Difference between revisions of "TileMerging"
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This is useful for physics where you can generate rectangles to cover all wall tiles. You use the rectangles to create physics bodies that can cover multiple wall tiles, instead of create a physics body for every single tile. | This is useful for physics where you can generate rectangles to cover all wall tiles. You use the rectangles to create physics bodies that can cover multiple wall tiles, instead of create a physics body for every single tile. | ||
+ | |||
+ | |||
+ | == First version == | ||
<source lang="lua"> | <source lang="lua"> | ||
Line 7: | Line 10: | ||
-- is_wall_f checks if a tile is a wall | -- is_wall_f checks if a tile is a wall | ||
− | local | + | local function tilesMerging (grid, tileSize, is_wall_f) -- tilesMerging_v1 |
+ | local function newRect (start_x, start_y, end_x, end_y) | ||
+ | local new_rect = { | ||
+ | start_x = start_x, | ||
+ | start_y = start_y, | ||
+ | end_x = end_x, | ||
+ | end_y = end_y, | ||
+ | } | ||
+ | return new_rect | ||
+ | end | ||
− | + | local sortStart_y = function (a, b) | |
− | + | return a.start_y < b.start_y | |
− | + | end | |
− | + | local function rectOverlaps (r, x, start_y, end_y) | |
− | + | return r.end_x == x - 1 | |
− | + | and start_y <= r.start_y | |
− | + | and end_y >= r.end_y | |
− | + | end | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | local map_width = #grid[1] | |
− | + | local map_height = #grid | |
− | + | local rectangles = {} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | for x = 0, map_width - 1 do | |
− | + | local start_y | |
+ | local end_y | ||
+ | for y = 0, map_height - 1 do | ||
+ | if is_wall_f(grid, x, y) then | ||
+ | if not start_y then | ||
+ | start_y = y | ||
+ | end | ||
+ | end_y = y | ||
+ | elseif start_y then | ||
+ | local overlaps = {} | ||
+ | for _, r in ipairs(rectangles) do | ||
+ | if rectOverlaps (r, x, start_y, end_y) then | ||
+ | table.insert(overlaps, r) | ||
+ | end | ||
+ | end | ||
+ | table.sort(overlaps, sortStart_y) | ||
+ | for _, r in ipairs(overlaps) do | ||
+ | if start_y < r.start_y then | ||
+ | local new_rect = newRect (x, start_y, x, r.start_y - 1) | ||
+ | table.insert(rectangles, new_rect) | ||
+ | start_y = r.start_y | ||
+ | end | ||
+ | if start_y == r.start_y then | ||
+ | r.end_x = r.end_x + 1 | ||
+ | if end_y == r.end_y then | ||
+ | start_y = nil | ||
+ | end_y = nil | ||
+ | elseif end_y > r.end_y then | ||
+ | start_y = r.end_y + 1 | ||
+ | end | ||
+ | end | ||
+ | end | ||
− | + | if start_y or (y == map_height - 1) then | |
− | + | local new_rect = newRect (x, start_y, x, end_y) | |
− | + | table.insert(rectangles, new_rect) | |
− | + | start_y = nil | |
− | + | end | |
− | + | end | |
− | + | end | |
− | + | if start_y then | |
+ | local new_rect = newRect (x, start_y, x, end_y) | ||
+ | table.insert(rectangles, new_rect) | ||
+ | end | ||
+ | end | ||
− | + | -- resize rectangles | |
− | + | for _, r in ipairs(rectangles) do | |
− | + | r.x = r.start_x * tileSize | |
− | + | r.y = r.start_y * tileSize | |
− | + | r.w = (r.end_x - r.start_x + 1) * tileSize | |
− | + | r.h = (r.end_y - r.start_y + 1) * tileSize | |
− | + | end | |
− | |||
− | + | return rectangles | |
− | + | end | |
− | + | </source> | |
− | |||
− | |||
− | + | Example: | |
− | + | <source lang="lua"> | |
− | + | local grid = { | |
− | + | {1,1,1,1,1,1,1,1,1}, | |
− | + | {1,0,0,1,1,1,0,0,1}, | |
− | + | {1,0,1,1,1,1,1,0,1}, | |
− | + | {1,1,1,0,1,0,1,1,1}, | |
− | + | {1,1,1,1,0,1,1,1,1}, | |
+ | {1,1,1,0,1,0,1,1,1}, | ||
+ | {1,0,1,1,1,1,1,0,1}, | ||
+ | {1,0,0,1,1,1,0,0,1}, | ||
+ | {1,1,1,1,1,1,1,1,1}, | ||
+ | } | ||
− | + | local tileSize = 30 | |
− | + | ||
− | + | local function is_wall_f(grid, x, y) | |
+ | if grid[y+1] and grid[y+1][x+1] then | ||
+ | if grid[y+1][x+1] == 1 then | ||
+ | return true -- wall | ||
+ | else | ||
+ | return false -- not wall | ||
+ | end | ||
+ | else | ||
+ | return false -- out of map, also wall | ||
+ | end | ||
+ | end | ||
+ | |||
+ | local rectangles = tilesMerging (grid, tileSize, is_wall_f) | ||
+ | print ('amount rectangles:', #rectangles) | ||
+ | |||
+ | function love.draw () | ||
+ | love.graphics.translate (5,5) | ||
+ | for i, r in ipairs (rectangles) do | ||
+ | love.graphics.setColor (0.8,0.8,0.8,0.8) | ||
+ | love.graphics.rectangle ('fill', r.x, r.y, r.w, r.h) | ||
+ | love.graphics.setColor (1,1,1) | ||
+ | love.graphics.rectangle ('line', r.x, r.y, r.w, r.h) | ||
+ | end | ||
end | end | ||
</source> | </source> | ||
+ | It gives 20 following rectangles: | ||
+ | |||
+ | [[File:tilesMerging_v1.png|280px]] | ||
+ | |||
+ | |||
+ | == Second version == | ||
+ | <source lang="lua"> | ||
+ | local function tilesMerging (grid, tileSize, is_wall_f) -- v2 | ||
+ | local function isRectangle(hashMap, x0, y0, w, h) | ||
+ | for y = y0, y0 + h - 1 do | ||
+ | for x = x0, x0 + w - 1 do | ||
+ | if not (hashMap[y] and hashMap[y][x]) then | ||
+ | return false | ||
+ | end | ||
+ | end | ||
+ | end | ||
+ | return true | ||
+ | end | ||
+ | |||
+ | local function newRectangle(hashMap, start_x, start_y) | ||
+ | local w, h = 1, 1 | ||
+ | local end_x, end_y = start_x, start_y | ||
+ | while true do | ||
+ | -- print ('x, y, w, h', start_x, start_y, w, h) | ||
+ | local right = isRectangle(hashMap, start_x + w, start_y, 1, h) | ||
+ | local rightT = isRectangle(hashMap, start_x + w, start_y - 1, 1, h + 2) | ||
+ | local down = isRectangle(hashMap, start_x, start_y + h, w, 1) | ||
+ | local downT = isRectangle(hashMap, start_x - 1, start_y + h, w + 2, 1) | ||
+ | local canDiag = right and down and hashMap[start_y + w] and hashMap[start_x + w][start_y + h] | ||
+ | if canDiag then | ||
+ | w, h = w + 1, h + 1 | ||
+ | elseif right and not rightT then | ||
+ | w = w + 1 | ||
+ | elseif down and not downT then | ||
+ | h = h + 1 | ||
+ | else | ||
+ | for y0 = start_y, start_y + h - 1 do | ||
+ | for x0 = start_x, start_x + w - 1 do | ||
+ | hashMap[y0][x0] = false | ||
+ | end | ||
+ | end | ||
+ | start_x = start_x-1 | ||
+ | start_y = start_y-1 | ||
+ | local end_x = start_x+w-1 | ||
+ | local end_y = start_y+h-1 | ||
+ | -- print (start_x, start_y, end_x, end_y) | ||
+ | return { start_x = start_x, start_y = start_y, end_x = end_x, end_y = end_y} | ||
+ | end | ||
+ | end | ||
+ | end | ||
+ | |||
+ | -- create hash of booleans | ||
+ | local hashMap = {} | ||
+ | for y = 1, #grid do | ||
+ | hashMap[y] = {} | ||
+ | for x = 1, #grid[y] do | ||
+ | hashMap[y][x] = is_wall_f(grid, x-1, y-1) -- true by 1 | ||
+ | end | ||
+ | end | ||
+ | |||
+ | -- main loop | ||
+ | local map_width = #grid[1] | ||
+ | local map_height = #grid | ||
+ | local rectangles = {} | ||
+ | for y = 1, map_height do | ||
+ | for x = 1, map_width do | ||
+ | if hashMap[y][x] then | ||
+ | local rectangle = newRectangle(hashMap, x, y) | ||
+ | table.insert(rectangles, rectangle) | ||
+ | end | ||
+ | end | ||
+ | end | ||
+ | |||
+ | -- resize rectangles | ||
+ | for _, r in ipairs(rectangles) do | ||
+ | r.x = r.start_x * tileSize | ||
+ | r.y = r.start_y * tileSize | ||
+ | r.w = (r.end_x - r.start_x + 1) * tileSize | ||
+ | r.h = (r.end_y - r.start_y + 1) * tileSize | ||
+ | end | ||
+ | |||
+ | return rectangles | ||
+ | end | ||
+ | </source> | ||
+ | And it gives 16 rectangles: | ||
+ | |||
+ | [[File:tilesMerging_v2.png|280px]] | ||
+ | |||
+ | == Adding physics == | ||
+ | |||
Here's how the rectangles would be used for physics. | Here's how the rectangles would be used for physics. | ||
Line 94: | Line 231: | ||
-- phys_world is the world, wall_rects is the list of... | -- phys_world is the world, wall_rects is the list of... | ||
-- wall rectangles | -- wall rectangles | ||
+ | |||
+ | |||
for _, r in ipairs(rectangles) do | for _, r in ipairs(rectangles) do | ||
Line 114: | Line 253: | ||
</source> | </source> | ||
− | |||
− | |||
[[Category:Snippets]] | [[Category:Snippets]] | ||
Line 122: | Line 259: | ||
{{#set:Description=Generate rectangles that cover tiles of a certain type on a tile map.}} | {{#set:Description=Generate rectangles that cover tiles of a certain type on a tile map.}} | ||
== Other Languages == | == Other Languages == | ||
− | {{i18n| | + | {{i18n|TileMerging}} |
Latest revision as of 08:32, 24 January 2024
This algorithm is for 2D tile maps. The algorithm generates a (hopefully) minimum set of rectangles that cover all tiles of a certain type.
This is useful for physics where you can generate rectangles to cover all wall tiles. You use the rectangles to create physics bodies that can cover multiple wall tiles, instead of create a physics body for every single tile.
First version
-- map_width and map_height are the dimensions of the map
-- is_wall_f checks if a tile is a wall
local function tilesMerging (grid, tileSize, is_wall_f) -- tilesMerging_v1
local function newRect (start_x, start_y, end_x, end_y)
local new_rect = {
start_x = start_x,
start_y = start_y,
end_x = end_x,
end_y = end_y,
}
return new_rect
end
local sortStart_y = function (a, b)
return a.start_y < b.start_y
end
local function rectOverlaps (r, x, start_y, end_y)
return r.end_x == x - 1
and start_y <= r.start_y
and end_y >= r.end_y
end
local map_width = #grid[1]
local map_height = #grid
local rectangles = {}
for x = 0, map_width - 1 do
local start_y
local end_y
for y = 0, map_height - 1 do
if is_wall_f(grid, x, y) then
if not start_y then
start_y = y
end
end_y = y
elseif start_y then
local overlaps = {}
for _, r in ipairs(rectangles) do
if rectOverlaps (r, x, start_y, end_y) then
table.insert(overlaps, r)
end
end
table.sort(overlaps, sortStart_y)
for _, r in ipairs(overlaps) do
if start_y < r.start_y then
local new_rect = newRect (x, start_y, x, r.start_y - 1)
table.insert(rectangles, new_rect)
start_y = r.start_y
end
if start_y == r.start_y then
r.end_x = r.end_x + 1
if end_y == r.end_y then
start_y = nil
end_y = nil
elseif end_y > r.end_y then
start_y = r.end_y + 1
end
end
end
if start_y or (y == map_height - 1) then
local new_rect = newRect (x, start_y, x, end_y)
table.insert(rectangles, new_rect)
start_y = nil
end
end
end
if start_y then
local new_rect = newRect (x, start_y, x, end_y)
table.insert(rectangles, new_rect)
end
end
-- resize rectangles
for _, r in ipairs(rectangles) do
r.x = r.start_x * tileSize
r.y = r.start_y * tileSize
r.w = (r.end_x - r.start_x + 1) * tileSize
r.h = (r.end_y - r.start_y + 1) * tileSize
end
return rectangles
end
Example:
local grid = {
{1,1,1,1,1,1,1,1,1},
{1,0,0,1,1,1,0,0,1},
{1,0,1,1,1,1,1,0,1},
{1,1,1,0,1,0,1,1,1},
{1,1,1,1,0,1,1,1,1},
{1,1,1,0,1,0,1,1,1},
{1,0,1,1,1,1,1,0,1},
{1,0,0,1,1,1,0,0,1},
{1,1,1,1,1,1,1,1,1},
}
local tileSize = 30
local function is_wall_f(grid, x, y)
if grid[y+1] and grid[y+1][x+1] then
if grid[y+1][x+1] == 1 then
return true -- wall
else
return false -- not wall
end
else
return false -- out of map, also wall
end
end
local rectangles = tilesMerging (grid, tileSize, is_wall_f)
print ('amount rectangles:', #rectangles)
function love.draw ()
love.graphics.translate (5,5)
for i, r in ipairs (rectangles) do
love.graphics.setColor (0.8,0.8,0.8,0.8)
love.graphics.rectangle ('fill', r.x, r.y, r.w, r.h)
love.graphics.setColor (1,1,1)
love.graphics.rectangle ('line', r.x, r.y, r.w, r.h)
end
end
It gives 20 following rectangles:
Second version
local function tilesMerging (grid, tileSize, is_wall_f) -- v2
local function isRectangle(hashMap, x0, y0, w, h)
for y = y0, y0 + h - 1 do
for x = x0, x0 + w - 1 do
if not (hashMap[y] and hashMap[y][x]) then
return false
end
end
end
return true
end
local function newRectangle(hashMap, start_x, start_y)
local w, h = 1, 1
local end_x, end_y = start_x, start_y
while true do
-- print ('x, y, w, h', start_x, start_y, w, h)
local right = isRectangle(hashMap, start_x + w, start_y, 1, h)
local rightT = isRectangle(hashMap, start_x + w, start_y - 1, 1, h + 2)
local down = isRectangle(hashMap, start_x, start_y + h, w, 1)
local downT = isRectangle(hashMap, start_x - 1, start_y + h, w + 2, 1)
local canDiag = right and down and hashMap[start_y + w] and hashMap[start_x + w][start_y + h]
if canDiag then
w, h = w + 1, h + 1
elseif right and not rightT then
w = w + 1
elseif down and not downT then
h = h + 1
else
for y0 = start_y, start_y + h - 1 do
for x0 = start_x, start_x + w - 1 do
hashMap[y0][x0] = false
end
end
start_x = start_x-1
start_y = start_y-1
local end_x = start_x+w-1
local end_y = start_y+h-1
-- print (start_x, start_y, end_x, end_y)
return { start_x = start_x, start_y = start_y, end_x = end_x, end_y = end_y}
end
end
end
-- create hash of booleans
local hashMap = {}
for y = 1, #grid do
hashMap[y] = {}
for x = 1, #grid[y] do
hashMap[y][x] = is_wall_f(grid, x-1, y-1) -- true by 1
end
end
-- main loop
local map_width = #grid[1]
local map_height = #grid
local rectangles = {}
for y = 1, map_height do
for x = 1, map_width do
if hashMap[y][x] then
local rectangle = newRectangle(hashMap, x, y)
table.insert(rectangles, rectangle)
end
end
end
-- resize rectangles
for _, r in ipairs(rectangles) do
r.x = r.start_x * tileSize
r.y = r.start_y * tileSize
r.w = (r.end_x - r.start_x + 1) * tileSize
r.h = (r.end_y - r.start_y + 1) * tileSize
end
return rectangles
end
And it gives 16 rectangles:
Adding physics
Here's how the rectangles would be used for physics.
-- Use contents of rectangles to create physics bodies
-- phys_world is the world, wall_rects is the list of...
-- wall rectangles
for _, r in ipairs(rectangles) do
local start_x = r.start_x * TILE_SIZE
local start_y = r.start_y * TILE_SIZE
local width = (r.end_x - r.start_x + 1) * TILE_SIZE
local height = (r.end_y - r.start_y + 1) * TILE_SIZE
local x = start_x + (width / 2)
local y = start_y + (height / 2)
local body = love.physics.newBody(phys_world, x, y, 0, 0)
local shape = love.physics.newRectangleShape(body, 0, 0,
width, height)
shape:setFriction(0)
table.insert(wall_rects, {body = body, shape = shape})
end
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