diff --git a/README.md b/README.md
index 89b0826c..f322f5ba 100644
--- a/README.md
+++ b/README.md
@@ -36,7 +36,7 @@ Two caps and many strips composites a cylinder.
Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
Now, for just beginning, I think it's a not bad start.
-- [ ] Implement B-Mesh algorithm (Dec 18, 2016 ~ Jan 02, 2017)
+- [x] Implement B-Mesh algorithm (Dec 18, 2016 ~ Jan 04, 2017)
There is a implementation of [B-Mesh algorithm in C++](https://github.com/evanw/cs224final) language, but I want the pure C version, so I start to implement my own version. I read both paper and this implementation, it gave me very helpful understanding of this algorithm.
*Drawing Skeletal Shape Balls*
Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
@@ -62,10 +62,12 @@ There is a good implementation of [Gift Wrapping algorithm written in lua](https
I follow the B-Mesh paper, made another test module inside Blender, and created a correspond `data/bmesh_test_2.h` manually.
*Catmull-Clark Subdivision*
-
+
There is a implementation of Catmull-Clark Subdivision algorithm on [rosettacode](https://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface/C), the code is very simple and beautiful, just lack of some memory alloc fail check. I translated the algorithm to use my own array implementation.
+Now, the render result looks not bad after 2 times of subdivisions. I would like to mark this todo as done, though there are more polish steps on the original paper, I just leave it as to be done in the future.
- [ ] Export Wavefront .obj
-- [ ] Render B-Mesh result
+- [x] Render B-Mesh result
+This todo already done in the B-Mesh algorithm implementation.
- [ ] Design UI for monster parts configuration
- [ ] Test B-Mesh realtime generation with UI
- [ ] Render rigid animation
diff --git a/screenshot/dust3d_bmesh_subdivide_2.png b/screenshot/dust3d_bmesh_subdivide_2.png
new file mode 100644
index 00000000..609403cb
Binary files /dev/null and b/screenshot/dust3d_bmesh_subdivide_2.png differ
diff --git a/src/bmesh.c b/src/bmesh.c
index fb2c9d62..cf6afe67 100644
--- a/src/bmesh.c
+++ b/src/bmesh.c
@@ -41,10 +41,6 @@ struct bmesh {
bmeshModelVertex findModelVertex;
};
-static int cantorPair(int k1, int k2) {
- return (k1 + k2) * (k1 + k2 + 1) / 2 + k2;
-}
-
static bmeshModelVertex *bmeshFindModelVertex(bmesh *bm, vec3 *vertex) {
int index;
bm->findModelVertex.vertex = *vertex;
@@ -66,6 +62,11 @@ static int bmeshAddModelVertex(bmesh *bm, vec3 *vertex) {
memset(v, 0, sizeof(bmeshModelVertex));
v->vertex = *vertex;
v->indexOnModel = subdivAddVertex(bm->model, &v->vertex);
+ if (-1 == hashtableInsert(bm->modelVertexHashtable,
+ (char *)0 + arrayGetLength(bm->modelVertexArray))) {
+ fprintf(stderr, "%s:hashtableInsert failed.\n", __FUNCTION__);
+ return -1;
+ }
}
return v->indexOnModel;
}
@@ -118,8 +119,7 @@ bmeshModelVertex *bmeshGetModelVertexByHashtableParam(void *userData,
static int modelVertexHash(void *userData, const void *node) {
bmeshModelVertex *v = bmeshGetModelVertexByHashtableParam(userData, node);
- return cantorPair(cantorPair(v->vertex.x, v->vertex.y),
- v->vertex.z);
+ return abs(*((int *)v));
}
static int modelVertexCompare(void *userData, const void *firstNode,
@@ -128,7 +128,12 @@ static int modelVertexCompare(void *userData, const void *firstNode,
firstNode);
bmeshModelVertex *v2 = bmeshGetModelVertexByHashtableParam(userData,
secondNode);
- return 0 == memcmp(&v1->vertex, &v2->vertex, sizeof(v1->vertex));
+ if (0 == v1->vertex.x - v2->vertex.x &&
+ 0 == v1->vertex.y - v2->vertex.y &&
+ 0 == v1->vertex.z - v2->vertex.z) {
+ return 0;
+ }
+ return 1;
}
bmesh *bmeshCreate(void) {
@@ -1027,19 +1032,17 @@ int bmeshGenerate(bmesh *bm) {
bmeshStitch(bm);
bmeshGenerateInbetweenMesh(bm);
subdivCalculteNorms(bm->model);
- bm->subdivModel = subdivCatmullClarkWithLoops(bm->model, 1);
+ //bm->subdivModel = subdivCatmullClark(bm->model);
+ bm->subdivModel = subdivCatmullClarkWithLoops(bm->model, 2);
return 0;
}
int bmeshDraw(bmesh *bm) {
glPushMatrix();
- glTranslatef(-5, 0, 0);
+ glTranslatef(-7, 0, 0);
subdivDrawModel(bm->model);
glPopMatrix();
subdivDrawModel(bm->subdivModel);
- //subdivModel *model = subdivCreateModel();
- //subdivAddCube(model);
- //subdivDrawModel(subdivCatmullClarkWithLoops(model, 2));
return 0;
}
diff --git a/src/subdivide.c b/src/subdivide.c
index f0d755f3..f0fd6ea0 100644
--- a/src/subdivide.c
+++ b/src/subdivide.c
@@ -291,6 +291,7 @@ static int facePoint(subdivModel *model, int f) {
int nv = getFace(model, f)->avg;
if (-1 == nv) {
int iterator;
+ int i;
subdivVertex *newVertex = allocVertex(model);
if (!newVertex) {
fprintf(stderr, "%s:allocVertex failed.\n", __FUNCTION__);
@@ -299,18 +300,20 @@ static int facePoint(subdivModel *model, int f) {
nv = newVertex->index;
getFace(model, f)->avg = nv;
iterator = getFace(model, f)->vertexLink;
+ i = 0;
while (-1 != iterator) {
int p;
subdivLink *linkItem = (subdivLink *)arrayGetItem(model->indexArray,
iterator);
p = linkItem->index;
iterator = linkItem->nextLink;
- if (getFace(model, f)->vertexLink == iterator) {
+ if (!i) {
getVertex(model, nv)->v = getVertex(model, p)->v;
} else {
vec3Add(&getVertex(model, nv)->v, &getVertex(model, p)->v,
&getVertex(model, nv)->v);
}
+ ++i;
}
vec3Scale(&getVertex(model, nv)->v, 1.0 / (getFace(model, f)->vertexNum),
&getVertex(model, nv)->v);
@@ -625,7 +628,8 @@ static int subdivAddEdge(subdivModel *model, int p1, int p2) {
fprintf(stderr, "%s:pushLink failed.\n", __FUNCTION__);
return -1;
}
- if (-1 == pushLink(model, &model->edgeLink, &model->edgeNum, newEdge->index)) {
+ if (-1 == pushLink(model, &model->edgeLink, &model->edgeNum,
+ newEdge->index)) {
fprintf(stderr, "%s:pushLink failed.\n", __FUNCTION__);
return -1;
}