Fix elbow rotation.
parent
21a462979d
commit
7b58a62aa6
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@ -57,7 +57,7 @@ When I am implementing the B-Mesh algorithm, I am also think in the future, how
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After finish the rotation at the two connected bones, I need implement 3D Convex Hull algorithm at the joint ball, there are so many methods to get the convex hull, I found the [Gift wrapping](http://dccg.upc.edu/people/vera/wp-content/uploads/2014/11/GA2014-ConvexHulls3D-Roger-Hernando.pdf) is the most strait-forward one, though is not the most efficient one.
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<img src="screenshot/dust3d_convex_hull.png" width="124" height="128">
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*Stitching*
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I follow the B-Mesh paper, made another test module inside Blender, and created a correspond `data/bmesh_test_2.h` manually.
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I follow the B-Mesh paper, made another test module inside Blender, and created a correspond `data/bmesh_test_2.h` manually.
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<img src="screenshot/dust3d_bmesh_test_2.png" width="124" height="128">
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- [ ] Export Wavefront .obj
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- [ ] Render B-Mesh result
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@ -5,7 +5,7 @@
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#define THIRD_BALL_SIZE 0.4
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const float bmeshTestBalls[][6] = {
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/*Head*/ {0, 0.00000, 5.39143, 0.61970, BIG_BALL_SIZE},
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/*Head*/ {0, 0.00000, 5.39143, 0.61970, BIG_BALL_SIZE, 1},
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/*Neck*/ {1, 0.00000, 4.39990, -0.21690, THIRD_BALL_SIZE},
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/*Under Neck*/ {2, 0.00000, 2.88163, 0.00000, THIRD_BALL_SIZE, 1},
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/*Chest*/ {3, 0.00000, 1.39434, 0.61970, SECOND_BALL_SIZE},
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@ -18,7 +18,7 @@ const float bmeshTestBalls[][6] = {
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/*LShoulder*/ {10,+1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
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/*LElbow1*/ {11,+3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
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/*LElbow2*/ {12,+2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
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/*LPalm1*/ {13,+1.76616, 0.53399, 0.09306, TINY_BALL_SIZE},
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/*LPalm1*/ {13,+1.76616, 0.53399, 0.09306, TINY_BALL_SIZE, 1},
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/*LPalm2*/ {14,+1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
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/*LPalm3*/ {15,+1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
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/*RKnee*/ {16,-1.82813, -1.64222, 0.30091, THIRD_BALL_SIZE},
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@ -27,7 +27,7 @@ const float bmeshTestBalls[][6] = {
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/*RShoulder*/ {19,-1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
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/*RElbow1*/ {20,-3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
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/*RElbow2*/ {21,-2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
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/*RPalm1*/ {22,-1.76616, 0.53399, 0.09306, TINY_BALL_SIZE},
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/*RPalm1*/ {22,-1.76616, 0.53399, 0.09306, TINY_BALL_SIZE, 1},
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/*RPalm2*/ {23,-1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
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/*RPalm3*/ {24,-1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
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/*Mouth*/ {25, 0.00000, 4.57765, 1.92032, TINY_BALL_SIZE},
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154
src/bmesh.c
154
src/bmesh.c
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@ -229,8 +229,6 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
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vec3 localYaxis;
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vec3 boneDirection;
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vec3 normalizedBoneDirection;
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vec3 worldYaxis = {0, 1, 0};
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vec3 worldXaxis = {1, 0, 0};
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bmeshBall *firstBall = bmeshGetBall(bm, firstBallIndex);
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bmeshBall *secondBall = bmeshGetBall(bm, secondBallIndex);
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bmeshBall *newBall;
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@ -268,7 +266,7 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
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step += remaining / calculatedStepCount;
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offset = step;
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if (offset < distance) {
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while (offset < distance) {
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while (offset < distance && offset + BMESH_STEP_DISTANCE <= distance) {
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float frac = offset / distance;
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parentBallIndex = bmeshAddInbetweenBallBetween(bm,
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firstBall, secondBall, frac, parentBallIndex);
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@ -402,9 +400,12 @@ int bmeshAddQuad(bmesh *bm, quad *q) {
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static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
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int result = 0;
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vec3 worldYaxis = {0, 1, 0};
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bmeshBallIterator iterator;
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bmeshBall *child = 0;
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if (bm->roundColor == ball->roundColor) {
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return 0;
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}
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ball->roundColor = bm->roundColor;
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if (BMESH_BALL_TYPE_KEY == ball->type) {
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child = bmeshGetBallFirstChild(bm, ball, &iterator);
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if (child) {
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@ -414,41 +415,55 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
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vec3CrossProduct(&parent->boneDirection, &child->boneDirection,
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&rotateAxis);
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vec3Normalize(&rotateAxis);
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vec3Add(&rotateAxis, &ball->position, &rotateAxis);
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rotateAngle = vec3Angle(&parent->boneDirection, &child->boneDirection);
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/*
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if (1 || 11 == ball->index || 20 == ball->index) {
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glColor3f(0.0, 0.0, 0.0);
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drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> <%f,%f,%f> rotateAngle:%f",
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parent->boneDirection.x,
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parent->boneDirection.y,
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parent->boneDirection.z,
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child->boneDirection.x,
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child->boneDirection.y,
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child->boneDirection.z,
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rotateAxis.x,
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rotateAxis.y,
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rotateAxis.z,
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rotateAngle);
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}*/
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rotateAngle *= 0.5;
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/*
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glColor3f(0.0, 0.0, 0.0);
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drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> rotateAngle:%f",
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parent->boneDirection.x,
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parent->boneDirection.y,
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parent->boneDirection.z,
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child->boneDirection.x,
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child->boneDirection.y,
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child->boneDirection.z,
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rotateAngle);
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glPushMatrix();
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glTranslatef(parent->position.x, parent->position.y, parent->position.z);
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glColor3f(1.0, 0.0, 1.0);
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glBegin(GL_LINES);
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glVertex3f(0, 0, 0);
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glVertex3f(parent->boneDirection.x, parent->boneDirection.y,
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parent->boneDirection.z);
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glEnd();
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glPopMatrix();
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glPushMatrix();
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glTranslatef(child->position.x, child->position.y, child->position.z);
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glColor3f(0.0, 1.0, 1.0);
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glBegin(GL_LINES);
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glVertex3f(0, 0, 0);
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glVertex3f(child->boneDirection.x, child->boneDirection.y,
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child->boneDirection.z);
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glEnd();
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glPopMatrix();
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*/
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if (11 == ball->index) {
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glPushMatrix();
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//glTranslatef(parent->position.x, parent->position.y, parent->position.z);
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glColor3f(1.0, 0.0, 1.0);
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glBegin(GL_LINES);
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glVertex3f(0, 0, 0);
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glVertex3f(parent->boneDirection.x, parent->boneDirection.y,
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parent->boneDirection.z);
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glEnd();
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glPopMatrix();
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glPushMatrix();
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//glTranslatef(child->position.x, child->position.y, child->position.z);
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glColor3f(0.0, 1.0, 1.0);
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glBegin(GL_LINES);
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glVertex3f(0, 0, 0);
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glVertex3f(child->boneDirection.x, child->boneDirection.y,
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child->boneDirection.z);
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glEnd();
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glPopMatrix();
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glPushMatrix();
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//glTranslatef(ball->position.x, ball->position.y, ball->position.z);
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glColor3f(1.0, 0.0, 0.0);
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glBegin(GL_LINES);
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glVertex3f(0, 0, 0);
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glVertex3f(rotateAxis.x, rotateAxis.y, rotateAxis.z);
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glEnd();
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glPopMatrix();
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}*/
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ball->boneDirection = parent->boneDirection;
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vec3RotateAlong(&ball->boneDirection, rotateAngle, &rotateAxis,
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@ -460,11 +475,14 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
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}
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} else {
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ball->boneDirection = parent->boneDirection;
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generateYZfromBoneDirection(&ball->boneDirection,
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&ball->localYaxis, &ball->localZaxis);
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/*
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vec3CrossProduct(&worldYaxis, &ball->boneDirection, &ball->localYaxis);
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vec3Normalize(&ball->localYaxis);
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vec3CrossProduct(&ball->localYaxis, &ball->boneDirection,
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&ball->localZaxis);
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vec3Normalize(&ball->localZaxis);
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vec3Normalize(&ball->localZaxis);*/
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}
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}
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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@ -480,6 +498,7 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
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}
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int bmeshSweep(bmesh *bm) {
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bm->roundColor++;
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return bmeshSweepFrom(bm, 0, bmeshGetRootBall(bm));
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}
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@ -488,7 +507,7 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
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bmeshBallIterator iterator;
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bmeshBall *child;
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float distance = vec3Distance(&root->position, &ball->position);
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if (distance > root->radius) {
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if (distance >= root->radius) {
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return ball;
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}
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child = bmeshGetBallFirstChild(bm, ball, &iterator);
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@ -499,47 +518,59 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
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return bmeshFindBallForConvexHull(bm, root, child);
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}
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static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
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static void addBallToHull(convexHull *hull, bmeshBall *ballForConvexHull) {
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vec3 z, y;
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quad q;
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vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
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vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
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vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
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vec3Add(&q.pt[0], &z, &q.pt[0]);
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vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
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vec3Sub(&q.pt[1], &z, &q.pt[1]);
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vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
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vec3Sub(&q.pt[2], &z, &q.pt[2]);
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vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
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vec3Add(&q.pt[3], &z, &q.pt[3]);
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convexHullAddVertex(hull, &q.pt[0]);
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convexHullAddVertex(hull, &q.pt[1]);
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convexHullAddVertex(hull, &q.pt[2]);
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convexHullAddVertex(hull, &q.pt[3]);
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}
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static int bmeshStichFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
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int result = 0;
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bmeshBallIterator iterator;
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bmeshBall *child;
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bmeshBall *ballForConvexHull;
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if (bm->roundColor == ball->roundColor) {
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return 0;
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}
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ball->roundColor = bm->roundColor;
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if (BMESH_BALL_TYPE_ROOT == ball->type) {
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convexHull *hull = convexHullCreate();
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if (!hull) {
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fprintf(stderr, "%s:convexHullCreate failed.\n", __FUNCTION__);
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return -1;
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}
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glColor3f(0.0, 0.0, 0.0);
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drawDebugPrintf("root <%f,%f,%f>", ball->position.x,
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ball->position.y, ball->position.z);
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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child;
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child = bmeshGetBallNextChild(bm, ball, &iterator)) {
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vec3 z, y;
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quad q;
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int vertexIndices[4];
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ballForConvexHull = bmeshFindBallForConvexHull(bm, ball, child);
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vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
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vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
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vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
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vec3Add(&q.pt[0], &z, &q.pt[0]);
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vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
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vec3Sub(&q.pt[1], &z, &q.pt[1]);
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vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
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vec3Sub(&q.pt[2], &z, &q.pt[2]);
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vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
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vec3Add(&q.pt[3], &z, &q.pt[3]);
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vertexIndices[0] = convexHullAddVertex(hull, &q.pt[0]);
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vertexIndices[1] = convexHullAddVertex(hull, &q.pt[1]);
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vertexIndices[2] = convexHullAddVertex(hull, &q.pt[2]);
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vertexIndices[3] = convexHullAddVertex(hull, &q.pt[3]);
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addBallToHull(hull, ballForConvexHull);
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}
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if (parent) {
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addBallToHull(hull, parent);
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}
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convexHullGenerate(hull);
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glPushMatrix();
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{
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int triIndex;
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glColor4f(1.0f, 1.0f, 1.0f, 0.5);
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glColor3f(1.0f, 1.0f, 1.0f);
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for (triIndex = 0; triIndex < convexHullGetTriangleNum(hull);
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++triIndex) {
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triangle *tri = (triangle *)convexHullGetTriangle(hull, triIndex);
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@ -568,7 +599,7 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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child;
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child = bmeshGetBallNextChild(bm, ball, &iterator)) {
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result = bmeshSweepFrom(bm, ball, child);
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result = bmeshStichFrom(bm, ball, child);
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if (0 != result) {
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fprintf(stderr, "%s:bmeshSweepFrom failed.\n", __FUNCTION__);
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return result;
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@ -578,5 +609,6 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
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}
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int bmeshStitch(bmesh *bm) {
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return bmeshStichFrom(bm, bmeshGetRootBall(bm));
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bm->roundColor++;
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return bmeshStichFrom(bm, 0, bmeshGetRootBall(bm));
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}
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@ -274,10 +274,12 @@ void Render::paintGL() {
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bmeshBall *ball = bmeshGetBall(bm, index);
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drawBmeshBall(bm, ball);
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}*/
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for (index = 0; index < bmeshGetBoneNum(bm); ++index) {
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bmeshBone *bone = bmeshGetBone(bm, index);
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drawBmeshBone(bm, bone);
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}
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/*
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glColor4f(1.0f, 1.0f, 1.0f, 0.5);
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glBegin(GL_QUADS);
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for (index = 0; index < bmeshGetQuadNum(bm); ++index) {
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@ -301,7 +303,7 @@ void Render::paintGL() {
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}
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glVertex3f(q->pt[0].x, q->pt[0].y, q->pt[0].z);
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glEnd();
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}
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}*/
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}
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glPopMatrix();
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