
self.red = 0
self.green = 0
self.blue = 0
self.alpha = 1.0
self.glowRed = 255
self.glowGreen = 255
self.glowBlue = 255
self.glowStrength = 0.0
self.tileX = 0
self.tileY = 0
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if self.type == "circle" then
self.x = args[1] or 0
self.y = args[2] or 0
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self:setShadowType('circle', args[3], args[4], args[5])
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elseif self.type == "rectangle" then
self.x = args[1] or 0
self.y = args[2] or 0
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self:setShadowType('rectangle', args[3], args[4])
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elseif self.type == "polygon" then
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self:setShadowType('polygon', ...)
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elseif self.type == "image" then
self.img = args[1]
self.x = args[2] or 0
self.y = args[3] or 0
if self.img then
self.imgWidth = self.img:getWidth()
self.imgHeight = self.img:getHeight()
self.ix = self.imgWidth * 0.5
self.iy = self.imgHeight * 0.5
end
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self:setShadowType('rectangle', args[4] or self.imgWidth, args[5] or self.imgHeight)
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self.reflective = true
elseif self.type == "refraction" then
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self:initNormal(...)
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self.refraction = true
elseif self.type == "reflection" then
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self:initNormal(...)
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self.reflection = true
end
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end
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function body:initNormal(...)
local args = {...}
self.normal = args[1]
self.x = args[2] or 0
self.y = args[3] or 0
if self.normal then
self.normalWidth = self.normal:getWidth()
self.normalHeight = self.normal:getHeight()
self.width = args[4] or self.normalWidth
self.height = args[5] or self.normalHeight
self.nx = self.normalWidth * 0.5
self.ny = self.normalHeight * 0.5
self.normal:setWrap("repeat", "repeat")
self.normalVert = {
{0.0, 0.0, 0.0, 0.0},
{self.width, 0.0, 1.0, 0.0},
{self.width, self.height, 1.0, 1.0},
{0.0, self.height, 0.0, 1.0}
}
self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan")
else
self.width = args[4] or 64
self.height = args[5] or 64
end
self.ox = self.width * 0.5
self.oy = self.height * 0.5
end
-- refresh
function body:refresh()
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self.data = {
self.x - self.ox,
self.y - self.oy,
self.x - self.ox + self.width,
self.y - self.oy,
self.x - self.ox + self.width,
self.y - self.oy + self.height,
self.x - self.ox,
self.y - self.oy + self.height
}
end
-- set position
function body:setPosition(x, y)
if x ~= self.x or y ~= self.y then
self.x = x
self.y = y
self:refresh()
end
end
-- set x position
function body:setX(x)
if x ~= self.x then
self.x = x
self:refresh()
end
end
-- set y position
function body:setY(y)
if y ~= self.y then
self.y = y
self:refresh()
end
end
-- get x position
function body:getX()
return self.x
end
-- get y position
function body:getY(y)
return self.y
end
-- get width
function body:getWidth()
return self.width
end
-- get height
function body:getHeight()
return self.height
end
-- get image width
function body:getImageWidth()
return self.imgWidth
end
-- get image height
function body:getImageHeight()
return self.imgHeight
end
-- set dimension
function body:setDimension(width, height)
self.width = width
self.height = height
self:refresh()
end
-- set offset
function body:setOffset(ox, oy)
if ox ~= self.ox or oy ~= self.oy then
self.ox = ox
self.oy = oy
if self.shadowType == "rectangle" then
self:refresh()
end
end
end
-- set offset
function body:setImageOffset(ix, iy)
if ix ~= self.ix or iy ~= self.iy then
self.ix = ix
self.iy = iy
self:refresh()
end
end
-- set offset
function body:setNormalOffset(nx, ny)
if nx ~= self.nx or ny ~= self.ny then
self.nx = nx
self.ny = ny
self:refresh()
end
end
-- set glow color
function body:setGlowColor(red, green, blue)
self.glowRed = red
self.glowGreen = green
self.glowBlue = blue
end
-- set glow alpha
function body:setGlowStrength(strength)
self.glowStrength = strength
end
-- get radius
function body:getRadius()
return self.radius
end
-- set radius
function body:setRadius(radius)
if radius ~= self.radius then
self.radius = radius
end
end
-- set polygon data
function body:setPoints(...)
self.data = {...}
end
-- get polygon data
function body:getPoints()
return unpack(self.data)
end
-- set shadow on/off
function body:setShadow(b)
self.castsNoShadow = not b
end
-- set shine on/off
function body:setShine(b)
self.shine = b
end
-- set glass color
function body:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
end
-- set glass alpha
function body:setAlpha(alpha)
self.alpha = alpha
end
-- set reflection on/off
function body:setReflection(reflection)
self.reflection = reflection
end
-- set refraction on/off
function body:setRefraction(refraction)
self.refraction = refraction
end
-- set reflective on other objects on/off
function body:setReflective(reflective)
self.reflective = reflective
end
-- set refractive on other objects on/off
function body:setRefractive(refractive)
self.refractive = refractive
end
-- set image
function body:setImage(img)
if img then
self.img = img
self.imgWidth = self.img:getWidth()
self.imgHeight = self.img:getHeight()
self.ix = self.imgWidth * 0.5
self.iy = self.imgHeight * 0.5
end
end
-- set normal
function body:setNormalMap(normal, width, height, nx, ny)
if normal then
self.normal = normal
self.normal:setWrap("repeat", "repeat")
self.normalWidth = width or self.normal:getWidth()
self.normalHeight = height or self.normal:getHeight()
self.nx = nx or self.normalWidth * 0.5
self.ny = ny or self.normalHeight * 0.5
self.normalVert = {
{0.0, 0.0, 0.0, 0.0},
{self.normalWidth, 0.0, self.normalWidth / self.normal:getWidth(), 0.0},
{self.normalWidth, self.normalHeight, self.normalWidth / self.normal:getWidth(), self.normalHeight / self.normal:getHeight()},
{0.0, self.normalHeight, 0.0, self.normalHeight / self.normal:getHeight()}
}
self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan")
else
self.normalMesh = nil
end
end
-- set height map
function body:setHeightMap(heightMap, strength)
self:setNormalMap(normal_map.fromHeightMap(heightMap, strength))
end
-- generate flat normal map
function body:generateNormalMapFlat(mode)
self:setNormalMap(normal_map.generateFlat(self.img, mode))
end
-- generate faded normal map
function body:generateNormalMapGradient(horizontalGradient, verticalGradient)
self:setNormalMap(normal_map.generateGradient(self.img, horizontalGradient, verticalGradient))
end
-- generate normal map
function body:generateNormalMap(strength)
self:setNormalMap(normal_map.fromHeightMap(self.img, strength))
end
-- set material
function body:setMaterial(material)
if material then
self.material = material
end
end
-- set normal
function body:setGlowMap(glow)
self.glow = glow
self.glowStrength = 1.0
end
-- set tile offset
function body:setNormalTileOffset(tx, ty)
self.tileX = tx / self.normalWidth
self.tileY = ty / self.normalHeight
self.normalVert = {
{0.0, 0.0, self.tileX, self.tileY},
{self.normalWidth, 0.0, self.tileX + 1.0, self.tileY},
{self.normalWidth, self.normalHeight, self.tileX + 1.0, self.tileY + 1.0},
{0.0, self.normalHeight, self.tileX, self.tileY + 1.0}
}
end
-- get type
function body:getType()
return self.type
end
-- get type
function body:setShadowType(type, ...)
self.shadowType = type
local args = {...}
if self.shadowType == "circle" then
self.radius = args[1] or 16
self.ox = args[2] or 0
self.oy = args[3] or 0
elseif self.shadowType == "rectangle" then
self.width = args[1] or 64
self.height = args[2] or 64
self.ox = args[3] or self.width * 0.5
self.oy = args[4] or self.height * 0.5
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self:refresh()
elseif self.shadowType == "polygon" then
self.data = args or {0, 0, 0, 0, 0, 0}
elseif self.shadowType == "image" then
if self.img then
self.width = self.imgWidth
self.height = self.imgHeight
self.shadowVert = {
{0.0, 0.0, 0.0, 0.0},
{self.width, 0.0, 1.0, 0.0},
{self.width, self.height, 1.0, 1.0},
{0.0, self.height, 0.0, 1.0}
}
if not self.shadowMesh then
self.shadowMesh = love.graphics.newMesh(self.shadowVert, self.img, "fan")
self.shadowMesh:setVertexColors(true)
end
else
self.width = 64
self.height = 64
end
self.shadowX = args[1] or 0
self.shadowY = args[2] or 0
self.fadeStrength = args[3] or 0.0
end
end
function body:drawShadow(light, l,t,w,h)
if self.alpha < 1.0 then
love.graphics.setBlendMode("multiplicative")
love.graphics.setColor(self.red, self.green, self.blue)
if self.shadowType == "circle" then
love.graphics.circle("fill", self.x - self.ox, self.y - self.oy, self.radius)
elseif self.shadowType == "rectangle" then
love.graphics.rectangle("fill", self.x - self.ox, self.y - self.oy, self.width, self.height)
elseif self.shadowType == "polygon" then
love.graphics.polygon("fill", unpack(self.data))
end
end
if self.shadowType == "image" and self.img then
love.graphics.setBlendMode("alpha")
local length = 1.0
local shadowRotation = math.atan2((self.x) - light.x, (self.y + self.oy) - light.y)
self.shadowVert = {
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{
math.sin(shadowRotation) * self.imgHeight * length,
(length * math.cos(shadowRotation) + 1.0) * self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
0, 0,
self.red,
self.green,
self.blue,
self.alpha * self.fadeStrength * 255
},
{
self.imgWidth + math.sin(shadowRotation) * self.imgHeight * length,
(length * math.cos(shadowRotation) + 1.0) * self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
1, 0,
self.red,
self.green,
self.blue,
self.alpha * self.fadeStrength * 255
},
{
self.imgWidth,
self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
1, 1,
self.red,
self.green,
self.blue,
self.alpha * 255
},
{
0,
self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY,
0, 1,
self.red,
self.green,
self.blue,
self.alpha * 255
}
}
self.shadowMesh:setVertices(self.shadowVert)
love.graphics.draw(self.shadowMesh, self.x - self.ox + l, self.y - self.oy + t)
end
end
function body:drawPixelShadow(l,t,w,h)
if self.type == "image" and self.normalMesh then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny)
end
end
function body:drawGlow(l,t,w,h)
if self.glowStrength > 0.0 then
love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength)
else
love.graphics.setColor(0, 0, 0)
end
if self.type == "circle" then
love.graphics.circle("fill", self.x, self.y, self.radius)
elseif self.type == "rectangle" then
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height)
elseif self.type == "polygon" then
love.graphics.polygon("fill", unpack(self.data))
elseif self.type == "image" and self.img then
if self.glowStrength > 0.0 and self.glow then
love.graphics.setShader(self.glowShader)
self.glowShader:send("glowImage", self.glow)
self.glowShader:send("glowTime", love.timer.getTime() * 0.5)
love.graphics.setColor(255, 255, 255)
else
love.graphics.setShader()
love.graphics.setColor(0, 0, 0)
end
love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy)
end
love.graphics.setShader()
end
function body:drawRefraction(l,t,w,h)
if self.refraction and self.normal then
love.graphics.setColor(255, 255, 255)
if self.tileX == 0.0 and self.tileY == 0.0 then
love.graphics.draw(normal, self.x - self.nx + l, self.y - self.ny + t)
else
self.normalMesh:setVertices(self.normalVert)
love.graphics.draw(self.normalMesh, self.x - self.nx + l, self.y - self.ny + t)
end
end
love.graphics.setColor(0, 0, 0)
if not self.refractive then
if self.type == "circle" then
love.graphics.circle("fill", self.x, self.y, self.radius)
elseif self.type == "rectangle" then
love.graphics.rectangle("fill", self.x, self.y, self.width, self.height)
elseif self.type == "polygon" then
love.graphics.polygon("fill", unpack(self.data))
elseif self.type == "image" and self.img then
love.graphics.draw(self.img, self.x - self.ix + l, self.y - self.iy + t)
end
end
end
function body:drawReflection(l,t,w,h)
if self.reflection and self.normal then
love.graphics.setColor(255, 0, 0)
self.normalMesh:setVertices(self.normalVert)
love.graphics.draw(self.normalMesh, self.x - self.nx + l, self.y - self.ny + t)
end
if self.reflective and self.img then
love.graphics.setColor(0, 255, 0)
love.graphics.draw(self.img, self.x - self.ix + l, self.y - self.iy + t)
elseif not self.reflection and self.img then
love.graphics.setColor(0, 0, 0)
love.graphics.draw(self.img, self.x - self.ix + l, self.y - self.iy + t)
end
end
function body:drawMaterial(l,t,w,h)
if self.material and self.normal then
love.graphics.setShader(self.materialShader)
love.graphics.setColor(255, 255, 255)
self.materialShader:send("material", self.material)
love.graphics.draw(self.normal, self.x - self.nx + l, self.y - self.ny + t)
love.graphics.setShader()
end
end
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function body:calculateShadow(light)
if self.shadowType == "rectangle" or self.shadowType == "polygon" then
return self:calculatePolyShadow(light)
elseif self.shadowType == "circle" then
return self:calculateCircleShadow(light)
end
end
function body:calculatePolyShadow(light)
if self.castsNoShadow then
return nil
end
local curPolygon = self.data
local edgeFacingTo = {}
for k = 1, #curPolygon, 2 do
local indexOfNextVertex = (k + 2) % #curPolygon
local normal = {-curPolygon[indexOfNextVertex+1] + curPolygon[k + 1], curPolygon[indexOfNextVertex] - curPolygon[k]}
local lightToPoint = {curPolygon[k] - light.x, curPolygon[k + 1] - light.y}
normal = vector.normalize(normal)
lightToPoint = vector.normalize(lightToPoint)
local dotProduct = vector.dot(normal, lightToPoint)
if dotProduct > 0 then table.insert(edgeFacingTo, true)
else table.insert(edgeFacingTo, false) end
end
local curShadowGeometry = {}
for k = 1, #edgeFacingTo do
local nextIndex = (k + 1) % #edgeFacingTo
if nextIndex == 0 then nextIndex = #edgeFacingTo end
if edgeFacingTo[k] and not edgeFacingTo[nextIndex] then
curShadowGeometry[1] = curPolygon[nextIndex*2-1]
curShadowGeometry[2] = curPolygon[nextIndex*2]
local lightVecFrontBack = vector.normalize({curPolygon[nextIndex*2-1] - light.x, curPolygon[nextIndex*2] - light.y})
curShadowGeometry[3] = curShadowGeometry[1] + lightVecFrontBack[1] * shadowLength
curShadowGeometry[4] = curShadowGeometry[2] + lightVecFrontBack[2] * shadowLength
elseif not edgeFacingTo[k] and edgeFacingTo[nextIndex] then
curShadowGeometry[7] = curPolygon[nextIndex*2-1]
curShadowGeometry[8] = curPolygon[nextIndex*2]
local lightVecBackFront = vector.normalize({curPolygon[nextIndex*2-1] - light.x, curPolygon[nextIndex*2] - light.y})
curShadowGeometry[5] = curShadowGeometry[7] + lightVecBackFront[1] * shadowLength
curShadowGeometry[6] = curShadowGeometry[8] + lightVecBackFront[2] * shadowLength
end
end
if curShadowGeometry[1]
and curShadowGeometry[2]
and curShadowGeometry[3]
and curShadowGeometry[4]
and curShadowGeometry[5]
and curShadowGeometry[6]
and curShadowGeometry[7]
and curShadowGeometry[8]
then
curShadowGeometry.alpha = self.alpha
curShadowGeometry.red = self.red
curShadowGeometry.green = self.green
curShadowGeometry.blue = self.blue
return curShadowGeometry
else
return nil
end
end
function body:calculateCircleShadow(light)
if self.castsNoShadow then
return nil
end
local length = math.sqrt(math.pow(light.x - (self.x - self.ox), 2) + math.pow(light.y - (self.y - self.oy), 2))
if length >= self.radius and length <= light.range then
local curShadowGeometry = {}
local angle = math.atan2(light.x - (self.x - self.ox), (self.y - self.oy) - light.y) + math.pi / 2
local x2 = ((self.x - self.ox) + math.sin(angle) * self.radius)
local y2 = ((self.y - self.oy) - math.cos(angle) * self.radius)
local x3 = ((self.x - self.ox) - math.sin(angle) * self.radius)
local y3 = ((self.y - self.oy) + math.cos(angle) * self.radius)
curShadowGeometry[1] = x2
curShadowGeometry[2] = y2
curShadowGeometry[3] = x3
curShadowGeometry[4] = y3
curShadowGeometry[5] = x3 - (light.x - x3) * shadowLength
curShadowGeometry[6] = y3 - (light.y - y3) * shadowLength
curShadowGeometry[7] = x2 - (light.x - x2) * shadowLength
curShadowGeometry[8] = y2 - (light.y - y2) * shadowLength
curShadowGeometry.alpha = self.alpha
curShadowGeometry.red = self.red
curShadowGeometry.green = self.green
curShadowGeometry.blue = self.blue
return curShadowGeometry
else
return nil
end
end
return body