update to convert poly to mesh
This commit is contained in:
5
main.lua
5
main.lua
@@ -28,11 +28,6 @@
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]]
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-- require('mobdebug').start()
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if os.getenv("LOCAL_LUA_DEBUGGER_VSCODE") == "1" then
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require("lldebugger").start()
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end
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require 'src/Dependencies'
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if os.getenv("LOCAL_LUA_DEBUGGER_VSCODE") == "1" then
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189
src/Level.lua
189
src/Level.lua
@@ -1,6 +1,4 @@
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-- require('mobdebug').start()
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Level = Class {}
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function Level:init()
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@@ -8,10 +6,18 @@ function Level:init()
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self.segments = self:createLevel()
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self.polygon = self:createPolygon()
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self.player = {}
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self.mesh = {}
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end
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function Level:update(dt)
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self:createPolygon()
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if #self.polygonPoints < 3 then
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self.mesh = {}
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else
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print_r(self.polygonPoints)
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self.mesh = poly2mesh(self.polygonPoints)
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end
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end
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function Level:render()
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@@ -20,21 +26,32 @@ function Level:render()
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end
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function Level:renderOuterSegments()
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for k,segment in pairs(self.segments) do
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segment:render()
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end
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for k, segment in pairs(self.segments) do segment:render() end
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end
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function Level:renderBackground()
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love.graphics.draw(gImages["img1"], LEVEL_RENDER_OFFSET,LEVEL_RENDER_OFFSET_TOP)
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love.graphics.draw(self.mesh, 0, 0)
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end
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function Level:createLevel()
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local level = {
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[1] = Segment({LEVEL_RENDER_OFFSET,LEVEL_RENDER_OFFSET_TOP},{VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP},.5,'down'),
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[2] = Segment({VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP},{VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET},.5,'left'),
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[3] = Segment({VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET},{LEVEL_RENDER_OFFSET, VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET},.5,'up'),
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[4] = Segment({LEVEL_RENDER_OFFSET, VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET},{LEVEL_RENDER_OFFSET,LEVEL_RENDER_OFFSET_TOP},.5,'right')
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[1] = Segment({LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP}, {
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VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP
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}, .5, 'down'),
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[2] = Segment({
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VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP
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}, {
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VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET,
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VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET
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}, .5, 'left'),
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[3] = Segment({
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VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET,
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VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET
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}, {LEVEL_RENDER_OFFSET, VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET}, .5, 'up'),
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[4] = Segment({
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LEVEL_RENDER_OFFSET, VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET
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}, {LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP}, .5, 'right')
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}
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-- local level = {
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-- [1] = Segment({LEVEL_RENDER_OFFSET,LEVEL_RENDER_OFFSET_TOP},{VIRTUAL_WIDTH - LEVEL_RENDER_OFFSET, LEVEL_RENDER_OFFSET_TOP},.5),
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@@ -53,9 +70,7 @@ function Level:insideBounds2(x,y)
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end
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function Level:insideBounds(x, y, segments)
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if not segments then
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segments = self.segments
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end
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if not segments then segments = self.segments end
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local up, down, left, right = false
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local upSeg, downSeg, leftSeg, rightSeg = nil
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@@ -64,36 +79,40 @@ function Level:insideBounds(x,y, segments)
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for i, segment in pairs(segments) do
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-- check raycast on y axis
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if segment.vertical then
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if y <= math.max(segment.firstPointY, segment.secondPointY) and
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y >= math.min(segment.firstPointY, segment.secondPointY) then
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if y <= math.max(segment.firstPointY, segment.secondPointY) and y >=
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math.min(segment.firstPointY, segment.secondPointY) then
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if x <= segment.firstPointX then
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if not rightSeg then
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rightSeg = segment
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elseif math.abs(segment.firstPointX - x) < math.abs(rightSeg.firstPointX - x) then
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elseif math.abs(segment.firstPointX - x) <
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math.abs(rightSeg.firstPointX - x) then
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rightSeg = segment
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end
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else
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if not leftSeg then
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leftSeg = segment
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elseif math.abs(segment.firstPointX - x) < math.abs(leftSeg.firstPointX - x) then
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elseif math.abs(segment.firstPointX - x) <
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math.abs(leftSeg.firstPointX - x) then
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leftSeg = segment
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end
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end
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end
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end
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if segment.horizontal then
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if x <= math.max(segment.firstPointX, segment.secondPointX) and
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x >= math.min(segment.firstPointX, segment.secondPointX) then
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if x <= math.max(segment.firstPointX, segment.secondPointX) and x >=
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math.min(segment.firstPointX, segment.secondPointX) then
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if y <= segment.firstPointY then
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if not downSeg then
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downSeg = segment
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elseif math.abs(segment.firstPointY - y) < math.abs(downSeg.firstPointY - y) then
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elseif math.abs(segment.firstPointY - y) <
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math.abs(downSeg.firstPointY - y) then
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downSeg = segment
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end
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else
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if not upSeg then
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upSeg = segment
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elseif math.abs(segment.firstPointY - y) < math.abs(upSeg.firstPointY - y) then
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elseif math.abs(segment.firstPointY - y) <
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math.abs(upSeg.firstPointY - y) then
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upSeg = segment
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end
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end
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@@ -104,9 +123,8 @@ function Level:insideBounds(x,y, segments)
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return false
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end
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if rightSeg.face ~= 'left' or leftSeg.face ~= 'right' or upSeg.face ~= 'down' or downSeg.face ~= 'up' then
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return false
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end
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if rightSeg.face ~= 'left' or leftSeg.face ~= 'right' or upSeg.face ~=
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'down' or downSeg.face ~= 'up' then return false end
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return true
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end
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@@ -117,10 +135,11 @@ function Level:insideBounds3(x,y)
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local j = #self.polygon
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local polygon = self.polygon
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for i = 1, #polygon do
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if (polygon[i].y < y and polygon[j].y >= y or polygon[j].y < y and polygon[i].y >= y) then
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if (polygon[i].x + ( y - polygon[i].y ) / (polygon[j].y - polygon[i].y) * (polygon[j].x - polygon[i].x) < x) then
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oddNodes = not oddNodes
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end
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if (polygon[i].y < y and polygon[j].y >= y or polygon[j].y < y and
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polygon[i].y >= y) then
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if (polygon[i].x + (y - polygon[i].y) /
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(polygon[j].y - polygon[i].y) * (polygon[j].x - polygon[i].x) <
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x) then oddNodes = not oddNodes end
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end
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j = i
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end
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@@ -134,7 +153,8 @@ function Level:createPolygon()
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for i, segment in ipairs(self.segments) do
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polygon[i] = {}
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polygon[i + 1] = {}
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polygon[i].x, polygon[i].y, polygon[i+1].x, polygon[i+1].y = segment:segmentToPoints()
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polygon[i].x, polygon[i].y, polygon[i + 1].x, polygon[i + 1].y =
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segment:segmentToPoints()
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polygonPoints[j] = polygon[i].x
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polygonPoints[j + 1] = polygon[i].y
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polygonPoints[j + 2] = polygon[i + 1].x
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@@ -147,23 +167,21 @@ function Level:createPolygon()
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end
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function Level:pointOnEdge(x, y, segments)
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if not segments then
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segments = self.segments
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end
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if not segments then segments = self.segments end
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local margin = 2
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for i, segment in pairs(segments) do
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if segment.vertical then -- vertical line
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if x >= segment.firstPointX - margin and x <= segment.firstPointX + margin and
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y <= math.max(segment.firstPointY, segment.secondPointY) and
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y >= math.min(segment.firstPointY, segment.secondPointY)
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then
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if x >= segment.firstPointX - margin and x <= segment.firstPointX +
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margin and y <=
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math.max(segment.firstPointY, segment.secondPointY) and y >=
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math.min(segment.firstPointY, segment.secondPointY) then
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return true
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end
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elseif segment.horizontal then -- horizontal line
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if y >= segment.firstPointY - margin and y <= segment.firstPointY + margin and
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x <= math.max(segment.firstPointX, segment.secondPointX) and
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x >= math.min(segment.firstPointX, segment.secondPointX)
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then
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if y >= segment.firstPointY - margin and y <= segment.firstPointY +
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margin and x <=
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math.max(segment.firstPointX, segment.secondPointX) and x >=
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math.min(segment.firstPointX, segment.secondPointX) then
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return true
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end
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end
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@@ -175,17 +193,17 @@ function Level:getTouchingSegment(x,y)
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local margin = 2
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for i, segment in pairs(self.segments) do
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if segment.vertical then -- vertical line
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if x >= segment.firstPointX - margin and x <= segment.firstPointX + margin and
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y <= math.max(segment.firstPointY, segment.secondPointY) and
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y >= math.min(segment.firstPointY, segment.secondPointY)
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then
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if x >= segment.firstPointX - margin and x <= segment.firstPointX +
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margin and y <=
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math.max(segment.firstPointY, segment.secondPointY) and y >=
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math.min(segment.firstPointY, segment.secondPointY) then
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return i, segment
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end
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elseif segment.horizontal then -- horizontal line
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if y >= segment.firstPointY - margin and y <= segment.firstPointY + margin and
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x <= math.max(segment.firstPointX, segment.secondPointX) and
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x >= math.min(segment.firstPointX, segment.secondPointX)
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then
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if y >= segment.firstPointY - margin and y <= segment.firstPointY +
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margin and x <=
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math.max(segment.firstPointX, segment.secondPointX) and x >=
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math.min(segment.firstPointX, segment.secondPointX) then
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return i, segment
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end
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end
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@@ -196,8 +214,10 @@ end
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function Level:cutLevel()
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local newSegs = self.player.trailSegments
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local startSegi, startSeg = self.player.trailStartSegment[1],self.player.trailStartSegment[2]
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local endSegi, endSeg = self.player.trailFinishSegment[1],self.player.trailFinishSegment[2]
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local startSegi, startSeg = self.player.trailStartSegment[1],
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self.player.trailStartSegment[2]
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local endSegi, endSeg = self.player.trailFinishSegment[1],
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self.player.trailFinishSegment[2]
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local first = 0
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local last = 0
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local firstFace = ''
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@@ -231,7 +251,8 @@ function Level:cutLevel()
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-- print("Reached the segment being cut")
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-- print_r(self.segments[k])
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-- print("split the segment")
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part1, temp, part2 = self.segments[k]:splitInThreeWithSegments(newSegs[1],newSegs[#newSegs])
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part1, temp, part2 = self.segments[k]:splitInThreeWithSegments(
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newSegs[1], newSegs[#newSegs])
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-- print("part1")
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part1:debug()
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-- print("part2")
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@@ -292,7 +313,8 @@ function Level:cutLevel()
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newSegs[1]:joinPerpendicular(self.segments[k])
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newSegs[1]:debug()
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-- print("newSegs[1] is joined -- finished")
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local startPart1, startPart2 = self.segments[k]:splitInTwoWithSegment(newSegs[1])
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local startPart1, startPart2 =
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self.segments[k]:splitInTwoWithSegment(newSegs[1])
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-- print("-- Segment k split into 2 segments by newsegs[1]: ")
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startPart1:debug()
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startPart2:debug()
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@@ -327,7 +349,8 @@ function Level:cutLevel()
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end
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-- print_r(board1)
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local endPart1, endPart2 = self.segments[k]:splitInTwoWithSegment(newSegs[#newSegs])
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local endPart1, endPart2 =
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self.segments[k]:splitInTwoWithSegment(newSegs[#newSegs])
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-- print("-- proceed to insert the second split segment")
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if self.segments[last]:endEqualsEndOf(self.segments[k]) or
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self.segments[last]:startEqualsEndOf(self.segments[k]) then -- next one is linked to the start of this one
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@@ -353,7 +376,8 @@ function Level:cutLevel()
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newSegs[#newSegs]:joinPerpendicular(self.segments[k])
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newSegs[#newSegs]:debug()
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-- print("newSegs[#newSegs] is joined -- finished")
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local endPart1, endPart2 = self.segments[k]:splitInTwoWithSegment(newSegs[#newSegs])
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local endPart1, endPart2 =
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self.segments[k]:splitInTwoWithSegment(newSegs[#newSegs])
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-- print("-- Segment k split into 2 segments by newsegs[#newSegs]: ")
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endPart1:debug()
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endPart2:debug()
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@@ -387,7 +411,8 @@ function Level:cutLevel()
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end
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-- print_r(board1)
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local startPart1, startPart2 = self.segments[k]:splitInTwoWithSegment(newSegs[1])
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local startPart1, startPart2 =
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self.segments[k]:splitInTwoWithSegment(newSegs[1])
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-- print("-- Segment k split into 2 segments by newsegs[1]: ")
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startPart1:debug()
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startPart2:debug()
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@@ -494,7 +519,8 @@ function Level:cutLevel()
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elseif self:containsBalls(board2) == 0 then
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self.segments = board1
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else
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self.segments = self:getPerimeter(board1) > self:getPerimeter(board2) and board1 or board2
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self.segments = self:getPerimeter(board1) >
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self:getPerimeter(board2) and board1 or board2
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end
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end
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@@ -524,7 +550,8 @@ function Level:orderSegments(segs)
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-- -- print("new[i] end equals start of ")
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-- s:debug()
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if new[i].vertical == s.vertical and new[i].horizontal == s.horizontal then
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if new[i].vertical == s.vertical and new[i].horizontal ==
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s.horizontal then
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-- -- print("join contiguous "..tostring(i).. 'with'..tostring(j))
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new[i]:joinContiguous(s)
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table.remove(segs, j)
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@@ -544,7 +571,8 @@ function Level:orderSegments(segs)
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-- -- print("new[i] end equals end of ")
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-- s:debug()
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s:switchDirection()
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if new[i].vertical == s.vertical and new[i].horizontal == s.horizontal then
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if new[i].vertical == s.vertical and new[i].horizontal ==
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s.horizontal then
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-- -- print("join contiguous "..tostring(i).. 'with'..tostring(j))
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new[i]:joinContiguous(s)
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table.remove(segs, j)
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@@ -567,10 +595,14 @@ function Level:orderSegments(segs)
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-- -- print("search didnt yield any segment")
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local margin = 2
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while not found and margin < 5 do
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fi, fs = self:findNearestSegment(new[i].secondPointX,new[i].secondPointY,segs,margin)
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fi, fs = self:findNearestSegment(new[i].secondPointX,
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new[i].secondPointY, segs,
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margin)
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if not fs then
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fi, fs = self:findNearestSegment(new[i].firstPointX,new[i].firstPointY,segs,margin)
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fi, fs = self:findNearestSegment(new[i].firstPointX,
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new[i].firstPointY, segs,
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margin)
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if not fs then
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margin = margin + 1
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@@ -680,36 +712,28 @@ end
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function Level:getPerimeter(segments)
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local p = 0
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if not segments then
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segments = self.segments
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end
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for k, s in pairs(segments) do
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p = p + s:length()
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end
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if not segments then segments = self.segments end
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for k, s in pairs(segments) do p = p + s:length() end
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return p
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end
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function Level:findNearestSegment(x, y, segments, margin)
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if not segments then
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segments = self.segments
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end
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if not margin then
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margin = 2
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end
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if not segments then segments = self.segments end
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if not margin then margin = 2 end
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-- find a touching segment within margins
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for i, segment in pairs(segments) do
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if segment.vertical then -- vertical line
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if x >= segment.firstPointX - margin and x <= segment.firstPointX + margin and
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y <= math.max(segment.firstPointY, segment.secondPointY) and
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y >= math.min(segment.firstPointY, segment.secondPointY)
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then
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if x >= segment.firstPointX - margin and x <= segment.firstPointX +
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margin and y <=
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math.max(segment.firstPointY, segment.secondPointY) and y >=
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math.min(segment.firstPointY, segment.secondPointY) then
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return i, segment
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end
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elseif segment.horizontal then -- horizontal line
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if y >= segment.firstPointY - margin and y <= segment.firstPointY + margin and
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x <= math.max(segment.firstPointX, segment.secondPointX) and
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x >= math.min(segment.firstPointX, segment.secondPointX)
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then
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if y >= segment.firstPointY - margin and y <= segment.firstPointY +
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margin and x <=
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math.max(segment.firstPointX, segment.secondPointX) and x >=
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math.min(segment.firstPointX, segment.secondPointX) then
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return i, segment
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end
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end
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@@ -719,13 +743,12 @@ end
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function Level:containsBalls(segments)
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-- returns numbere of balls inside the bounds passed in or self.segments
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if not segments then
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segments = self.segments
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end
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||||
if not segments then segments = self.segments end
|
||||
local counter = 0
|
||||
|
||||
for k, b in pairs(self.balls) do
|
||||
if self:insideBounds(b.x + 4, b.y + 4,segments) or self:pointOnEdge(b.x+4, b.y+4, seegments) then
|
||||
if self:insideBounds(b.x + 4, b.y + 4, segments) or
|
||||
self:pointOnEdge(b.x + 4, b.y + 4, seegments) then
|
||||
counter = counter + 1
|
||||
end
|
||||
end
|
||||
|
||||
43
src/Util.lua
43
src/Util.lua
@@ -71,3 +71,46 @@ function print_s(segments)
|
||||
s:debug(tostring(k))
|
||||
end
|
||||
end
|
||||
|
||||
-- convert a list of points forming a polygon {x1, y1, x2, y2, ...} into a mesh
|
||||
|
||||
function poly2mesh(points)
|
||||
-- remove duplicates???
|
||||
local polypts = love.math.triangulate(points)
|
||||
local tlist
|
||||
|
||||
local vnums = {}
|
||||
local vcoords = {}
|
||||
do
|
||||
local verthash = {}
|
||||
local n = 0
|
||||
local v
|
||||
-- use unique vertices by using a coordinate hash table
|
||||
for i = 1, #polypts do
|
||||
for j = 1, 3 do
|
||||
local px = polypts[i][j * 2 - 1]
|
||||
local py = polypts[i][j * 2]
|
||||
if not verthash[px] then verthash[px] = {} end
|
||||
if not verthash[px][py] then
|
||||
n = n + 1
|
||||
verthash[px][py] = n
|
||||
vcoords[n * 2 - 1] = px
|
||||
vcoords[n * 2] = py
|
||||
v = n
|
||||
else
|
||||
v = verthash[px][py]
|
||||
end
|
||||
vnums[(i - 1) * 3 + j] = v
|
||||
end
|
||||
end
|
||||
end
|
||||
local mesh = love.graphics.newMesh(#vcoords, "triangles", "static")
|
||||
for i = 1, #vcoords / 2 do
|
||||
local x, y = vcoords[i * 2 - 1], vcoords[i * 2]
|
||||
|
||||
-- Here's where the UVs are assigned
|
||||
mesh:setVertex(i, x, y, x / 50, y / 50, .5, .5, .9, 1)
|
||||
end
|
||||
mesh:setVertexMap(vnums)
|
||||
return mesh
|
||||
end
|
||||
|
||||
@@ -21,7 +21,7 @@ function PlayState:enter()
|
||||
end
|
||||
|
||||
function PlayState:update(dt)
|
||||
-- self.level:update(dt)
|
||||
self.level:update(dt)
|
||||
self.player:update(dt)
|
||||
self:updateBalls(dt, self.level)
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user