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box2dLight.ChainLight Maven / Gradle / Ivy

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package box2dLight;

import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Mesh;
import com.badlogic.gdx.graphics.Mesh.VertexDataType;
import com.badlogic.gdx.graphics.VertexAttribute;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix3;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.physics.box2d.Body;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Pools;

/**
 * A light whose ray starting points are evenly distributed along a chain of
 * vertices
 * 
 * 

Extends {@link Light} * * @author spruce */ public class ChainLight extends Light { public static float defaultRayStartOffset = 0.001f; public float rayStartOffset; public final FloatArray chain; protected int rayDirection; protected float bodyAngle; protected float bodyAngleOffset; protected Body body; protected final FloatArray segmentAngles = new FloatArray(); protected final FloatArray segmentLengths = new FloatArray(); protected final float[] startX; protected final float[] startY; protected final float[] endX; protected final float[] endY; protected final Vector2 bodyPosition = new Vector2(); protected final Vector2 tmpEnd = new Vector2(); protected final Vector2 tmpStart = new Vector2(); protected final Vector2 tmpPerp = new Vector2(); protected final Vector2 tmpVec = new Vector2(); protected final Matrix3 zeroPosition = new Matrix3(); protected final Matrix3 rotateAroundZero = new Matrix3(); protected final Matrix3 restorePosition = new Matrix3(); protected final Rectangle chainLightBounds = new Rectangle(); protected final Rectangle rayHandlerBounds = new Rectangle(); /** * Creates chain light without vertices, they can be added any time later * * @param rayHandler * not {@code null} instance of RayHandler * @param rays * number of rays - more rays make light to look more realistic * but will decrease performance, can't be less than MIN_RAYS * @param color * color, set to {@code null} to use the default color * @param distance * distance of light * @param rayDirection * direction of rays *

    *
  • 1 = left
  • *
  • -1 = right
  • *
*/ public ChainLight(RayHandler rayHandler, int rays, Color color, float distance, int rayDirection) { this(rayHandler, rays, color, distance, rayDirection, null); } /** * Creates chain light from specified vertices * * @param rayHandler * not {@code null} instance of RayHandler * @param rays * number of rays - more rays make light to look more realistic * but will decrease performance, can't be less than MIN_RAYS * @param color * color, set to {@code null} to use the default color * @param distance * distance of light * @param rayDirection * direction of rays *
    *
  • 1 = left
  • *
  • -1 = right
  • *
* @param chain * float array of (x, y) vertices from which rays will be * evenly distributed */ public ChainLight(RayHandler rayHandler, int rays, Color color, float distance, int rayDirection, float[] chain) { super(rayHandler, rays, color, distance, 0f); rayStartOffset = ChainLight.defaultRayStartOffset; this.rayDirection = rayDirection; vertexNum = (vertexNum - 1) * 2; endX = new float[rays]; endY = new float[rays]; startX = new float[rays]; startY = new float[rays]; this.chain = (chain != null) ? new FloatArray(chain) : new FloatArray(); lightMesh = new Mesh( VertexDataType.VertexArray, false, vertexNum, 0, new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"), new VertexAttribute(Usage.Generic, 1, "s")); softShadowMesh = new Mesh( VertexDataType.VertexArray, false, vertexNum * 2, 0, new VertexAttribute(Usage.Position, 2, "vertex_positions"), new VertexAttribute(Usage.ColorPacked, 4, "quad_colors"), new VertexAttribute(Usage.Generic, 1, "s")); setMesh(); } @Override void update() { if (dirty) { updateChain(); applyAttachment(); } else { updateBody(); } if (cull()) return; if (staticLight && !dirty) return; dirty = false; updateMesh(); } @Override void render() { if (rayHandler.culling && culled) return; rayHandler.lightRenderedLastFrame++; lightMesh.render( rayHandler.lightShader, GL20.GL_TRIANGLE_STRIP, 0, vertexNum); if (soft && !xray) { softShadowMesh.render( rayHandler.lightShader, GL20.GL_TRIANGLE_STRIP, 0, vertexNum); } } /** * Draws a polygon, using ray start and end points as vertices */ public void debugRender(ShapeRenderer shapeRenderer) { shapeRenderer.setColor(Color.YELLOW); FloatArray vertices = Pools.obtain(FloatArray.class); vertices.clear(); for (int i = 0; i < rayNum; i++) { vertices.addAll(mx[i], my[i]); } for (int i = rayNum - 1; i > -1; i--) { vertices.addAll(startX[i], startY[i]); } shapeRenderer.polygon(vertices.shrink()); Pools.free(vertices); } @Override public void attachToBody(Body body) { attachToBody(body, 0f); } /** * Attaches light to specified body with relative direction offset * * @param body * that will be automatically followed, note that the body * rotation angle is taken into account for the light offset * and direction calculations * @param degrees * directional relative offset in degrees */ public void attachToBody(Body body, float degrees) { this.body = body; this.bodyPosition.set(body.getPosition()); bodyAngleOffset = MathUtils.degreesToRadians * degrees; bodyAngle = body.getAngle(); applyAttachment(); if (staticLight) dirty = true; } @Override public Body getBody() { return body; } @Override public float getX() { return tmpPosition.x; } @Override public float getY() { return tmpPosition.y; } @Override public void setPosition(float x, float y) { tmpPosition.x = x; tmpPosition.y = y; if (staticLight) dirty = true; } @Override public void setPosition(Vector2 position) { tmpPosition.x = position.x; tmpPosition.y = position.y; if (staticLight) dirty = true; } @Override public boolean contains(float x, float y) { // fast fail if (!this.chainLightBounds.contains(x, y)) return false; // actual check FloatArray vertices = Pools.obtain(FloatArray.class); vertices.clear(); for (int i = 0; i < rayNum; i++) { vertices.addAll(mx[i], my[i]); } for (int i = rayNum - 1; i > -1; i--) { vertices.addAll(startX[i], startY[i]); } int intersects = 0; for (int i = 0; i < vertices.size; i += 2) { float x1 = vertices.items[i]; float y1 = vertices.items[i + 1]; float x2 = vertices.items[(i + 2) % vertices.size]; float y2 = vertices.items[(i + 3) % vertices.size]; if (((y1 <= y && y < y2) || (y2 <= y && y < y1)) && x < ((x2 - x1) / (y2 - y1) * (y - y1) + x1)) intersects++; } boolean result = (intersects & 1) == 1; Pools.free(vertices); return result; } /** * Sets light distance * *

MIN value capped to 0.1f meter *

Actual recalculations will be done only on {@link #update()} call */ @Override public void setDistance(float dist) { dist *= RayHandler.gammaCorrectionParameter; this.distance = dist < 0.01f ? 0.01f : dist; dirty = true; } /** Not applicable for this light type **/ @Deprecated @Override public void setDirection(float directionDegree) { } /** * Calculates ray positions and angles along chain. This should be called * any time the number or values of elements changes in {@link #chain}. */ public void updateChain() { Vector2 v1 = Pools.obtain(Vector2.class); Vector2 v2 = Pools.obtain(Vector2.class); Vector2 vSegmentStart = Pools.obtain(Vector2.class); Vector2 vDirection = Pools.obtain(Vector2.class); Vector2 vRayOffset = Pools.obtain(Vector2.class); Spinor tmpAngle = Pools.obtain(Spinor.class); // Spinors used to represent perpendicular angle of each segment Spinor previousAngle = Pools.obtain(Spinor.class); Spinor currentAngle = Pools.obtain(Spinor.class); Spinor nextAngle = Pools.obtain(Spinor.class); // Spinors used to represent start, end and interpolated ray // angles for a given segment Spinor startAngle = Pools.obtain(Spinor.class); Spinor endAngle = Pools.obtain(Spinor.class); Spinor rayAngle = Pools.obtain(Spinor.class); int segmentCount = chain.size / 2 - 1; segmentAngles.clear(); segmentLengths.clear(); float remainingLength = 0; for (int i = 0, j = 0; i < chain.size - 2; i += 2, j++) { v1.set(chain.items[i + 2], chain.items[i + 3]) .sub(chain.items[i], chain.items[i + 1]); segmentLengths.add(v1.len()); segmentAngles.add( v1.rotate90(rayDirection).angle() * MathUtils.degreesToRadians ); remainingLength += segmentLengths.items[j]; } int rayNumber = 0; int remainingRays = rayNum; for (int i = 0; i < segmentCount; i++) { // get this and adjacent segment angles previousAngle.set( (i == 0) ? segmentAngles.items[i] : segmentAngles.items[i - 1]); currentAngle.set(segmentAngles.items[i]); nextAngle.set( (i == segmentAngles.size - 1) ? segmentAngles.items[i] : segmentAngles.items[i + 1]); // interpolate to find actual start and end angles startAngle.set(previousAngle).slerp(currentAngle, 0.5f); endAngle.set(currentAngle).slerp(nextAngle, 0.5f); int segmentVertex = i * 2; vSegmentStart.set( chain.items[segmentVertex], chain.items[segmentVertex + 1]); vDirection.set( chain.items[segmentVertex + 2], chain.items[segmentVertex + 3] ).sub(vSegmentStart).nor(); float raySpacing = remainingLength / remainingRays; int segmentRays = (i == segmentCount - 1) ? remainingRays : (int) ((segmentLengths.items[i] / remainingLength) * remainingRays); for (int j = 0; j < segmentRays; j++) { float position = j * raySpacing; // interpolate ray angle based on position within segment rayAngle.set(startAngle).slerp( endAngle, position / segmentLengths.items[i]); float angle = rayAngle.angle(); vRayOffset.set(this.rayStartOffset, 0).rotateRad(angle); v1.set(vDirection).scl(position).add(vSegmentStart).add(vRayOffset); this.startX[rayNumber] = v1.x; this.startY[rayNumber] = v1.y; v2.set(distance, 0).rotateRad(angle).add(v1); this.endX[rayNumber] = v2.x; this.endY[rayNumber] = v2.y; rayNumber++; } remainingRays -= segmentRays; remainingLength -= segmentLengths.items[i]; } Pools.free(v1); Pools.free(v2); Pools.free(vSegmentStart); Pools.free(vDirection); Pools.free(vRayOffset); Pools.free(previousAngle); Pools.free(currentAngle); Pools.free(nextAngle); Pools.free(startAngle); Pools.free(endAngle); Pools.free(rayAngle); Pools.free(tmpAngle); } /** * Applies attached body initial transform to all lights rays */ void applyAttachment() { if (body == null || staticLight) return; restorePosition.setToTranslation(bodyPosition); rotateAroundZero.setToRotationRad(bodyAngle + bodyAngleOffset); for (int i = 0; i < rayNum; i++) { tmpVec.set(startX[i], startY[i]).mul(rotateAroundZero).mul(restorePosition); startX[i] = tmpVec.x; startY[i] = tmpVec.y; tmpVec.set(endX[i], endY[i]).mul(rotateAroundZero).mul(restorePosition); endX[i] = tmpVec.x; endY[i] = tmpVec.y; } } protected boolean cull() { if (!rayHandler.culling) { culled = false; } else { updateBoundingRects(); culled = chainLightBounds.width > 0 && chainLightBounds.height > 0 && !chainLightBounds.overlaps(rayHandlerBounds); } return culled; } void updateBody() { if (body == null || staticLight) return; final Vector2 vec = body.getPosition(); tmpVec.set(0, 0).sub(bodyPosition); bodyPosition.set(vec); zeroPosition.setToTranslation(tmpVec); restorePosition.setToTranslation(bodyPosition); rotateAroundZero.setToRotationRad(bodyAngle).inv().rotateRad(body.getAngle()); bodyAngle = body.getAngle(); for (int i = 0; i < rayNum; i++) { tmpVec.set(startX[i], startY[i]).mul(zeroPosition).mul(rotateAroundZero) .mul(restorePosition); startX[i] = tmpVec.x; startY[i] = tmpVec.y; tmpVec.set(endX[i], endY[i]).mul(zeroPosition).mul(rotateAroundZero) .mul(restorePosition); endX[i] = tmpVec.x; endY[i] = tmpVec.y; } } protected void updateMesh() { for (int i = 0; i < rayNum; i++) { m_index = i; f[i] = 1f; tmpEnd.x = endX[i]; mx[i] = tmpEnd.x; tmpEnd.y = endY[i]; my[i] = tmpEnd.y; tmpStart.x = startX[i]; tmpStart.y = startY[i]; if (rayHandler.world != null && !xray) { rayHandler.world.rayCast(ray, tmpStart, tmpEnd); } } setMesh(); } protected void setMesh() { int size = 0; for (int i = 0; i < rayNum; i++) { segments[size++] = startX[i]; segments[size++] = startY[i]; segments[size++] = colorF; segments[size++] = 1; segments[size++] = mx[i]; segments[size++] = my[i]; segments[size++] = colorF; segments[size++] = 1 - f[i]; } lightMesh.setVertices(segments, 0, size); if (!soft || xray) return; size = 0; for (int i = 0; i < rayNum; i++) { segments[size++] = mx[i]; segments[size++] = my[i]; segments[size++] = colorF; final float s = (1 - f[i]); segments[size++] = s; tmpPerp.set(mx[i], my[i]).sub(startX[i], startY[i]).nor() .scl(softShadowLength * s).add(mx[i], my[i]); segments[size++] = tmpPerp.x; segments[size++] = tmpPerp.y; segments[size++] = zeroColorBits; segments[size++] = 0f; } softShadowMesh.setVertices(segments, 0, size); } /** Internal method for bounding rectangle recalculation **/ protected void updateBoundingRects() { float maxX = startX[0]; float minX = startX[0]; float maxY = startY[0]; float minY = startY[0]; for (int i = 0; i < rayNum; i++) { maxX = maxX > startX[i] ? maxX : startX[i]; maxX = maxX > mx[i] ? maxX : mx[i]; minX = minX < startX[i] ? minX : startX[i]; minX = minX < mx[i] ? minX : mx[i]; maxY = maxY > startY[i] ? maxY : startY[i]; maxY = maxY > my[i] ? maxY : my[i]; minY = minY < startY[i] ? minY : startY[i]; minY = minY < my[i] ? minY : my[i]; } chainLightBounds.set(minX, minY, maxX - minX, maxY - minY); rayHandlerBounds.set( rayHandler.x1, rayHandler.y1, rayHandler.x2 - rayHandler.x1, rayHandler.y2 - rayHandler.y1); } }





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