Fix bmesh vertex hash of subdivision.

master
Jeremy Hu 2017-01-04 22:45:01 +09:30
parent c271354ab1
commit 37e1cf2ca7
4 changed files with 26 additions and 17 deletions

View File

@ -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.
<img src="screenshot/dust3d_sphere_cylinder.png">
- [ ] 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.
<img src="screenshot/dust3d_bmesh_test_2.png" width="124" height="128"> <img src="screenshot/dust3d_bmesh_joint_1.png" width="124" height="128"> <img src="screenshot/dust3d_bmesh_joint_2.png" width="124" height="128">
*Catmull-Clark Subdivision*
<img src="screenshot/dust3d_subdivide_catmull_clark.png" width="124" height="128">
<img src="screenshot/dust3d_subdivide_catmull_clark.png" width="124" height="128"> <img src="screenshot/dust3d_bmesh_subdivide_2.png" width="124" height="128">
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

Binary file not shown.

After

Width:  |  Height:  |  Size: 267 KiB

View File

@ -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;
}

View File

@ -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;
}