light_world.lua/lib/body.lua

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Lua
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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class")
local height_map_conv = require(_PACKAGE..'/height_map_conv')
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local body = class()
function body:init(world, id, type, ...)
local args = {...}
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self.id = id
self.type = type
self.normal = nil
self.material = nil
self.glow = nil
self.world = world
self.reflection = false
self.reflective = false
self.refraction = false
self.refractive = false
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
self.radius = args[3] or 16
self.ox = args[4] or 0
self.oy = args[5] or 0
self.shadowType = "circle"
world.isShadows = true
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elseif self.type == "rectangle" then
self.x = args[1] or 0
self.y = args[2] or 0
self.width = args[3] or 64
self.height = args[4] or 64
self.ox = self.width * 0.5
self.oy = self.height * 0.5
self.shadowType = "rectangle"
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
}
world.isShadows = true
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elseif self.type == "polygon" then
self.shadowType = "polygon"
self.data = args or {0, 0, 0, 0, 0, 0}
world.isShadows = true
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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.width = args[4] or self.imgWidth
self.height = args[5] or self.imgHeight
self.ix = self.imgWidth * 0.5
self.iy = self.imgHeight * 0.5
self.vert = {
{ 0.0, 0.0, 0.0, 0.0 },
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{ self.width, 0.0, 1.0, 0.0 },
{ self.width, self.height, 1.0, 1.0 },
{ 0.0, self.height, 0.0, 1.0 },
}
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self.msh = love.graphics.newMesh(self.vert, self.img, "fan")
else
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self.width = args[4] or 64
self.height = args[5] or 64
end
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self.ox = args[6] or self.width * 0.5
self.oy = args[7] or self.height * 0.5
self.shadowType = "rectangle"
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
}
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self.reflective = true
world.isShadows = true
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elseif self.type == "refraction" then
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},
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{self.width, 0.0, 1.0, 0.0},
{self.width, self.height, 1.0, 1.0},
{0.0, self.height, 0.0, 1.0}
}
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self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan")
else
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self.width = args[4] or 64
self.height = args[5] or 64
end
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self.ox = self.width * 0.5
self.oy = self.height * 0.5
self.refraction = true
world.isRefraction = true
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elseif self.type == "reflection" then
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},
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{self.width, 0.0, 1.0, 0.0},
{self.width, self.height, 1.0, 1.0},
{0.0, self.height, 0.0, 1.0}
}
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self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan")
else
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self.width = args[4] or 64
self.height = args[5] or 64
end
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self.ox = self.width * 0.5
self.oy = self.height * 0.5
self.reflection = true
world.isReflection = true
end
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end
-- refresh
function body:refresh()
if self.data then
self.data[1] = self.x - self.ox
self.data[2] = self.y - self.oy
self.data[3] = self.x - self.ox + self.width
self.data[4] = self.y - self.oy
self.data[5] = self.x - self.ox + self.width
self.data[6] = self.y - self.oy + self.height
self.data[7] = self.x - self.ox
self.data[8] = self.y - self.oy + self.height
end
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()
self.world.changed = true
end
end
-- set x position
function body:setX(x)
if x ~= self.x then
self.x = x
self:refresh()
self.world.changed = true
end
end
-- set y position
function body:setY(y)
if y ~= self.y then
self.y = y
self:refresh()
self.world.changed = true
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()
self.world.changed = true
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
self.world.changed = true
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()
self.world.changed = true
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()
self.world.changed = true
end
end
-- set glow color
function body:setGlowColor(red, green, blue)
self.glowRed = red
self.glowGreen = green
self.glowBlue = blue
self.world.changed = true
end
-- set glow alpha
function body:setGlowStrength(strength)
self.glowStrength = strength
self.world.changed = true
end
-- get radius
function body:getRadius()
return self.radius
end
-- set radius
function body:setRadius(radius)
if radius ~= self.radius then
self.radius = radius
self.world.changed = true
end
end
-- set polygon data
function body:setPoints(...)
self.data = {...}
self.world.changed = true
end
-- get polygon data
function body:getPoints()
return unpack(self.data)
end
-- set shadow on/off
function body:setShadow(b)
self.castsNoShadow = not b
self.world.changed = true
end
-- set shine on/off
function body:setShine(b)
self.shine = b
self.world.changed = true
end
-- set glass color
function body:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
self.world.changed = true
end
-- set glass alpha
function body:setAlpha(alpha)
self.alpha = alpha
self.world.changed = true
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")
self.world.isPixelShadows = true
else
self.normalMesh = nil
end
end
-- set height map
function body:setHeightMap(heightMap, strength)
self:setNormalMap(height_map_conv.toNormalMap(heightMap, strength))
end
-- generate flat normal map
function body:generateNormalMapFlat(mode)
local imgData = self.img:getData()
local imgNormalData = love.image.newImageData(self.imgWidth, self.imgHeight)
local color
if mode == "top" then
color = {127, 127, 255}
elseif mode == "front" then
color = {127, 0, 127}
elseif mode == "back" then
color = {127, 255, 127}
elseif mode == "left" then
color = {31, 0, 223}
elseif mode == "right" then
color = {223, 0, 127}
end
for i = 0, self.imgHeight - 1 do
for k = 0, self.imgWidth - 1 do
local r, g, b, a = imgData:getPixel(k, i)
if a > 0 then
imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
end
end
end
self:setNormalMap(love.graphics.newImage(imgNormalData))
end
-- generate faded normal map
function body:generateNormalMapGradient(horizontalGradient, verticalGradient)
local imgData = self.img:getData()
local imgNormalData = love.image.newImageData(self.imgWidth, self.imgHeight)
local dx = 255.0 / self.imgWidth
local dy = 255.0 / self.imgHeight
local nx
local ny
local nz
for i = 0, self.imgWidth - 1 do
for k = 0, self.imgHeight - 1 do
local r, g, b, a = imgData:getPixel(i, k)
if a > 0 then
if horizontalGradient == "gradient" then
nx = i * dx
elseif horizontalGradient == "inverse" then
nx = 255 - i * dx
else
nx = 127
end
if verticalGradient == "gradient" then
ny = 127 - k * dy * 0.5
nz = 255 - k * dy * 0.5
elseif verticalGradient == "inverse" then
ny = 127 + k * dy * 0.5
nz = 127 - k * dy * 0.25
else
ny = 255
nz = 127
end
imgNormalData:setPixel(i, k, nx, ny, nz, 255)
end
end
end
self:setNormalMap(love.graphics.newImage(imgNormalData))
end
-- generate normal map
function body:generateNormalMap(strength)
self:setNormalMap(height_map_conv.toNormalMap(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
self.world.isGlow = true
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}
}
self.world.changed = true
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
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
}
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)
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 = {
{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 + self.world.translate_x, self.y - self.oy + self.world.translate_y)
end
end
function body:drawPixelShadow()
if self.type == "image" and self.normalMesh then
love.graphics.setColor(255, 255, 255)
love.graphics.draw(self.normalMesh, self.x - self.nx + self.world.translate_x, self.y - self.ny + self.world.translate_y)
end
end
function body:drawGlow()
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.world.glowShader)
self.world.glowShader:send("glowImage", self.glow)
self.world.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.world.translate_x, self.y - self.iy + self.world.translate_y)
end
end
function body:drawRefraction()
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 + self.world.translate_x, self.y - self.ny + self.world.translate_y)
else
self.normalMesh:setVertices(self.normalVert)
love.graphics.draw(self.normalMesh, self.x - self.nx + self.world.translate_x, self.y - self.ny + self.world.translate_y)
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 + self.world.translate_x, self.y - self.iy + self.world.translate_y)
end
end
end
function body:drawReflection()
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 + self.world.translate_x, self.y - self.ny + self.world.translate_y)
end
if self.reflective and self.img then
love.graphics.setColor(0, 255, 0)
love.graphics.draw(self.img, self.x - self.ix + self.world.translate_x, self.y - self.iy + self.world.translate_y)
elseif not self.reflection and self.img then
love.graphics.setColor(0, 0, 0)
love.graphics.draw(self.img, self.x - self.ix + self.world.translate_x, self.y - self.iy + self.world.translate_y)
end
end
function body:drawMaterial()
if self.material and self.normal then
love.graphics.setColor(255, 255, 255)
self.world.materialShader:send("material", self.material)
love.graphics.draw(self.normal, self.x - self.nx + self.world.translate_x, self.y - self.ny + self.world.translate_y)
end
end
return body