local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local class = require(_PACKAGE.."/class") local normal_map = require(_PACKAGE..'/normal_map') local util = require(_PACKAGE..'/util') local anim8 = require(_PACKAGE..'/anim8') local vec2 = require(_PACKAGE..'/vec2') local body = class() body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl") body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl") function body:init(id, type, ...) local args = {...} self.id = id self.type = type self.shine = true self.red = 1.0 self.green = 1.0 self.blue = 1.0 self.alpha = 1.0 self.glowRed = 255 self.glowGreen = 255 self.glowBlue = 255 self.glowStrength = 0.0 self.tileX = 0 self.tileY = 0 self.zheight = 1 self.castsNoShadow = false self.visible = true if self.type == "circle" then self.x = args[1] or 0 self.y = args[2] or 0 circle_canvas = love.graphics.newCanvas(args[3]*2, args[3]*2) util.drawto(circle_canvas, 0, 0, 1, function() love.graphics.circle('fill', args[3], args[3], args[3]) end) self.img = love.graphics.newImage(circle_canvas:getImageData()) self.imgWidth = self.img:getWidth() self.imgHeight = self.img:getHeight() self.ix = self.imgWidth * 0.5 self.iy = self.imgHeight * 0.5 self:generateNormalMapFlat("top") self:setShadowType('circle', args[3], args[4], args[5]) elseif self.type == "rectangle" then self.x = args[1] or 0 self.y = args[2] or 0 rectangle_canvas = love.graphics.newCanvas(args[3], args[4]) util.drawto(rectangle_canvas, 0, 0, 1, function() love.graphics.rectangle('fill', 0, 0, args[3], args[4]) end) self.img = love.graphics.newImage(rectangle_canvas:getImageData()) self.imgWidth = self.img:getWidth() self.imgHeight = self.img:getHeight() self.ix = self.imgWidth * 0.5 self.iy = self.imgHeight * 0.5 self:generateNormalMapFlat("top") self:setShadowType('rectangle', args[3], args[4]) elseif self.type == "polygon" then self:setPoints(...) 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.ix = self.imgWidth * 0.5 self.iy = self.imgHeight * 0.5 end self:generateNormalMapFlat("top") self:setShadowType('rectangle', args[4] or self.imgWidth, args[5] or self.imgHeight, args[6], args[7]) self.reflective = true elseif self.type == "animation" then self.img = args[1] self.x = args[2] or 0 self.y = args[3] or 0 self.ix = 0 self.iy = 0 self.width, self.height = 16, 16 self.animations = {} self.castsNoShadow = true self:generateNormalMapFlat("top") self.reflective = true elseif self.type == "refraction" then self:initNormal(...) self.refraction = true elseif self.type == "reflection" then self:initNormal(...) self.reflection = true end 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] 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}, {self.width, 0.0, 1.0, 0.0}, {self.width, self.height, 1.0, 1.0}, {0.0, self.height, 0.0, 1.0} } self.normalMesh = love.graphics.newMesh(self.normalVert, self.normal, "fan") else self.width = args[4] or 64 self.height = args[5] or 64 end self.ox = self.width * 0.5 self.oy = self.height * 0.5 end -- refresh function body:refresh() if self.shadowType == "rectangle" then 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' and (self.old_x ~= self.x or self.old_y ~= self.y) then local dx, dy = self.x - self.old_x, self.y - self.old_y for i = 1, #self.data, 2 do self.data[i], self.data[i+1] = self.data[i] + dx, self.data[i+1] + dy end self.old_x, self.old_y = self.x, self.y end end function body:newGrid(frameWidth, frameHeight, imageWidth, imageHeight, left, top, border) return anim8.newGrid( frameWidth, frameHeight, imageWidth or self.img:getWidth(), imageHeight or self.img:getHeight(), left, top, border ) end -- frameWidth, frameHeight, imageWidth, imageHeight, left, top, border function body:addAnimation(name, frames, durations, onLoop) self.current_animation_name = self.current_animation_name or name self.animations[name] = anim8.newAnimation(frames, durations, onLoop) self.animation = self.animations[self.current_animation_name] end function body:setAnimation(name) self.current_animation_name = name self.animation = self.animations[self.current_animation_name] end function body:gotoFrame(frame) self.animation:gotoFrame(frame) end function body:pause() self.animation:pause() end function body:resume() self.animation:resume() end function body:flipH() self.animation:flipH() end function body:flipV() self.animation:flipV() end function body:pauseAtEnd() self.animation:pauseAtEnd() end function body:pauseAtStart() self.animation:pauseAtStart() end function body:update(dt) local frame = self.animation.frames[self.animation.position] _,_,self.width, self.height = frame:getViewport() self.animation:update(dt) 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() end end -- move position function body:move(x, y) if x then self.x = self.x + x end if y then self.y = self.y + y end self:refresh() end -- get x position function body:getPosition() return self.x, 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() end -- set offset function body:setOffset(ox, oy) if ox ~= self.ox or oy ~= self.oy then self.ox = ox self.oy = oy self:refresh() end end -- set offset function body:setImageOffset(ix, iy) if ix ~= self.ix or iy ~= self.iy then self.ix = ix self.iy = iy end end -- set offset function body:setNormalOffset(nx, ny) if nx ~= self.nx or ny ~= self.ny then self.nx = nx self.ny = ny end end -- set glow color function body:setGlowColor(red, green, blue) self.glowRed = red self.glowGreen = green self.glowBlue = blue end -- set glow alpha function body:setGlowStrength(strength) self.glowStrength = strength end function body:setVisible(visible) self.visible = visible end -- get radius function body:getRadius() return self.radius end -- set radius function body:setRadius(radius) if radius ~= self.radius then self.radius = radius end end -- set polygon data function body:setPoints(...) local points = {...} self.x, self.y, self.width, self.height = points[1], points[2], 0, 0 for i = 1, #points, 2 do local px, py = points[i], points[i+1] if px < self.x then self.x = px end if py < self.y then self.y = py end if px > self.width then self.width = px end if py > self.height then self.height = py end end self.width = self.width - self.x 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 end poly_canvas = love.graphics.newCanvas(self.width, self.height) util.drawto(poly_canvas, 0, 0, 1, function() love.graphics.polygon('fill', points) end) self.img = love.graphics.newImage(poly_canvas:getImageData()) self.imgWidth = self.img:getWidth() self.imgHeight = self.img:getHeight() self.ix = self.imgWidth * 0.5 self.iy = self.imgHeight * 0.5 self:generateNormalMapFlat("top") --wrapping with polygon normals causes edges to show --also we do not need wrapping for this default normal map self.normal:setWrap("clamp", "clamp") self.nx, self.ny = 0, 0 self:setShadowType('polygon', ...) end -- get polygon data function body:getPoints() return unpack(self.data) end -- set shadow on/off function body:setShadow(b) self.castsNoShadow = not b end -- set shine on/off function body:setShine(b) self.shine = b end -- set glass color function body:setColor(red, green, blue) self.red = red self.green = green self.blue = blue end -- set glass alpha function body:setAlpha(alpha) self.alpha = alpha 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") else self.normalMesh = nil end end -- set height map function body:setHeightMap(heightMap, strength) self:setNormalMap(normal_map.fromHeightMap(heightMap, strength)) end -- generate flat normal map function body:generateNormalMapFlat(mode) self:setNormalMap(normal_map.generateFlat(self.img, mode)) end -- generate faded normal map function body:generateNormalMapGradient(horizontalGradient, verticalGradient) self:setNormalMap(normal_map.generateGradient(self.img, horizontalGradient, verticalGradient)) end -- generate normal map function body:generateNormalMap(strength) self:setNormalMap(normal_map.fromHeightMap(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 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} } 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:refresh() 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:isInLightRange(light) if self.type == 'circle' then return light.range > math.sqrt(math.pow(light.x - self.x, 2) + math.pow(light.y - self.y, 2)) else local cx, cy = self.x + (self.width * 0.5), self.y + (self.height * 0.5) local distance = math.sqrt(math.pow(light.x - cx, 2) + math.pow(light.y - cy, 2)) return distance <= light.range + (self.width > self.height and self.width or self.height) end end function body:isInRange(l, t, w, h, s) local bx, by, bw, bh if self.type == 'circle' then bx, by, bw, bh = self.x - self.radius, self.y - self.radius, self.radius * 2, self.radius * 2 else bx, by, bw, bh = self.x, self.y, self.width, self.height end return self.visible and (bx+bw) > (-l/s) and bx < (-l+w)/s and (by+bh) > (-t/s) and by < (-t+h)/s end function body:drawAnimation() self.animation:draw(self.img, self.x, self.y) end function body:drawNormal() if not self.refraction and not self.reflection and self.normalMesh then love.graphics.setColor(255, 255, 255) if self.type == 'animation' then self.animation:draw(self.normal, self.x, self.y) else love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny) end 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" or self.type == "animation") and self.img then if self.glowStrength > 0.0 and self.glow then love.graphics.setShader(self.glowShader) self.glowShader:send("glowImage", self.glow) self.glowShader:send("glowTime", love.timer.getTime() * 0.5) love.graphics.setColor(255, 255, 255) else love.graphics.setColor(0, 0, 0) end if self.type == "animation" then self.animation:draw(self.img, self.x - self.ix, self.y - self.iy) else love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) end end love.graphics.setShader() 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(self.normal, self.x - self.nx, self.y - self.ny) else self.normalMesh:setVertices(self.normalVert) love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - self.ny) 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.y - self.iy) elseif self.type == 'animation' then self.animation:draw(self.img, self.x - self.ix, self.y - self.iy) 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.y - self.ny) end if self.reflective and self.img then love.graphics.setColor(0, 255, 0) if self.type == 'animation' then self.animation:draw(self.img, self.x - self.ix, self.y - self.iy) else love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) end elseif not self.reflection and self.img then love.graphics.setColor(0, 0, 0) if self.type == 'animation' then self.animation:draw(self.img, self.x - self.ix, self.y - self.iy) else love.graphics.draw(self.img, self.x - self.ix, self.y - self.iy) end end end function body:drawMaterial() if self.material and self.normal then love.graphics.setShader(self.materialShader) love.graphics.setColor(255, 255, 255) self.materialShader:send("material", self.material) if self.type == 'animation' then self.animation:draw(self.normal, self.x - self.nx, self.y - self.ny) else love.graphics.draw(self.normal, self.x - self.nx, self.y - self.ny) end love.graphics.setShader() end end function body:drawShadow(light) if self.castsNoShadow or (self.zheight - light.z) > 0 then return end love.graphics.setColor(self.red, self.green, self.blue, self.alpha) if self.shadowType == "rectangle" or self.shadowType == "polygon" then self:drawPolyShadow(light) elseif self.shadowType == "circle" then self:drawCircleShadow(light) elseif self.shadowType == "image" and self.img then self:drawImageShadow(light) end end --using shadow point calculations from this article --http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html function body:drawPolyShadow(light) local edgeFacingTo = {} for k = 1, #self.data, 2 do local indexOfNextVertex = (k + 2) % #self.data local normal = vec2(-self.data[indexOfNextVertex+1] + self.data[k + 1], self.data[indexOfNextVertex] - self.data[k]):normalize() local lightToPoint = vec2(self.data[k] - light.x, self.data[k + 1] - light.y):normalize() local dotProduct = normal:dot(lightToPoint) if dotProduct > 0 then table.insert(edgeFacingTo, true) else table.insert(edgeFacingTo, false) end end local curShadowGeometry = {} local lxh = (light.x * self.zheight) local lyh = (light.y * self.zheight) local height_diff = (self.zheight - light.z) 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 local x, y = self.data[nextIndex*2-1], self.data[nextIndex*2] local xs, ys = (lxh - (x * light.z))/height_diff, (lyh - (y * light.z))/height_diff if edgeFacingTo[k] and not edgeFacingTo[nextIndex] then curShadowGeometry[#curShadowGeometry+1] = x curShadowGeometry[#curShadowGeometry+1] = y curShadowGeometry[#curShadowGeometry+1] = xs curShadowGeometry[#curShadowGeometry+1] = ys elseif not edgeFacingTo[k] and not edgeFacingTo[nextIndex] then curShadowGeometry[#curShadowGeometry+1] = xs curShadowGeometry[#curShadowGeometry+1] = ys elseif not edgeFacingTo[k] and edgeFacingTo[nextIndex] then curShadowGeometry[#curShadowGeometry+1] = xs curShadowGeometry[#curShadowGeometry+1] = ys curShadowGeometry[#curShadowGeometry+1] = x curShadowGeometry[#curShadowGeometry+1] = y end end if #curShadowGeometry >= 6 then love.graphics.polygon("fill", unpack(curShadowGeometry)) end end --using shadow point calculations from this article --http://web.cs.wpi.edu/~matt/courses/cs563/talks/shadow/shadow.html 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 local x2 = ((self.x - self.ox) + math.sin(angle) * self.radius) local y2 = ((self.y - self.oy) - math.cos(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 lxh = (light.x * self.zheight) local lyh = (light.y * self.zheight) local height_diff = (self.zheight - light.z) if height_diff == 0 then -- prevent inf height_diff = -0.001 end 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(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)) 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.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 love.graphics.arc("fill", cx, cy, radius, angle1 - math.pi, angle2 - math.pi) end end end function body:drawImageShadow(light) local height_diff = (light.z - self.zheight) if height_diff <= 0.1 then -- prevent shadows from leaving thier person like peter pan. height_diff = 0.1 end local length = 1.0 / height_diff local shadowRotation = math.atan2((self.x) - light.x, (self.y + self.oy) - light.y) local shadowStartY = self.imgHeight + (math.cos(shadowRotation) + 1.0) * self.shadowY local shadowX = math.sin(shadowRotation) * self.imgHeight * length local shadowY = (length * math.cos(shadowRotation) + 1.0) * shadowStartY self.shadowMesh:setVertices({ {shadowX, shadowY, 0, 0, self.red, self.green, self.blue, self.alpha}, {shadowX + self.imgWidth, shadowY, 1, 0, self.red, self.green, self.blue, self.alpha}, {self.imgWidth, shadowStartY, 1, 1, self.red, self.green, self.blue, self.alpha}, {0, shadowStartY, 0, 1, self.red, self.green, self.blue, self.alpha} }) love.graphics.draw(self.shadowMesh, self.x - self.ox, self.y - self.oy, 0, s, s) end return body