light_world.lua/lib/light.lua

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local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local util = require(_PACKAGE..'/util')
local light = {}
light.__index = light
local function new(x, y, r, g, b, range)
local obj = {
direction = 0,
angle = math.pi * 2.0,
x = x or 0,
y = y or 0,
z = 1,
red = r or 255,
green = g or 255,
blue = b or 255,
range = range or 300,
smooth = 1.0,
glowSize = 0.1,
glowStrength = 0.0,
visible = true,
is_on_screen = true,
}
return setmetatable(obj, light)
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end
-- set position
function light:setPosition(x, y, z)
if x ~= self.x or y ~= self.y or (z and z ~= self.z) then
self.x = x
self.y = y
if z then
self.z = z
end
end
end
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-- move position
function light:move(x, y, z)
if x then
self.x = self.x + x
end
if y then
self.y = self.y + y
end
if z then
self.z = self.z + z
end
end
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-- get position
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function light:getPosition()
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return self.x, self.y, self.z
end
-- set color
function light:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
end
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-- get range
function light:getRange()
return self.range
end
-- set range
function light:setRange(range)
if range ~= self.range then
self.range = range
end
end
-- set direction
function light:setDirection(direction)
if direction ~= self.direction then
if direction > math.pi * 2 then
self.direction = math.mod(direction, math.pi * 2)
elseif direction < 0.0 then
self.direction = math.pi * 2 - math.mod(math.abs(direction), math.pi * 2)
else
self.direction = direction
end
end
end
-- set angle
function light:setAngle(angle)
if angle ~= self.angle then
if angle > math.pi then
self.angle = math.mod(angle, math.pi)
elseif angle < 0.0 then
self.angle = math.pi - math.mod(math.abs(angle), math.pi)
else
self.angle = angle
end
end
end
-- set glow size
function light:setSmooth(smooth)
self.smooth = smooth
end
-- set glow size
function light:setGlowSize(size)
self.glowSize = size
end
-- set glow strength
function light:setGlowStrength(strength)
self.glowStrength = strength
end
function light:isVisible()
return self.visible and self.is_on_screen
end
function light:inRange(l,t,w,h,s)
local lx, ly, rs = (self.x + l/s) * s, (self.y + t/s) * s, self.range * s
return self.visible and (lx + rs) > 0 and (lx - rs) < w/s and (ly + rs) > 0 and (ly - rs) < h/s
end
function light:setVisible(visible)
self.visible = visible
end
return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})