Optimization of the code
See the video at:
http://www.youtube.com/watch?v=pPkBw9fIZGU
Second test:
http://www.youtube.com/watch?v=KMYCPq2w-8s
Here is the code:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 | ------------------------------------------------------------------- -- -- Copyright 2011 Emilio Aguirre, All Rights Reserved. -- www.emilioaguirre.com -- -- 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. -- -- This is a demo of a liquid simulation. -- Touch the screen to see the gravity changes, the liquid will go -- in the opposite direction. -- ------------------------------------------------------------------- local physics = require("physics") -- Define variables local imgBuffer = {} -- Image buffer local w1= math.floor(display.contentWidth) local h1= math.floor(display.contentHeight) local refreshImage -- Flag to handle when to draw local line={} -- Lines table -- Start Physics physics.start() -- Hide status bar display.setStatusBar( display.HiddenStatusBar ) -- Create background rect local bg = display.newRect( 0, 0, 320, 480 ) bg:setFillColor( 0, 127, 255) -- Create the border to prevent the liquid to fall borderCollisionFilter = { categoryBits = 1, maskBits = 6 } -- collides with (4 & 2) only borderBodyElement = { friction=0.1, bounce=0.1, filter=borderCollisionFilter } local borderTop = display.newRect( 0, 0, 320, 1 ) borderTop:setFillColor( 0, 0, 0, 0) physics.addBody( borderTop, "static", borderBodyElement ) local borderBottom = display.newRect( 0, 479, 320, 1 ) borderBottom:setFillColor( 0, 0, 0, 0) physics.addBody( borderBottom, "static", borderBodyElement ) local borderLeft = display.newRect( 0, 1, 1, 480 ) borderLeft:setFillColor( 0, 0, 0, 0) physics.addBody( borderLeft, "static", borderBodyElement ) local borderRight = display.newRect( 319, 1, 1, 480 ) borderRight:setFillColor( 0, 0, 0, 0) physics.addBody( borderRight, "static", borderBodyElement ) -- Add anoter wall in the middle local wall = display.newRect( 60, 350, 140, 20 ) wall:setFillColor( 255, 255, 0) wall.rotation=45 physics.addBody( wall, "static", borderBodyElement ) wall = display.newRect( 140, 250, 140, 20 ) wall:setFillColor( 255, 255, 0) wall.rotation=-45 physics.addBody( wall, "static", borderBodyElement ) ------------------------------------------------------------------- -- Create 200 balls that will serve as the liquid elements ------------------------------------------------------------------- local balls = {} local ballsCollisionFilter = { categoryBits = 2, maskBits = 3 } -- collides with (2 & 1) only local ballsBody = { density=1000, friction=0.0, bounce=0.1, radius=6, filter=ballsCollisionFilter } local function spawn() ballsBody.radius=math.random(3,6) balls[#balls+1] = display.newCircle(160, 200,ballsBody.radius) balls[#balls]:setFillColor(0,0,100,200) -- To make the balls transparent add 0 as the fourth element. balls[#balls].myName = "ball" physics.addBody( balls[#balls], ballsBody ) end local tm = timer.performWithDelay(40, spawn,200) ------------------------------------------------------------------- -- Draw a set of lines (like flood fill) depending if the pixel in -- the image buffer is greater than a threshold. ------------------------------------------------------------------- function fill(img,w,h,y1,y2) local threshold = 22 -- Threshold (best results from 18 to 30) local st = 0 -- Flag to indicate if a start has being found local x1,y1 -- Start line local x2,y2 -- End line local step = 1 -- Step greater than 1 will lead to fast rendering local yw local idx local startY, endY startY = y1 or 0 endY = y2 or (h - 1) -- Traverse the rows of the image buffer for y=startY,endY,step do st = 0 yw = y*w -- Traverse the columns of the image buffer for x=0,w-1,step do idx = yw+x+1 -- if item exist and is greater than threshold if img[idx] and img[idx]>threshold then -- There is no start yet if st == 0 then st = 1 -- Now we have a start x1,y1 = x,y x2,y2 = x,y else -- Grow then end of line with the current pixel x1,y1 = x,y end else -- Do we have a line? if st == 1 then -- Yes draw it. line[#line+1] = display.newLine(x1,y1,x2,y2) line[#line].width = step line[#line]:setColor( 0, 0, 100, 127 ) -- semi-transparent -- Clear the flag st = 0 end end end -- Check if a missing line needs to be drawn if st == 1 then line[#line+1] = display.newLine(x1,y1,x2,y2) line[#line].width = step line[#line]:setColor( 0, 0, 100, 127 ) -- semi-transparent end end end ------------------------------------------------------------------- -- Draw a circle mask inside a image buffer ------------------------------------------------------------------- local mask = { 0,0,0,0,0,0,0,1,2,2,2,2,1,0,0,0,0,0,0,0, 0,0,0,0,0,2,4,6,7,8,8,7,6,4,2,0,0,0,0,0, 0,0,0,0,4,6,9,11,12,13,13,12,11,9,6,4,0,0,0,0, 0,0,0,4,8,11,13,16,17,18,18,17,16,13,11,8,4,0,0,0, 0,0,4,8,11,15,18,20,22,23,23,22,20,18,15,11,8,4,0,0, 0,2,6,11,15,19,22,25,27,28,28,27,25,22,19,15,11,6,2,0, 0,4,9,13,18,22,26,29,32,33,33,32,29,26,22,18,13,9,4,0, 1,6,11,16,20,25,29,33,36,38,38,36,33,29,25,20,16,11,6,1, 2,7,12,17,22,27,32,36,40,43,43,40,36,32,27,22,17,12,7,2, 2,8,13,18,23,28,33,38,43,47,47,43,38,33,28,23,18,13,8,2, 2,8,13,18,23,28,33,38,43,47,47,43,38,33,28,23,18,13,8,2, 2,7,12,17,22,27,32,36,40,43,43,40,36,32,27,22,17,12,7,2, 1,6,11,16,20,25,29,33,36,38,38,36,33,29,25,20,16,11,6,1, 0,4,9,13,18,22,26,29,32,33,33,32,29,26,22,18,13,9,4,0, 0,2,6,11,15,19,22,25,27,28,28,27,25,22,19,15,11,6,2,0, 0,0,4,8,11,15,18,20,22,23,23,22,20,18,15,11,8,4,0,0, 0,0,0,4,8,11,13,16,17,18,18,17,16,13,11,8,4,0,0,0, 0,0,0,0,4,6,9,11,12,13,13,12,11,9,6,4,0,0,0,0, 0,0,0,0,0,2,4,6,7,8,8,7,6,4,2,0,0,0,0,0, 0,0,0,0,0,0,0,1,2,2,2,2,1,0,0,0,0,0,0,0 } ------------------------------------------------------------------- -- Draw a mask circle over the image buffer -- -- pix - image buffer -- w - width of the image buffer -- h - height of the image buffer ------------------------------------------------------------------- function drawCircle(pix,w,h) local y,x,ny,nx,index,maskIdx,y9,nyw local ox -- x of the physical object local oy -- y of the physical object local floor = math.floor local minY=h local maxY=0 for i = 1,#balls do ox = floor(balls[i].x) oy = floor(balls[i].y) if oy+10>maxY then maxY = oy+10 end if oy-9<minY then minY = oy-9 end for y=-9,10 do y9 =(y+9)*20 ny = y+oy nyw = ny*w for x=-9,10 do nx = x+ox if (nx>0 and nx<=w and ny>0 and ny<=h) then index = nyw+nx+1 maskIdx = y9+x+10 if pix[index] then pix[index] = (pix[index] + mask[maskIdx]) else pix[index] = mask[maskIdx] end end end end end -- Just draw lines from range [minY,maxY], so in worst case it -- will draw all screen. return math.max(0,minY),math.min(maxY,h) end ------------------------------------------------------------------- -- Callback to frame ------------------------------------------------------------------- local onFrameUpdate = function( event ) -- Redraw only if a collision has been detected if refreshImage == 1 then -- Clear the buffer image imgBuffer={} -- Remove all lines from display for _,v in pairs(line) do v.parent:remove( v ) end line={} -- Draw in the buffer some dots corresponding to the same position -- of the physical objects local y1,y2 = drawCircle(imgBuffer,w1,h1) -- Fill the objects in the display according to the objects in the -- image buffer. fill(imgBuffer,w1,h1,y1,y2) -- Reset the flag refreshImage = 0 end end ------------------------------------------------------------------- -- Callback to global collision ------------------------------------------------------------------- local function onGlobalCollision( event ) if (event.object1.myName~=nil and event.object2.myName~=nil) then -- A collision ended let's refresh the images if ( event.phase == "ended") then -- Only refresh if at least we have a collision refreshImage = 1 end end end ------------------------------------------------------------------- -- Callback to global accelerometer ------------------------------------------------------------------- local function onTilt( event ) physics.setGravity( 10 * event.xGravity, -10 * event.yGravity ) end ------------------------------------------------------------------- -- Callback to frame ------------------------------------------------------------------- local onTouchCallback = function( event ) physics.setGravity( 0.05 * (event.x - 180), 0.05 * (event.y-240)) end ------------------------------------------------------------------- -- Create event listeners ------------------------------------------------------------------- Runtime:addEventListener( "enterFrame", onFrameUpdate ) Runtime:addEventListener( "collision", onGlobalCollision ) Runtime:addEventListener( "accelerometer", onTilt ) Runtime:addEventListener( "touch", onTouchCallback ) |
Whohooo !!
Thx so much! Looks really cool!!
+1
Super cool!
Pretty hip!
OMG awesome!
FYI, I woke up this morning, not too much sleep, but I was thinking WOW, wouldn't this be a neat thing to have as another item in an app. Kind of like a:
"Play with this while you're waiting!"
cheers.
Richard
Firstly.. this is excellent, thanks for sharing this!
Can you think of a good way in which this can be made into a module? I have tried and it works well if I call a function to create liquid. But if I try to call multiple instances of it, it slows right down. I guess this is because I shouldn't really have multiple runtime listeners. Any ideas?
Thanks Julius,
Unfortunately this code as it is, runs slooowwww on a device. Because of the time it takes adding display lines to simulate the fill of the water. Also having to much objects inside the physics world slows down performance.
Carlos was suggesting adding a function inside the corona sdk to fill polygons, http://developer.anscamobile.com/forum/2011/11/01/add-displaynewmetaball
hope that will came out soon.
Yes! I think this would be a very useful feature. What can be done to push this?
I don't 100% understand your code, for example I'm not sure whats happening with mask coordinates table, I need to have a proper look.. but anyway do you think it could be possible to use a bezier curve to speed things up? (http://developer.anscamobile.com/code/bezier-curves-corona) I wouldn't know where to start with this but would that put less strain on the enterframe processing?
Let me explain you how it works:
First I throw a bunch of circle physical objects on the screen. Each is like a drop of water. And the interactions between them will result in the liquid simulation.
But to see the effect we will need to find a way to fill the spaces between each circle (drop of water) that is in contact with another circle to give this feeling of a one entity ( the water).
Must of the algorithms that simulates water work like this:
- Draw the bunch of balls
- Take a screen snapshot (image) and blur it (the blur effect will increase the size of each ball to fill the space between the drops of water).
- Take the blur image and apply a threshold. All pixels greater than a threshold T will be replaced by a full color and the rest will be 0.
- This threshold will convert the image into a nice looking blob of connecting balls ( the liquid).
Unfortunately Corona SDK does not provide a way to implement this algorithm.
So my code does almost the same but in a different way:
- I set a bunch of physical balls in the app. with NO drawing (see how each ball has a transparent color in the spawn function).
- Because Corona does not let me to access to image pixels, I decided to create my own image buffer.
- This image buffer is a table of size width x height of the screen like IMG = {0,0,0,0,....0,0,0}
- Instead of drawing all balls in the screen and then make a blur, I created a blur image of 1 (ONE) ball and call it a the MASK. This mask is a 20x20 icon where value 0 is transparent and value of 255 is color white.
- Then for each physical ball object I spawned, I look at it's position X,Y on the physical screen, and I "draw" (more like adding the values) the circular 20x20 MASK to my internal image buffer IMG. This "draw" is very simple for each value of the mask I add that value to the existing value of the IMG buffer, if this value is greater than 255 I clamped to 255.
- When finished, the IMG buffer will have a representation of the liquid.
- But how I create an image and copy to the screen with this buffer in Corona SDK? well we can't.
- So that's where the last piece of code is all about the FILL function. This function is simple traverse line by line (from 0 to height) and create a display.newLine (horizontal line) object for the "pixels" in my IMG buffer that are greater than a threshold.
So the end result is like having a stack of pancakes (white lines) that all together form the liquid.
If you understand how it's working, now you will see that a Bezier curve will not help to my algorithm.
The two ways to speed this thing will:
- Having a function to access the pixels of an image in native Corona.
- Or having a function to draw and fill blobs of arbitrary polygons (concave or convex) in native Corona.
I will prefer the former, but don't think this is a priority in the roadmap,
Cheers,
wow! that really looks awesome!
thanks, dude!