light_world.lua/lib/body.lua
2021-11-19 20:14:08 -05:00

789 lines
23 KiB
Lua

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 = 1
obj.glowGreen = 1
obj.glowBlue = 1
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, false, 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.type = "polygon"
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(r, g, b)
if r > 1 then r = r / 255 end
if g > 1 then g = r / 255 end
if b > 1 then b = r / 255 end
self.glowRed = r
self.glowGreen = g
self.glowBlue = b
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, false, 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(r, g, b)
self.red = r
self.green = g
self.blue = b
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.shadowMesh:setTexture(self.img)
self.shadowMesh:setAttributeEnabled("VertexColor", 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(1, 1, 1)
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(1, 1, 1)
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(1, 1, 1)
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(1, 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, 1, 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(1, 1, 1)
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 / 255, self.green / 255, self.blue / 255, self.alpha / 255)
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 / 255, self.green / 255, self.blue / 255, self.alpha / 255},
{shadowX + self.imgWidth, shadowY, 1, 0, self.red / 255, self.green / 255, self.blue / 255, self.alpha / 255},
{self.imgWidth, shadowStartY, 1, 1, self.red / 255, self.green / 255, self.blue / 255, self.alpha / 255},
{0, shadowStartY, 0, 1, self.red / 255, self.green / 255, self.blue / 255, self.alpha / 255}
})
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})