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path: root/liquidSurface.lua
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local LiquidSurface = {}
LiquidSurface.__index = LiquidSurface

local DEFAULT_COLORS = {
    water = { 0.35, 0.65, 1, 0.5},
    lava = { 1, 0.35, 0.1, 0.8 }
}

local function toNumber(value, fallback)
    local number = tonumber(value)
    if number == nil then
        return fallback
    end
    return number
end

local function getSurfaceBounds(entity)
    local polygon = entity and entity.polygon or nil
    if not polygon or #polygon == 0 then
        return entity.x or 0, entity.y or 0, entity.width or 0, entity.height or 0
    end

    local minX, minY = math.huge, math.huge
    local maxX, maxY = -math.huge, -math.huge
    for _, point in ipairs(polygon) do
        local px = (entity.x or 0) + (point.x or 0)
        local py = (entity.y or 0) + (point.y or 0)
        minX = math.min(minX, px)
        minY = math.min(minY, py)
        maxX = math.max(maxX, px)
        maxY = math.max(maxY, py)
    end

    return minX, minY, maxX - minX, maxY - minY
end

function LiquidSurface:new(source)
    local self = setmetatable({}, LiquidSurface)
    local properties = source.properties or {}

    local x, y, width, height = getSurfaceBounds(source)
    local configuredHeight = toNumber(properties.height, height)
    self.x = x
    self.y = y
    self.width = math.max(2, width)
    self.height = math.max(1, configuredHeight)
    self.bottomY = self.y + self.height

    self.type = "water"
    self.liquidType = properties.liquid_type or "water"
    self.color = DEFAULT_COLORS[self.liquidType] or DEFAULT_COLORS.water

    self.tension = toNumber(properties.tension, 0.015)
    self.dampening = toNumber(properties.dampening, 0.001)
    self.spread = toNumber(properties.spread, 0.1)
    self.propagationPasses = math.max(1, math.floor(toNumber(properties.passes, 8)))
    self.maxSpeed = toNumber(properties.max_speed, 8)
    self.maxWaveAmplitude = toNumber(properties.max_wave_amplitude, self.height * 0.4)

    self.columnsLength = math.max(2, math.floor(self.width))
    self.columns = {}
    for _ = 1, self.columnsLength do
        table.insert(self.columns, self:createColumn())
    end

    return self
end

function LiquidSurface:createColumn()
    return {
        height = self.height,
        targetHeight = self.height,
        speed = 0
    }
end

function LiquidSurface:isFixedColumn(index)
    return index <= 2 or index >= self.columnsLength - 1
end

function LiquidSurface:updateColumn(index, dtScale)
    if self:isFixedColumn(index) then return end

    local column = self.columns[index]
    local heightDiff = column.targetHeight - column.height
    local accel = self.tension * heightDiff - column.speed * self.dampening

    column.speed = column.speed + accel * dtScale
    column.speed = math.max(-self.maxSpeed, math.min(self.maxSpeed, column.speed))

    column.height = column.height + column.speed * dtScale
    local lo = column.targetHeight - self.maxWaveAmplitude
    local hi = column.targetHeight + self.maxWaveAmplitude
    column.height = math.max(lo, math.min(hi, column.height))
end

function LiquidSurface:splash(worldX, speed)
    if worldX < self.x or worldX >= (self.x + self.columnsLength) then
        return
    end

    local index = math.min(self.columnsLength, math.max(1, math.floor(worldX - self.x) + 1))
    if self:isFixedColumn(index) then
        return
    end

    self.columns[index].speed = self.columns[index].speed - (speed or 2)
end

function LiquidSurface:isTouched(x, y, dx, dy)
    return math.abs(y - self.y) < math.abs(dy)
        and x >= self.x
        and x < (self.x + self.columnsLength)
end

function LiquidSurface:update(dt)
    local dtScale = math.max(0, dt or 0) * 60

    for i = 1, self.columnsLength do
        self:updateColumn(i, dtScale)
    end

    local leftDeltas = {}
    local rightDeltas = {}

    for _ = 1, self.propagationPasses do
        for i = 1, self.columnsLength do
            if i > 1 and not self:isFixedColumn(i - 1) then
                leftDeltas[i] = self.spread * (self.columns[i].height - self.columns[i - 1].height) * dtScale
                self.columns[i - 1].speed = self.columns[i - 1].speed + leftDeltas[i]
            end
            if i < self.columnsLength and not self:isFixedColumn(i + 1) then
                rightDeltas[i] = self.spread * (self.columns[i].height - self.columns[i + 1].height) * dtScale
                self.columns[i + 1].speed = self.columns[i + 1].speed + rightDeltas[i]
            end
        end

        for i = 1, self.columnsLength do
            if i > 1 and not self:isFixedColumn(i - 1) and leftDeltas[i] then
                self.columns[i - 1].height = self.columns[i - 1].height + leftDeltas[i]
            end
            if i < self.columnsLength and not self:isFixedColumn(i + 1) and rightDeltas[i] then
                self.columns[i + 1].height = self.columns[i + 1].height + rightDeltas[i]
            end
        end
    end
end

function LiquidSurface:drawFill()
    love.graphics.setColor(self.color)
    for i = 2, self.columnsLength do
        local p1x = self.x + (i - 2)
        local p1y = self.bottomY - self.columns[i - 1].height
        local p2x = self.x + (i - 1)
        local p2y = self.bottomY - self.columns[i].height
        local p3x, p3y = p2x, self.bottomY
        local p4x, p4y = p1x, self.bottomY

        love.graphics.polygon("fill",
            p1x, p1y, p3x, p3y, p2x, p2y,
            p3x, p3y, p4x, p4y, p2x, p2y
        )
    end
end

function LiquidSurface:drawLine()
    local linePoints = {}
    for i = 1, self.columnsLength do
        linePoints[#linePoints + 1] = self.x + (i - 1)
        linePoints[#linePoints + 1] = self.bottomY - self.columns[i].height
    end
    love.graphics.setColor(1, 1, 1, 1)
    love.graphics.setLineWidth(1)
    love.graphics.setLineStyle("rough")
    love.graphics.line(linePoints)
    love.graphics.setLineStyle("smooth")
    love.graphics.setColor(1, 1, 1, 1)
end

function LiquidSurface:draw()
    self:drawFill()
    self:drawLine()
end

return LiquidSurface