light_world.lua/lib/body.lua

688 lines
20 KiB
Lua

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 vector = require(_PACKAGE..'/vector')
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
self.is_on_screen = 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
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: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.animations = {}
self.castsNoShadow = true
self.reflective = true
elseif self.type == "refraction" then
self.x = args[2] or 0
self.y = args[3] or 0
self:setNormalMap(args[1], args[4], args[5])
self.width = args[4] or self.normalWidth
self.height = args[5] or self.normalHeight
self.ox = self.width * 0.5
self.oy = self.height * 0.5
self.refraction = true
elseif self.type == "reflection" then
self.x = args[2] or 0
self.y = args[3] or 0
self:setNormalMap(args[1], args[4], args[5])
self.width = args[4] or self.normalWidth
self.height = args[5] or self.normalHeight
self.ox = self.width * 0.5
self.oy = self.height * 0.5
self.reflection = true
end
self.old_x, self.old_y = self.x, self.y
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.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)
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
-- 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
-- normalize width and height
self.width = self.width - self.x
self.height = self.height - self.y
self.x = self.x + (self.width * 0.5)
self.y = self.y + (self.height * 0.5)
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: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
else
radius = (self.width > self.height and self.width or self.height)
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.ix, self.y - 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.nx, self.y - self.ny)
else
love.graphics.draw(self.normalMesh, self.x - self.nx, self.y - 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)
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.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
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.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 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) % 8], self.data[(i + 2) % 8 + 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)
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) * self.radius,
selfPos.y - math.cos(angle) * self.radius)
local point2 = vector(selfPos.x - math.sin(angle) * self.radius,
selfPos.y + math.cos(angle) * self.radius)
local point3 = (lh - (point1 * light.z))/height_diff
local point4 = (lh - (point2 * light.z))/height_diff
local radius = point3:dist(point4)/2
local circleCenter = (point3 + point4)/2
if lightPosition:dist(selfPos) <= self.radius then
love.graphics.circle("fill", circleCenter.x, circleCenter.y, 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, radius, angle1, angle2)
else
love.graphics.arc("fill", circleCenter.x, circleCenter.y, 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.ox, self.y - self.oy, 0, s, s)
end
return body