diff --git a/lib/body.lua b/lib/body.lua index ad16dff..f805fad 100644 --- a/lib/body.lua +++ b/lib/body.lua @@ -82,6 +82,7 @@ function body:init(id, type, ...) self.old_x, self.old_y = self.x, self.y end +--use for refraction and reflection because they are both just a normal map function body:initNormal(...) local args = {...} self.normal = args[1] @@ -244,7 +245,6 @@ function body:setPoints(...) self.height = self.height - self.y for i = 1, #points, 2 do points[i], points[i+1] = points[i] - self.x, points[i+1] - self.y - print(points[i], points[i+1]) end poly_canvas = love.graphics.newCanvas(self.width, self.height) @@ -538,7 +538,6 @@ end --using shadow point calculations from this article --http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html ---TODO if not in range of light or screen dont draw function body:drawPolyShadow(light) local edgeFacingTo = {} for k = 1, #self.data, 2 do @@ -561,6 +560,7 @@ function body:drawPolyShadow(light) if height_diff == 0 then -- prevent inf height_diff = -0.001 end + for k = 1, #edgeFacingTo do local nextIndex = (k + 1) % #edgeFacingTo if nextIndex == 0 then nextIndex = #edgeFacingTo end @@ -590,7 +590,6 @@ end --using shadow point calculations from this article --http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html ---TODO if not in range of light or screen dont draw function body:drawCircleShadow(light) local curShadowGeometry = {} local angle = math.atan2(light.x - (self.x - self.ox), (self.y - self.oy) - light.y) + math.pi / 2 @@ -599,11 +598,6 @@ function body:drawCircleShadow(light) 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 - local lxh = (light.x * self.zheight) local lyh = (light.y * self.zheight) local height_diff = (self.zheight - light.z) @@ -611,23 +605,25 @@ function body:drawCircleShadow(light) height_diff = -0.001 end - curShadowGeometry[5] = (lxh - (x3 * light.z))/height_diff - curShadowGeometry[6] = (lyh - (y3 * light.z))/height_diff - curShadowGeometry[7] = (lxh - (x2 * light.z))/height_diff - curShadowGeometry[8] = (lyh - (y2 * light.z))/height_diff + local x4 = (lxh - (x3 * light.z))/height_diff + local y4 = (lyh - (y3 * light.z))/height_diff + local x5 = (lxh - (x2 * light.z))/height_diff + local y5 = (lyh - (y2 * light.z))/height_diff - local radius = math.sqrt(math.pow(curShadowGeometry[7] - curShadowGeometry[5], 2) + math.pow(curShadowGeometry[8]-curShadowGeometry[6], 2)) / 2 - local cx, cy = (curShadowGeometry[5] + curShadowGeometry[7])/2, (curShadowGeometry[6] + curShadowGeometry[8])/2 - local angle1 = math.atan2(curShadowGeometry[6] - cy, curShadowGeometry[5] - cx) - local angle2 = math.atan2(curShadowGeometry[8] - cy, curShadowGeometry[7] - cx) - local distance1 = math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2)) / 2 - local distance2 = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2)) / 2 + local radius = math.sqrt(math.pow(x5 - x4, 2) + math.pow(y5-y4, 2)) / 2 + local cx, cy = (x4 + x5)/2, (y4 + y5)/2 + local distance1 = math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2)) + local distance2 = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2)) - love.graphics.polygon("fill", curShadowGeometry) + if distance1 >= self.radius then + love.graphics.polygon("fill", x2, y2, x3, y3, x4, y4, x5, y5) + end if distance1 <= self.radius then - love.graphics.arc("fill", cx, cy, radius, 0, (math.pi * 2)) + love.graphics.circle("fill", cx, cy, radius) elseif distance2 < light.range then -- dont draw circle if way off screen + local angle1 = math.atan2(y4 - cy, x4 - cx) + local angle2 = math.atan2(y5 - cy, x5 - cx) if angle1 > angle2 then love.graphics.arc("fill", cx, cy, radius, angle1, angle2) else