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windfield.lua
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--- windfield plugin for STI
-- @module windfield
-- @author remyroez
-- @copyright 2019
-- @license MIT/X11
local love = _G.love
local utils = require((...):gsub('plugins.windfield', 'utils'))
local function UUID()
local fn = function(x)
local r = love.math.random(16) - 1
r = (x == "x") and (r + 1) or (r % 4) + 9
return ("0123456789abcdef"):sub(r, r)
end
return (("xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx"):gsub("[xy]", fn))
end
return {
windfield_LICENSE = "MIT/X11",
windfield_URL = "https://github.com/adnzzzzZ/windfield",
windfield_VERSION = "1.0",
windfield_DESCRIPTION = "windfield hooks for STI.",
--- Initialize windfield physics world.
-- @param world The windfield world to add objects to.
windfield_init = function(map, world)
assert(love.physics, "To use the windfield plugin, please enable the love.physics module.")
local collision = {
}
local function addObjectToWorld(objshape, vertices, userdata, object, baseObj)
local collider
local objprop = object and object.properties or {}
local baseobjprop = baseObj and baseObj.properties or {}
if objshape == "polyline" then
if #vertices == 4 then
collider = world:newLineCollider(unpack(vertices))
else
collider = world:newPolygonCollider(vertices)
--collider = world:newChainCollider(vertices, false)
end
else
collider = world:newPolygonCollider(vertices)
end
if userdata.properties.dynamic == true --[[or objprop.dynamic == true]] then
collider:setType('dynamic')
else
collider:setType('kinematic')
end
collider:setFriction(userdata.properties.friction or objprop.friction or baseobjprop.friction or collider:getFriction())
collider:setRestitution(userdata.properties.restitution or objprop.restitution or baseobjprop.restitution or 0.0)
collider:setLinearDamping(userdata.properties.linearDamping or objprop.linearDamping or baseobjprop.linearDamping or 0.0)
collider:setAngularDamping(userdata.properties.angularDamping or objprop.angularDamping or baseobjprop.angularDamping or 0.0)
local sensor = userdata.properties.sensor or objprop.sensor or baseobjprop.sensor
if sensor ~= nil then
collider:setSensor(userdata.properties.sensor or objprop.sensor or baseobjprop.sensor)
end
--collider:setMass(userdata.properties.mass or objprop.mass or baseobjprop.mass or collider:getMass())
collider:setCollisionClass(userdata.properties.class or objprop.class or baseobjprop.class or collider.collision_class)
local right, bottom = 0, 0
for i = 1, #vertices, 2 do
local x, y = vertices[i], vertices[i + 1]
if x > right then right = x end
if y > bottom then bottom = y end
end
local left, top = right, bottom
for i = 1, #vertices, 2 do
local x, y = vertices[i], vertices[i + 1]
if x < left then left = x end
if y < top then top = y end
end
local obj = {
object = object,
baseObj = baseObj,
collider = collider,
userdata = userdata,
left = left,
top = top,
right = right,
bottom = bottom,
}
collider:setObject(obj)
table.insert(collision, obj)
return obj
end
local function getPolygonVertices(object)
local vertices = {}
for _, vertex in ipairs(object.polygon) do
table.insert(vertices, vertex.x)
table.insert(vertices, vertex.y)
end
return vertices
end
local function calculateObjectPosition(object, tile, baseTile, parent)
local o = {
shape = object.shape,
x = (object.dx or object.x) + map.offsetx,
y = (object.dy or object.y) + map.offsety,
w = object.width,
h = object.height,
polygon = object.polygon or object.polyline or object.ellipse or object.rectangle,
r = object.drotation or object.rotation or 0,
oy = object.oy or 0,
t = object.tile,
sub = object.sub
}
local addedObj
local userdata = {
object = o,
properties = object.properties
}
local oy = 0
if o.shape == "rectangle" then
oy = 0
if object.gid then
local tileset = map.tilesets[map.tiles[object.gid].tileset]
local lid = object.gid - tileset.firstgid
local t = {}
-- This fixes a height issue
o.y = o.y + map.tiles[object.gid].offset.y
oy = o.h
for _, tt in ipairs(tileset.tiles) do
if tt.id == lid then
t = tt
break
end
end
if t.objectGroup then
local first
for _, obj in ipairs(t.objectGroup.objects) do
local tileobj = {
shape = obj.shape,
x = obj.x,
y = obj.y,
dx = obj.x + object.x,
dy = obj.y + object.y,
width = obj.width,
height = obj.height,
polygon = obj.polygon,
polyline = obj.polyline,
ellipse = obj.ellipse,
rectangle = obj.rectangle,
properties = obj.properties,
rotation = obj.rotation,
drotation = obj.rotation + o.r,
original = obj,
oy = o.h,
tile = tile,
sub = true,
}
-- Every object in the tile
if first == nil then
addedObj = calculateObjectPosition(tileobj, object, tile)
first = addedObj
else
calculateObjectPosition(tileobj, object, tile, first)
end
end
return addedObj
else
oy = 0
o.w = map.tiles[object.gid].width
o.h = map.tiles[object.gid].height
end
end
-- local coords
local baseX = 0
local baseY = 0
local baseR = 0
local o_x = o.x
local o_y = o.y
local o_r = o.r
local ofs = 0
if o.sub and not o.t and tile then
baseX, baseY, baseR = object.x, object.y, object.rotation
o_x, o_y, o_r = tile.x, tile.y, tile.rotation
oy = tile.height
ofs = -tile.height
end
local polygon = {
{ x=baseX+0, y=baseY+0 },
{ x=baseX+o.w, y=baseY+0 },
{ x=baseX+o.w, y=baseY+o.h },
{ x=baseX+0, y=baseY+o.h }
}
-- local rotate
if baseR ~= 0 then
local bcos = math.cos(math.rad(baseR))
local bsin = math.sin(math.rad(baseR))
for _, vertex in ipairs(polygon) do
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, bcos, bsin)
end
end
if parent then
parent.collider:addShape(UUID(), 'PolygonShape', unpack(polygon))
return
end
local cos = math.cos(math.rad(o_r))
local sin = math.sin(math.rad(o_r))
for _, vertex in ipairs(polygon) do
vertex.y = vertex.y + ofs
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, cos, sin, oy)
vertex.x = vertex.x + o_x
vertex.y = vertex.y + o_y - ofs
end
local vertices = getPolygonVertices({ polygon = polygon })
addedObj = addObjectToWorld(o.shape, vertices, userdata, tile or object, baseTile)
elseif o.shape == "ellipse" then
local cos = math.cos(math.rad(o.r))
local sin = math.sin(math.rad(o.r))
-- local coords
local baseX = 0
local baseY = 0
local baseR = 0
local o_x = o.x
local o_y = o.y
local o_r = o.r
local ofs = 0
if o.sub and not o.t and tile then
baseX, baseY, baseR = object.x, object.y, object.rotation
o_x, o_y, o_r = tile.x, tile.y, tile.rotation
oy = tile.height
ofs = -tile.height
end
if not o.polygon then
o.polygon = utils.convert_ellipse_to_polygon(baseX, baseY, o.w, o.h, 32)
for _, vertex in ipairs(o.polygon) do
vertex.y = vertex.y + ofs
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, cos, sin, oy)
vertex.x = vertex.x + o_x
vertex.y = vertex.y + o_y - ofs
end
end
local vertices = getPolygonVertices(o)
local triangles = love.math.triangulate(vertices)
addedObj = addObjectToWorld(o.shape, triangles[1], userdata, tile or object, baseTile)
for i, triangle in ipairs(triangles) do
if i > 1 then
addedObj.collider:addShape(tostring(i), 'PolygonShape', unpack(triangle))
end
end
elseif o.shape == "polygon" then
local polygon = {}
for _, vertex in ipairs(o.polygon) do
table.insert(polygon, { x = vertex.x, y = vertex.y } )
end
-- Recalculate collision polygons inside tiles
if tile then
-- local coords
local o_x = o.x
local o_y = o.y
local o_r = o.r
local ofs = 0
if o.sub and not o.t and tile then
local baseX, baseY, baseR = object.x, object.y, object.rotation
o_x, o_y, o_r = tile.x, tile.y, tile.rotation
oy = tile.height
ofs = -tile.height
local bcos = math.cos(math.rad(baseR))
local bsin = math.sin(math.rad(baseR))
for _, vertex in ipairs(polygon) do
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, bcos, bsin)
vertex.x = vertex.x + baseX
vertex.y = vertex.y + baseY
end
end
local cos = math.cos(math.rad(o_r))
local sin = math.sin(math.rad(o_r))
for _, vertex in ipairs(polygon) do
vertex.y = vertex.y + ofs
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, cos, sin, oy)
vertex.x = vertex.x + o_x
vertex.y = vertex.y + o_y - ofs
end
end
local vertices = getPolygonVertices({ polygon = polygon })
local triangles = love.math.triangulate(vertices)
addedObj = addObjectToWorld(o.shape, triangles[1], userdata, tile or object, baseTile)
for i, triangle in ipairs(triangles) do
if i > 1 then
addedObj.collider:addShape(tostring(i), 'PolygonShape', unpack(triangle))
end
end
elseif o.shape == "polyline" then
local polygon = {}
for _, vertex in ipairs(o.polygon) do
table.insert(polygon, { x = vertex.x, y = vertex.y } )
end
-- Recalculate collision polygons inside tiles
if tile then
-- local coords
local o_x = o.x
local o_y = o.y
local o_r = o.r
local ofs = 0
if o.sub and not o.t and tile then
local baseX, baseY, baseR = object.x, object.y, object.rotation
o_x, o_y, o_r = tile.x, tile.y, tile.rotation
oy = tile.height
ofs = -tile.height
local bcos = math.cos(math.rad(baseR))
local bsin = math.sin(math.rad(baseR))
for _, vertex in ipairs(polygon) do
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, bcos, bsin)
vertex.x = vertex.x + baseX
vertex.y = vertex.y + baseY
end
end
local cos = math.cos(math.rad(o_r))
local sin = math.sin(math.rad(o_r))
for _, vertex in ipairs(polygon) do
vertex.y = vertex.y + ofs
vertex.x, vertex.y = utils.rotate_vertex(map, vertex, 0, 0, cos, sin, oy)
vertex.x = vertex.x + o_x
vertex.y = vertex.y + o_y - ofs
end
end
local vertices = getPolygonVertices({ polygon = polygon })
--local vertices = getPolygonVertices(o)
addedObj = addObjectToWorld(o.shape, vertices, userdata, tile or object, baseTile)
end
return addedObj
end
for _, layer in ipairs(map.layers) do
-- Entire layer
local layer_collidable = layer.properties.collidable == true
if layer.type == "tilelayer" then
for gid, tiles in pairs(map.tileInstances) do
local tile = map.tiles[gid]
local tileset = map.tilesets[tile.tileset]
for _, instance in ipairs(tiles) do
if instance.layer == layer then
if layer_collidable or (tile.properties.collidable == true) then
local chunkX, chunkY = 0, 0
if instance.chunk then
chunkX = instance.chunk.x * tileset.tilewidth
chunkY = instance.chunk.y * tileset.tileheight
end
local object = {
shape = "rectangle",
x = instance.x + chunkX,
y = instance.y + chunkY,
width = tileset.tilewidth,
height = tileset.tileheight,
properties = tile.properties,
gid = gid
}
calculateObjectPosition(object, instance)
end
end
end
end
elseif layer.type == "objectgroup" then
for _, object in ipairs(layer.objects) do
if layer_collidable or (object.properties.collidable == true) then
calculateObjectPosition(object)
end
end
elseif layer.type == "imagelayer" then
if layer_collidable then
local object = {
shape = "rectangle",
x = layer.x or 0,
y = layer.y or 0,
width = layer.width,
height = layer.height,
properties = layer.properties
}
calculateObjectPosition(object)
end
end
end
map.windfield_collision = collision
end,
--- Remove windfield fixtures and shapes from world.
-- @param index The index or name of the layer being removed
windfield_removeLayer = function(map, index)
local layer = assert(map.layers[index], "Layer not found: " .. index)
local collision = map.windfield_collision
-- Remove collision objects
for i = #collision, 1, -1 do
local obj = collision[i]
if obj.object.layer == layer then
obj.collider:destroy()
table.remove(collision, i)
end
end
end,
windfield_update = function(map, dt)
--[[
local updateLayers = {}
for _, collision in ipairs(map.windfield_collision) do
if collision.object.layer and collision.object.layer.type == 'objectgroup' and collision.object.gid then
local x, y = collision.collider:getPosition()
if x ~= collision.object.x or y ~= collision.object.y then
print(collision.object.x, collision.object.y, x, y)
--collision.object.x, collision.object.y = x, y
local found = false
for _, layer in ipairs(updateLayers) do
if collision.object.layer == layer then
found = true
break
end
end
if not found then
table.insert(updateLayers, collision.object.layer)
end
end
end
end
for _, layer in ipairs(updateLayers) do
map:setObjectSpriteBatches(layer)
end
--]]
end,
--- Draw windfield physics world.
-- @param tx Translate on X
-- @param ty Translate on Y
-- @param sx Scale on X
-- @param sy Scale on Y
windfield_draw = function(map, tx, ty, sx, sy)
end
}
--- Custom Properties in Tiled are used to tell this plugin what to do.
-- @table Properties
-- @field collidable set to true, can be used on any Layer, Tile, or Object
-- @field sensor set to true, can be used on any Tile or Object that is also collidable
-- @field dynamic set to true, can be used on any Tile or Object
-- @field friction can be used to define the friction of any Object
-- @field restitution can be used to define the restitution of any Object
-- @field categories can be used to set the filter Category of any Object
-- @field mask can be used to set the filter Mask of any Object
-- @field group can be used to set the filter Group of any Object