circle shadow body optimizations

This commit is contained in:
Tim Anema 2014-12-03 09:07:20 -05:00
parent 5cbca9f63c
commit 64bcbd1e94

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@ -82,6 +82,7 @@ function body:init(id, type, ...)
self.old_x, self.old_y = self.x, self.y self.old_x, self.old_y = self.x, self.y
end end
--use for refraction and reflection because they are both just a normal map
function body:initNormal(...) function body:initNormal(...)
local args = {...} local args = {...}
self.normal = args[1] self.normal = args[1]
@ -244,7 +245,6 @@ function body:setPoints(...)
self.height = self.height - self.y self.height = self.height - self.y
for i = 1, #points, 2 do for i = 1, #points, 2 do
points[i], points[i+1] = points[i] - self.x, points[i+1] - self.y points[i], points[i+1] = points[i] - self.x, points[i+1] - self.y
print(points[i], points[i+1])
end end
poly_canvas = love.graphics.newCanvas(self.width, self.height) poly_canvas = love.graphics.newCanvas(self.width, self.height)
@ -538,7 +538,6 @@ end
--using shadow point calculations from this article --using shadow point calculations from this article
--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html --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) function body:drawPolyShadow(light)
local edgeFacingTo = {} local edgeFacingTo = {}
for k = 1, #self.data, 2 do for k = 1, #self.data, 2 do
@ -561,6 +560,7 @@ function body:drawPolyShadow(light)
if height_diff == 0 then -- prevent inf if height_diff == 0 then -- prevent inf
height_diff = -0.001 height_diff = -0.001
end end
for k = 1, #edgeFacingTo do for k = 1, #edgeFacingTo do
local nextIndex = (k + 1) % #edgeFacingTo local nextIndex = (k + 1) % #edgeFacingTo
if nextIndex == 0 then nextIndex = #edgeFacingTo end if nextIndex == 0 then nextIndex = #edgeFacingTo end
@ -590,7 +590,6 @@ end
--using shadow point calculations from this article --using shadow point calculations from this article
--http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html --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) function body:drawCircleShadow(light)
local curShadowGeometry = {} local curShadowGeometry = {}
local angle = math.atan2(light.x - (self.x - self.ox), (self.y - self.oy) - light.y) + math.pi / 2 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 x3 = ((self.x - self.ox) - math.sin(angle) * self.radius)
local y3 = ((self.y - self.oy) + math.cos(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 lxh = (light.x * self.zheight)
local lyh = (light.y * self.zheight) local lyh = (light.y * self.zheight)
local height_diff = (self.zheight - light.z) local height_diff = (self.zheight - light.z)
@ -611,23 +605,25 @@ function body:drawCircleShadow(light)
height_diff = -0.001 height_diff = -0.001
end end
curShadowGeometry[5] = (lxh - (x3 * light.z))/height_diff local x4 = (lxh - (x3 * light.z))/height_diff
curShadowGeometry[6] = (lyh - (y3 * light.z))/height_diff local y4 = (lyh - (y3 * light.z))/height_diff
curShadowGeometry[7] = (lxh - (x2 * light.z))/height_diff local x5 = (lxh - (x2 * light.z))/height_diff
curShadowGeometry[8] = (lyh - (y2 * 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 radius = math.sqrt(math.pow(x5 - x4, 2) + math.pow(y5-y4, 2)) / 2
local cx, cy = (curShadowGeometry[5] + curShadowGeometry[7])/2, (curShadowGeometry[6] + curShadowGeometry[8])/2 local cx, cy = (x4 + x5)/2, (y4 + y5)/2
local angle1 = math.atan2(curShadowGeometry[6] - cy, curShadowGeometry[5] - cx) local distance1 = math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2))
local angle2 = math.atan2(curShadowGeometry[8] - cy, curShadowGeometry[7] - cx) local distance2 = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2))
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
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 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 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 if angle1 > angle2 then
love.graphics.arc("fill", cx, cy, radius, angle1, angle2) love.graphics.arc("fill", cx, cy, radius, angle1, angle2)
else else