local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or "" local normal_map = require(_PACKAGE..'/normal_map') local util = require(_PACKAGE..'/util') local anim8 = require(_PACKAGE..'/anim8') local vector = require(_PACKAGE..'/vector') local body = {} body.__index = body body.glowShader = love.graphics.newShader(_PACKAGE.."/shaders/glow.glsl") body.materialShader = love.graphics.newShader(_PACKAGE.."/shaders/material.glsl") local function new(id, type, ...) local args = {...} local obj = setmetatable({}, body) obj.id = id obj.type = type obj.shine = true obj.red = 1.0 obj.green = 1.0 obj.blue = 1.0 obj.alpha = 1.0 obj.glowRed = 255 obj.glowGreen = 255 obj.glowBlue = 255 obj.glowStrength = 0.0 obj.tileX = 0 obj.tileY = 0 obj.zheight = 1 obj.rotation = 0 obj.scalex = 1 obj.scaley = 1 obj.castsNoShadow = false obj.visible = true obj.is_on_screen = true if obj.type == "circle" then obj.x = args[1] or 0 obj.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) obj.img = love.graphics.newImage(circle_canvas:newImageData()) obj.imgWidth = obj.img:getWidth() obj.imgHeight = obj.img:getHeight() obj.ix = obj.imgWidth * 0.5 obj.iy = obj.imgHeight * 0.5 obj:generateNormalMapFlat("top") obj:setShadowType('circle', args[3], args[4], args[5]) elseif obj.type == "rectangle" then local x = args[1] or 0 local y = args[2] or 0 local width = args[3] or 64 local height = args[4] or 64 local ox = args[5] or width * 0.5 local oy = args[6] or height * 0.5 obj:setPoints( x - ox, y - oy, x - ox + width, y - oy, x - ox + width, y - oy + height, x - ox, y - oy + height ) elseif obj.type == "polygon" then obj:setPoints(...) elseif obj.type == "image" then obj.img = args[1] obj.x = args[2] or 0 obj.y = args[3] or 0 if obj.img then obj.imgWidth = obj.img:getWidth() obj.imgHeight = obj.img:getHeight() obj.ix = obj.imgWidth * 0.5 obj.iy = obj.imgHeight * 0.5 end obj:generateNormalMapFlat("top") obj:setShadowType('rectangle', args[4] or obj.imgWidth, args[5] or obj.imgHeight, args[6], args[7]) obj.reflective = true elseif obj.type == "animation" then obj.img = args[1] obj.x = args[2] or 0 obj.y = args[3] or 0 obj.animations = {} obj.castsNoShadow = true obj:generateNormalMapFlat("top") obj.reflective = true elseif obj.type == "refraction" then obj.x = args[2] or 0 obj.y = args[3] or 0 obj:setNormalMap(args[1], args[4], args[5]) obj.width = args[4] or obj.normalWidth obj.height = args[5] or obj.normalHeight obj.ox = obj.width * 0.5 obj.oy = obj.height * 0.5 obj.refraction = true elseif obj.type == "reflection" then obj.x = args[2] or 0 obj.y = args[3] or 0 obj:setNormalMap(args[1], args[4], args[5]) obj.width = args[4] or obj.normalWidth obj.height = args[5] or obj.normalHeight obj.ox = obj.width * 0.5 obj.oy = obj.height * 0.5 obj.reflection = true end obj:commit_changes() return obj end -- refresh function body:refresh() if self.shadowType == 'polygon' and self:has_changed() then self.data = {unpack(self.unit_data)} local center = vector(self.x, self.y) for i = 1, #self.data, 2 do local point = vector(self.data[i], self.data[i+1]) point = point:rotate(self.rotation) point = point:scale(self.scalex, self.scaley) self.data[i], self.data[i+1] = (point + center):unpack() end self:commit_changes() end end function body:has_changed() return self:position_changed() or self:rotation_changed() or self:scale_changed() end function body:position_changed() return self.old_x ~= self.x or self.old_y ~= self.y end function body:rotation_changed() return self.old_rotation ~= self.rotation end function body:scale_changed() return self.old_scalex ~= self.scalex or self.old_scaley ~= self.scaley end function body:commit_changes() self.old_x, self.old_y = self.x, self.y self.old_rotation = self.rotation self.old_scalex, self.old_scaley = self.scalex, self.scaley 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.animations[name] = anim8.newAnimation(frames, durations, onLoop) if not self.current_animation_name then self:setAnimation(name) end end function body:setAnimation(name) self.current_animation_name = name self.animation = self.animations[self.current_animation_name] local frame = self.animation.frames[self.animation.position] _,_,self.width, self.height = frame:getViewport() 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) self:refresh() if self.type == "animation" and self.animation then local frame = self.animation.frames[self.animation.position] _,_,self.width, self.height = frame:getViewport() self.imgWidth, self.imgHeight = self.width, self.height self.normalWidth, self.normalHeight = self.width, self.height self.ix, self.iy = self.imgWidth * 0.5,self.imgHeight * 0.5 self.nx, self.ny = self.ix, self.iy self.animation:update(dt) end end function body:rotate(angle) self:setRotation(self.rotation + angle) end function body:setRotation(angle) self.rotation = angle end function body:scale(sx, sy) self.scalex = self.scalex + sx self.scaley = self.scaley + (sy or sx) end function body:setScale(sx, sy) self.scalex = sx self.scaley = sy or sx end -- set position function body:setPosition(x, y) if x ~= self.x or y ~= self.y then self.x = x self.y = y 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 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 offset function body:setOffset(ox, oy) if ox ~= self.ox or oy ~= self.oy then self.ox = ox self.oy = oy 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 * self.scalex end -- set radius function body:setRadius(radius) if radius ~= self.radius then self.radius = radius end end -- set polygon data function body:setPoints(...) self.unit_data = {...} --calculate l,r,t,b self.x, self.y, self.width, self.height = self.unit_data[1], self.unit_data[2], 0, 0 for i = 1, #self.unit_data, 2 do local px, py = self.unit_data[i], self.unit_data[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 -- normalize width and height self.width = self.width - self.x self.height = self.height - self.y for i = 1, #self.unit_data, 2 do self.unit_data[i], self.unit_data[i+1] = self.unit_data[i] - self.x, self.unit_data[i+1] - self.y end self.x = self.x + (self.width * 0.5) self.y = self.y + (self.height * 0.5) local poly_canvas = love.graphics.newCanvas(self.width, self.height) util.drawto(poly_canvas, 0, 0, 1, function() love.graphics.polygon('fill', self.unit_data) end) --normalize points to be around the center x y for i = 1, #self.unit_data, 2 do self.unit_data[i], self.unit_data[i+1] = self.unit_data[i] - self.width * 0.5, self.unit_data[i+1] - self.height * 0.5 end if not self.img then self.img = love.graphics.newImage(poly_canvas:newImageData()) 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") end --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.shadowType = "polygon" self:refresh() 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, "fan") self.normalMesh:setTexture(self.normal) 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.shadowType = "polygon" local width = args[1] or 64 local height = args[2] or 64 self.ox = args[3] or width * 0.5 self.oy = args[4] or height * 0.5 self:setPoints( self.x - self.ox, self.y - self.oy, self.x - self.ox + width, self.y - self.oy, self.x - self.ox + width, self.y - self.oy + height, self.x - self.ox, self.y - self.oy + height ) elseif self.shadowType == "polygon" then self:setPoints(args) 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:isVisible() return self.visible and self.is_on_screen end function body:inLightRange(light) local l, t, w = light.x - light.range, light.y - light.range, light.range*2 return self:inRange(l,t,w,w,1) end function body:inRange(l, t, w, h, s) local radius if self.type == 'circle' then radius = self.radius * self.scalex else local sw = (self.width * self.scalex) local sh = (self.height * self.scaley) radius = (sw > sh and sw or sh) end local bx, by, bw, bh = self.x - radius, self.y - radius, radius * 2, radius * 2 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, self.rotation, self.scalex, self.scaley, self.ix, self.iy) 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, self.rotation, self.scalex, self.scaley, self.nx, self.ny) else love.graphics.draw(self.normalMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny) end end end function body:drawGlow() love.graphics.setColor(self.glowRed * self.glowStrength, self.glowGreen * self.glowStrength, self.glowBlue * self.glowStrength) if self.type == "circle" then love.graphics.circle("fill", self.x, self.y, self.radius * self.scalex) 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.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.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy) else love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy) end love.graphics.setShader() end 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.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny) else self.normalMesh:setVertices(self.normalVert) love.graphics.draw(self.normalMesh, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, 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 * self.scalex) 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.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy) elseif self.type == 'animation' then self.animation:draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, 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.y, self.rotation, self.scalex, self.scaley, self.nx, 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.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy) else love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, 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.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy) else love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, 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.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny) else love.graphics.draw(self.normal, self.x, self.y, self.rotation, self.scalex, self.scaley, self.nx, self.ny) end love.graphics.setShader() end end function body:drawStencil() if not self.refraction and not self.reflection and not self.castsNoShadow then love.graphics.draw(self.img, self.x, self.y, self.rotation, self.scalex, self.scaley, self.ix, self.iy) 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 == "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 lightPosition = vector(light.x, light.y) local lh = lightPosition * self.zheight local height_diff = (self.zheight - light.z) if height_diff == 0 then -- prevent inf height_diff = -0.001 end for i = 1, #self.data, 2 do local vertex = vector(self.data[i], self.data[i + 1]) local nextVertex = vector(self.data[(i + 2) % #self.data], self.data[(i + 2) % #self.data + 1]) local startToEnd = nextVertex - vertex if vector(startToEnd.y, -startToEnd.x) * (vertex - lightPosition) > 0 then local point1 = (lh - (vertex * light.z))/height_diff local point2 = (lh - (nextVertex * light.z))/height_diff love.graphics.polygon("fill", vertex.x, vertex.y, point1.x, point1.y, point2.x, point2.y, nextVertex.x, nextVertex.y) end 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 selfPos = vector(self.x - self.ox, self.y - self.oy) local lightPosition = vector(light.x, light.y) local lh = lightPosition * self.zheight local height_diff = (self.zheight - light.z) local radius = self.radius * self.scalex if height_diff == 0 then -- prevent inf height_diff = -0.001 end local angle = math.atan2(light.x - selfPos.x, selfPos.y - light.y) + math.pi / 2 local point1 = vector(selfPos.x + math.sin(angle) * radius, selfPos.y - math.cos(angle) * radius) local point2 = vector(selfPos.x - math.sin(angle) * radius, selfPos.y + math.cos(angle) * radius) local point3 = (lh - (point1 * light.z))/height_diff local point4 = (lh - (point2 * light.z))/height_diff local shadow_radius = point3:dist(point4)/2 local circleCenter = (point3 + point4)/2 if lightPosition:dist(selfPos) <= radius then love.graphics.circle("fill", circleCenter.x, circleCenter.y, shadow_radius) else love.graphics.polygon("fill", point1.x, point1.y, point2.x, point2.y, point4.x, point4.y, point3.x, point3.y) if lightPosition:dist(circleCenter) < light.range then -- dont draw circle if way off screen local angle1 = math.atan2(point3.y - circleCenter.y, point3.x - circleCenter.x) local angle2 = math.atan2(point4.y - circleCenter.y, point4.x - circleCenter.x) if angle1 < angle2 then love.graphics.arc("fill", circleCenter.x, circleCenter.y, shadow_radius, angle1, angle2) else love.graphics.arc("fill", circleCenter.x, circleCenter.y, shadow_radius, angle1 - math.pi, angle2 - math.pi) end 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.y, self.rotation, self.scalex, self.scaley, self.ox, self.oy) end return setmetatable({new = new}, {__call = function(_, ...) return new(...) end})