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https://github.com/tanema/light_world.lua.git
synced 2024-12-11 01:14:26 +00:00
circle shadow body optimizations
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36
lib/body.lua
36
lib/body.lua
@ -82,6 +82,7 @@ function body:init(id, type, ...)
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self.old_x, self.old_y = self.x, self.y
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end
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--use for refraction and reflection because they are both just a normal map
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function body:initNormal(...)
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local args = {...}
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self.normal = args[1]
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@ -244,7 +245,6 @@ function body:setPoints(...)
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self.height = self.height - self.y
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for i = 1, #points, 2 do
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points[i], points[i+1] = points[i] - self.x, points[i+1] - self.y
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print(points[i], points[i+1])
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end
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poly_canvas = love.graphics.newCanvas(self.width, self.height)
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@ -538,7 +538,6 @@ end
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--using shadow point calculations from this article
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--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html
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--TODO if not in range of light or screen dont draw
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function body:drawPolyShadow(light)
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local edgeFacingTo = {}
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for k = 1, #self.data, 2 do
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@ -561,6 +560,7 @@ function body:drawPolyShadow(light)
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if height_diff == 0 then -- prevent inf
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height_diff = -0.001
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end
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for k = 1, #edgeFacingTo do
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local nextIndex = (k + 1) % #edgeFacingTo
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if nextIndex == 0 then nextIndex = #edgeFacingTo end
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@ -590,7 +590,6 @@ end
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--using shadow point calculations from this article
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--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html
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--TODO if not in range of light or screen dont draw
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function body:drawCircleShadow(light)
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local curShadowGeometry = {}
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local angle = math.atan2(light.x - (self.x - self.ox), (self.y - self.oy) - light.y) + math.pi / 2
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@ -599,11 +598,6 @@ function body:drawCircleShadow(light)
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local x3 = ((self.x - self.ox) - math.sin(angle) * self.radius)
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local y3 = ((self.y - self.oy) + math.cos(angle) * self.radius)
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curShadowGeometry[1] = x2
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curShadowGeometry[2] = y2
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curShadowGeometry[3] = x3
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curShadowGeometry[4] = y3
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local lxh = (light.x * self.zheight)
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local lyh = (light.y * self.zheight)
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local height_diff = (self.zheight - light.z)
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@ -611,23 +605,25 @@ function body:drawCircleShadow(light)
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height_diff = -0.001
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end
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curShadowGeometry[5] = (lxh - (x3 * light.z))/height_diff
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curShadowGeometry[6] = (lyh - (y3 * light.z))/height_diff
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curShadowGeometry[7] = (lxh - (x2 * light.z))/height_diff
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curShadowGeometry[8] = (lyh - (y2 * light.z))/height_diff
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local x4 = (lxh - (x3 * light.z))/height_diff
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local y4 = (lyh - (y3 * light.z))/height_diff
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local x5 = (lxh - (x2 * light.z))/height_diff
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local y5 = (lyh - (y2 * light.z))/height_diff
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local radius = math.sqrt(math.pow(curShadowGeometry[7] - curShadowGeometry[5], 2) + math.pow(curShadowGeometry[8]-curShadowGeometry[6], 2)) / 2
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local cx, cy = (curShadowGeometry[5] + curShadowGeometry[7])/2, (curShadowGeometry[6] + curShadowGeometry[8])/2
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local angle1 = math.atan2(curShadowGeometry[6] - cy, curShadowGeometry[5] - cx)
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local angle2 = math.atan2(curShadowGeometry[8] - cy, curShadowGeometry[7] - cx)
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local distance1 = math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2)) / 2
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local distance2 = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2)) / 2
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local radius = math.sqrt(math.pow(x5 - x4, 2) + math.pow(y5-y4, 2)) / 2
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local cx, cy = (x4 + x5)/2, (y4 + y5)/2
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local distance1 = math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2))
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local distance2 = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2))
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love.graphics.polygon("fill", curShadowGeometry)
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if distance1 >= self.radius then
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love.graphics.polygon("fill", x2, y2, x3, y3, x4, y4, x5, y5)
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end
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if distance1 <= self.radius then
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love.graphics.arc("fill", cx, cy, radius, 0, (math.pi * 2))
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love.graphics.circle("fill", cx, cy, radius)
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elseif distance2 < light.range then -- dont draw circle if way off screen
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local angle1 = math.atan2(y4 - cy, x4 - cx)
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local angle2 = math.atan2(y5 - cy, x5 - cx)
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if angle1 > angle2 then
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love.graphics.arc("fill", cx, cy, radius, angle1, angle2)
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else
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