light_world.lua/lib/body.lua

530 lines
13 KiB
Lua

local _PACKAGE = (...):match("^(.+)[%./][^%./]+") or ""
local class = require(_PACKAGE.."/class")
local body = class(function(o, world, id, type, ...)
local args = {...}
o.id = id
o.type = type
o.normal = nil
o.material = nil
o.glow = nil
o.world = world
if o.type == "circle" then
o.x = args[1] or 0
o.y = args[2] or 0
o.radius = args[3] or 16
o.ox = args[4] or 0
o.oy = args[5] or 0
o.shadowType = "circle"
o.reflection = false
o.reflective = false
o.refraction = false
o.refractive = false
world.isShadows = true
elseif o.type == "rectangle" then
o.x = args[1] or 0
o.y = args[2] or 0
o.width = args[3] or 64
o.height = args[4] or 64
o.ox = o.width * 0.5
o.oy = o.height * 0.5
o.shadowType = "rectangle"
o.data = {
o.x - o.ox,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy + o.height,
o.x - o.ox,
o.y - o.oy + o.height
}
o.reflection = false
o.reflective = false
o.refraction = false
o.refractive = false
world.isShadows = true
elseif o.type == "polygon" then
o.shadowType = "polygon"
o.data = args or {0, 0, 0, 0, 0, 0}
o.reflection = false
o.reflective = false
o.refraction = false
o.refractive = false
world.isShadows = true
elseif o.type == "image" then
o.img = args[1]
o.x = args[2] or 0
o.y = args[3] or 0
if o.img then
o.imgWidth = o.img:getWidth()
o.imgHeight = o.img:getHeight()
o.width = args[4] or o.imgWidth
o.height = args[5] or o.imgHeight
o.ix = o.imgWidth * 0.5
o.iy = o.imgHeight * 0.5
o.vert = {
{ 0.0, 0.0, 0.0, 0.0 },
{ o.width, 0.0, 1.0, 0.0 },
{ o.width, o.height, 1.0, 1.0 },
{ 0.0, o.height, 0.0, 1.0 },
}
o.msh = love.graphics.newMesh(o.vert, o.img, "fan")
else
o.width = args[4] or 64
o.height = args[5] or 64
end
o.ox = args[6] or o.width * 0.5
o.oy = args[7] or o.height * 0.5
o.shadowType = "rectangle"
o.data = {
o.x - o.ox,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy,
o.x - o.ox + o.width,
o.y - o.oy + o.height,
o.x - o.ox,
o.y - o.oy + o.height
}
o.reflection = false
o.reflective = true
o.refraction = false
o.refractive = false
world.isShadows = true
elseif o.type == "refraction" then
o.normal = args[1]
o.x = args[2] or 0
o.y = args[3] or 0
if o.normal then
o.normalWidth = o.normal:getWidth()
o.normalHeight = o.normal:getHeight()
o.width = args[4] or o.normalWidth
o.height = args[5] or o.normalHeight
o.nx = o.normalWidth * 0.5
o.ny = o.normalHeight * 0.5
o.normal:setWrap("repeat", "repeat")
o.normalVert = {
{0.0, 0.0, 0.0, 0.0},
{o.width, 0.0, 1.0, 0.0},
{o.width, o.height, 1.0, 1.0},
{0.0, o.height, 0.0, 1.0}
}
o.normalMesh = love.graphics.newMesh(o.normalVert, o.normal, "fan")
else
o.width = args[4] or 64
o.height = args[5] or 64
end
o.ox = o.width * 0.5
o.oy = o.height * 0.5
o.reflection = false
o.reflective = false
o.refraction = true
o.refractive = false
world.isRefraction = true
elseif o.type == "reflection" then
o.normal = args[1]
o.x = args[2] or 0
o.y = args[3] or 0
if o.normal then
o.normalWidth = o.normal:getWidth()
o.normalHeight = o.normal:getHeight()
o.width = args[4] or o.normalWidth
o.height = args[5] or o.normalHeight
o.nx = o.normalWidth * 0.5
o.ny = o.normalHeight * 0.5
o.normal:setWrap("repeat", "repeat")
o.normalVert = {
{0.0, 0.0, 0.0, 0.0},
{o.width, 0.0, 1.0, 0.0},
{o.width, o.height, 1.0, 1.0},
{0.0, o.height, 0.0, 1.0}
}
o.normalMesh = love.graphics.newMesh(o.normalVert, o.normal, "fan")
else
o.width = args[4] or 64
o.height = args[5] or 64
end
o.ox = o.width * 0.5
o.oy = o.height * 0.5
o.reflection = true
o.reflective = false
o.refraction = false
o.refractive = false
world.isReflection = true
end
o.shine = true
o.red = 0
o.green = 0
o.blue = 0
o.alpha = 1.0
o.glowRed = 255
o.glowGreen = 255
o.glowBlue = 255
o.glowStrength = 0.0
o.tileX = 0
o.tileY = 0
end)
-- refresh
function body:refresh()
if self.data then
self.data[1] = self.x - self.ox
self.data[2] = self.y - self.oy
self.data[3] = self.x - self.ox + self.width
self.data[4] = self.y - self.oy
self.data[5] = self.x - self.ox + self.width
self.data[6] = self.y - self.oy + self.height
self.data[7] = self.x - self.ox
self.data[8] = self.y - self.oy + self.height
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()
self.world.changed = true
end
end
-- set x position
function body:setX(x)
if x ~= self.x then
self.x = x
self:refresh()
self.world.changed = true
end
end
-- set y position
function body:setY(y)
if y ~= self.y then
self.y = y
self:refresh()
self.world.changed = true
end
end
-- get x position
function body:getX()
return self.x
end
-- get y position
function body:getY(y)
return 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()
self.world.changed = true
end
-- set offset
function body:setOffset(ox, oy)
if ox ~= self.ox or oy ~= self.oy then
self.ox = ox
self.oy = oy
if self.shadowType == "rectangle" then
self:refresh()
end
self.world.changed = true
end
end
-- set offset
function body:setImageOffset(ix, iy)
if ix ~= self.ix or iy ~= self.iy then
self.ix = ix
self.iy = iy
self:refresh()
self.world.changed = true
end
end
-- set offset
function body:setNormalOffset(nx, ny)
if nx ~= self.nx or ny ~= self.ny then
self.nx = nx
self.ny = ny
self:refresh()
self.world.changed = true
end
end
-- set glow color
function body:setGlowColor(red, green, blue)
self.glowRed = red
self.glowGreen = green
self.glowBlue = blue
self.world.changed = true
end
-- set glow alpha
function body:setGlowStrength(strength)
self.glowStrength = strength
self.world.changed = true
end
-- get radius
function body:getRadius()
return self.radius
end
-- set radius
function body:setRadius(radius)
if radius ~= self.radius then
self.radius = radius
self.world.changed = true
end
end
-- set polygon data
function body:setPoints(...)
self.data = {...}
self.world.changed = true
end
-- get polygon data
function body:getPoints()
return unpack(self.data)
end
-- set shadow on/off
function body:setShadowType(type)
self.shadowType = type
self.world.changed = true
end
-- set shadow on/off
function body:setShadow(b)
self.castsNoShadow = not b
self.world.changed = true
end
-- set shine on/off
function body:setShine(b)
self.shine = b
self.world.changed = true
end
-- set glass color
function body:setColor(red, green, blue)
self.red = red
self.green = green
self.blue = blue
self.world.changed = true
end
-- set glass alpha
function body:setAlpha(alpha)
self.alpha = alpha
self.world.changed = true
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")
self.world.isPixelShadows = true
else
self.normalMesh = nil
end
end
-- set height map
function body:setHeightMap(heightMap, strength)
self:setNormalMap(HeightMapToNormalMap(heightMap, strength))
end
-- generate flat normal map
function body:generateNormalMapFlat(mode)
local imgData = self.img:getData()
local imgNormalData = love.image.newImageData(self.imgWidth, self.imgHeight)
local color
if mode == "top" then
color = {127, 127, 255}
elseif mode == "front" then
color = {127, 0, 127}
elseif mode == "back" then
color = {127, 255, 127}
elseif mode == "left" then
color = {31, 0, 223}
elseif mode == "right" then
color = {223, 0, 127}
end
for i = 0, self.imgHeight - 1 do
for k = 0, self.imgWidth - 1 do
local r, g, b, a = imgData:getPixel(k, i)
if a > 0 then
imgNormalData:setPixel(k, i, color[1], color[2], color[3], 255)
end
end
end
self:setNormalMap(love.graphics.newImage(imgNormalData))
end
-- generate faded normal map
function body:generateNormalMapGradient(horizontalGradient, verticalGradient)
local imgData = self.img:getData()
local imgNormalData = love.image.newImageData(self.imgWidth, self.imgHeight)
local dx = 255.0 / self.imgWidth
local dy = 255.0 / self.imgHeight
local nx
local ny
local nz
for i = 0, self.imgWidth - 1 do
for k = 0, self.imgHeight - 1 do
local r, g, b, a = imgData:getPixel(i, k)
if a > 0 then
if horizontalGradient == "gradient" then
nx = i * dx
elseif horizontalGradient == "inverse" then
nx = 255 - i * dx
else
nx = 127
end
if verticalGradient == "gradient" then
ny = 127 - k * dy * 0.5
nz = 255 - k * dy * 0.5
elseif verticalGradient == "inverse" then
ny = 127 + k * dy * 0.5
nz = 127 - k * dy * 0.25
else
ny = 255
nz = 127
end
imgNormalData:setPixel(i, k, nx, ny, nz, 255)
end
end
end
self:setNormalMap(love.graphics.newImage(imgNormalData))
end
-- generate normal map
function body:generateNormalMap(strength)
self:setNormalMap(HeightMapToNormalMap(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
self.world.isGlow = true
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}
}
self.world.changed = true
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.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" 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
return body