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Meshes, degenerate polygons
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--- Test for degenerate triangles in mesh. | |
-- Permission is hereby granted, free of charge, to any person obtaining | |
-- a copy of this software and associated documentation files (the | |
-- "Software"), to deal in the Software without restriction, including | |
-- without limitation the rights to use, copy, modify, merge, publish, | |
-- distribute, sublicense, and/or sell copies of the Software, and to | |
-- permit persons to whom the Software is furnished to do so, subject to | |
-- the following conditions: | |
-- | |
-- The above copyright notice and this permission notice shall be | |
-- included in all copies or substantial portions of the Software. | |
-- | |
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, | |
-- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF | |
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. | |
-- IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY | |
-- CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, | |
-- TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE | |
-- SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
-- | |
-- [ MIT license: http://www.opensource.org/licenses/mit-license.php ] | |
-- Standard library imports -- | |
local random = math.random | |
-- Corona globals -- | |
local display = display | |
local graphics = graphics | |
local timer = timer | |
-- Add a bunch of background objects to emphasize that we aren't just blocking the mesh. | |
for i = 1, 100 do | |
local x = random(display.contentWidth) | |
local y = random(display.contentHeight) | |
local circ = display.newCircle(x, y, random(3, 15)) | |
circ:setFillColor(random(), random(), random()) | |
end | |
-- Quad-relative offsets of uvs and positions -- | |
local Indices = { 1, 3, 5, 5, 3, 7 } | |
-- Mesh dimensions -- | |
local W, H = math.floor(.6 * display.contentWidth), math.floor(.6 * display.contentHeight) | |
-- Adds a component quad to the mesh | |
local uvs, vertices = {}, {} | |
local function AddQuad (v) | |
local n = #vertices | |
for i = 1, #Indices do | |
local j = Indices[i] | |
uvs[n + 1], vertices[n + 1] = v[j], v[j] * W | |
uvs[n + 2], vertices[n + 2] = v[j + 1], v[j + 1] * H | |
n = n + 2 | |
end | |
end | |
-- Cell counts and dimensions -- | |
local NCols, NRows = 5, 7 | |
local ColW, RowH = 1 / NCols, 1 / NRows | |
-- Load each of the mesh's quads. Keep a record of the offset to each quad | |
-- so that we can show / hide them. | |
local offsets = {} | |
for row = 0, NRows - 1 do | |
local y = row * RowH | |
for col = 0, NCols - 1 do | |
local x = col * ColW | |
offsets[#offsets + 1] = #vertices / 2 + 1 | |
AddQuad{ | |
x, y, x + ColW, y, | |
x, y + RowH, x + ColW, y + RowH | |
} | |
end | |
end | |
-- Create an effect that will hide vertices with negative u-coordinates. On its own, | |
-- this does nothing that is not better achieved with auto-batched objects using the | |
-- isVisible flag. However, this snippet can be part of a larger shader. | |
do | |
local kernel = { category = "filter", name = "can_hide" } | |
kernel.vertex = [[ | |
P_POSITION vec2 VertexKernel (P_POSITION vec2 pos) | |
{ | |
return pos * step(0.0, CoronaTexCoord.x); // map to (0, 0) when u < 0; since | |
// all verts in quad do this, both | |
// triangles are culled | |
} | |
]] | |
graphics.defineEffect(kernel) | |
end | |
-- Add a mesh and install the "can hide" effect | |
local mesh = display.newMesh{ | |
x = display.contentCenterX, y = display.contentCenterY, | |
mode = "triangles", uvs = uvs, vertices = vertices | |
} | |
mesh.fill = { filename = "Image1.jpg", type = "image" } | |
mesh.fill.effect = "filter.custom.can_hide" | |
-- Show or hide a quad | |
local function Show (oi, show) | |
local index, mpath = offsets[oi], mesh.path | |
for i = index, index + 5 do | |
local u, v = mpath:getUV(i) | |
u = -1 - u -- show: un-negate u-coordinate, then subtract 1 from it; when hiding, the reverse | |
-- the +/-1 is to account for the u == 0 case | |
mpath:setUV(i, u, v) | |
end | |
end | |
-- Every so often, hide a cell; at the same time, show the previously hidden one. | |
local Prev | |
timer.performWithDelay(300, function() | |
local index = random(NCols * NRows) | |
if Prev then | |
Show(Prev, true) | |
end | |
Prev = index | |
Show(index, false) | |
end, 0) | |
-- display.setDrawMode("wireframe") |
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