diff --git a/README.md b/README.md
index 0f18ca85..22ea6ffd 100644
--- a/README.md
+++ b/README.md
@@ -57,7 +57,7 @@ When I am implementing the B-Mesh algorithm, I am also think in the future, how
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.
*Stitching*
-I follow the B-Mesh paper, made another test module inside Blender, and created a correspond `data/bmesh_test_2.h` manually.
+I follow the B-Mesh paper, made another test module inside Blender, and created a correspond `data/bmesh_test_2.h` manually.
- [ ] Export Wavefront .obj
- [ ] Render B-Mesh result
diff --git a/data/bmesh_test_2.h b/data/bmesh_test_2.h
index 5f23e9bf..a22d8dc9 100644
--- a/data/bmesh_test_2.h
+++ b/data/bmesh_test_2.h
@@ -5,7 +5,7 @@
#define THIRD_BALL_SIZE 0.4
const float bmeshTestBalls[][6] = {
- /*Head*/ {0, 0.00000, 5.39143, 0.61970, BIG_BALL_SIZE},
+ /*Head*/ {0, 0.00000, 5.39143, 0.61970, BIG_BALL_SIZE, 1},
/*Neck*/ {1, 0.00000, 4.39990, -0.21690, THIRD_BALL_SIZE},
/*Under Neck*/ {2, 0.00000, 2.88163, 0.00000, THIRD_BALL_SIZE, 1},
/*Chest*/ {3, 0.00000, 1.39434, 0.61970, SECOND_BALL_SIZE},
@@ -18,7 +18,7 @@ const float bmeshTestBalls[][6] = {
/*LShoulder*/ {10,+1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
/*LElbow1*/ {11,+3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
/*LElbow2*/ {12,+2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
- /*LPalm1*/ {13,+1.76616, 0.53399, 0.09306, TINY_BALL_SIZE},
+ /*LPalm1*/ {13,+1.76616, 0.53399, 0.09306, TINY_BALL_SIZE, 1},
/*LPalm2*/ {14,+1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
/*LPalm3*/ {15,+1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
/*RKnee*/ {16,-1.82813, -1.64222, 0.30091, THIRD_BALL_SIZE},
@@ -27,7 +27,7 @@ const float bmeshTestBalls[][6] = {
/*RShoulder*/ {19,-1.42532, 2.72670, -0.44708, THIRD_BALL_SIZE},
/*RElbow1*/ {20,-3.12951, 1.95207, -1.07872, THIRD_BALL_SIZE},
/*RElbow2*/ {21,-2.91261, 1.08448, -0.68593, THIRD_BALL_SIZE},
- /*RPalm1*/ {22,-1.76616, 0.53399, 0.09306, TINY_BALL_SIZE},
+ /*RPalm1*/ {22,-1.76616, 0.53399, 0.09306, TINY_BALL_SIZE, 1},
/*RPalm2*/ {23,-1.27039, 0.49576, 0.53458, TINY_BALL_SIZE},
/*RPalm3*/ {24,-1.48729, 0.03099, 0.34054, TINY_BALL_SIZE},
/*Mouth*/ {25, 0.00000, 4.57765, 1.92032, TINY_BALL_SIZE},
diff --git a/src/bmesh.c b/src/bmesh.c
index 6c23e0a0..63537a8a 100644
--- a/src/bmesh.c
+++ b/src/bmesh.c
@@ -229,8 +229,6 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
vec3 localYaxis;
vec3 boneDirection;
vec3 normalizedBoneDirection;
- vec3 worldYaxis = {0, 1, 0};
- vec3 worldXaxis = {1, 0, 0};
bmeshBall *firstBall = bmeshGetBall(bm, firstBallIndex);
bmeshBall *secondBall = bmeshGetBall(bm, secondBallIndex);
bmeshBall *newBall;
@@ -268,7 +266,7 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
step += remaining / calculatedStepCount;
offset = step;
if (offset < distance) {
- while (offset < distance) {
+ while (offset < distance && offset + BMESH_STEP_DISTANCE <= distance) {
float frac = offset / distance;
parentBallIndex = bmeshAddInbetweenBallBetween(bm,
firstBall, secondBall, frac, parentBallIndex);
@@ -402,9 +400,12 @@ int bmeshAddQuad(bmesh *bm, quad *q) {
static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
int result = 0;
- vec3 worldYaxis = {0, 1, 0};
bmeshBallIterator iterator;
bmeshBall *child = 0;
+ if (bm->roundColor == ball->roundColor) {
+ return 0;
+ }
+ ball->roundColor = bm->roundColor;
if (BMESH_BALL_TYPE_KEY == ball->type) {
child = bmeshGetBallFirstChild(bm, ball, &iterator);
if (child) {
@@ -414,41 +415,55 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
vec3CrossProduct(&parent->boneDirection, &child->boneDirection,
&rotateAxis);
vec3Normalize(&rotateAxis);
- vec3Add(&rotateAxis, &ball->position, &rotateAxis);
rotateAngle = vec3Angle(&parent->boneDirection, &child->boneDirection);
+ /*
+ if (1 || 11 == ball->index || 20 == ball->index) {
+ glColor3f(0.0, 0.0, 0.0);
+ drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> <%f,%f,%f> rotateAngle:%f",
+ parent->boneDirection.x,
+ parent->boneDirection.y,
+ parent->boneDirection.z,
+ child->boneDirection.x,
+ child->boneDirection.y,
+ child->boneDirection.z,
+ rotateAxis.x,
+ rotateAxis.y,
+ rotateAxis.z,
+ rotateAngle);
+ }*/
rotateAngle *= 0.5;
/*
- glColor3f(0.0, 0.0, 0.0);
- drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> rotateAngle:%f",
- parent->boneDirection.x,
- parent->boneDirection.y,
- parent->boneDirection.z,
- child->boneDirection.x,
- child->boneDirection.y,
- child->boneDirection.z,
- rotateAngle);
-
- glPushMatrix();
- glTranslatef(parent->position.x, parent->position.y, parent->position.z);
- glColor3f(1.0, 0.0, 1.0);
- glBegin(GL_LINES);
- glVertex3f(0, 0, 0);
- glVertex3f(parent->boneDirection.x, parent->boneDirection.y,
- parent->boneDirection.z);
- glEnd();
- glPopMatrix();
-
- glPushMatrix();
- glTranslatef(child->position.x, child->position.y, child->position.z);
- glColor3f(0.0, 1.0, 1.0);
- glBegin(GL_LINES);
- glVertex3f(0, 0, 0);
- glVertex3f(child->boneDirection.x, child->boneDirection.y,
- child->boneDirection.z);
- glEnd();
- glPopMatrix();
- */
+ if (11 == ball->index) {
+ glPushMatrix();
+ //glTranslatef(parent->position.x, parent->position.y, parent->position.z);
+ glColor3f(1.0, 0.0, 1.0);
+ glBegin(GL_LINES);
+ glVertex3f(0, 0, 0);
+ glVertex3f(parent->boneDirection.x, parent->boneDirection.y,
+ parent->boneDirection.z);
+ glEnd();
+ glPopMatrix();
+
+ glPushMatrix();
+ //glTranslatef(child->position.x, child->position.y, child->position.z);
+ glColor3f(0.0, 1.0, 1.0);
+ glBegin(GL_LINES);
+ glVertex3f(0, 0, 0);
+ glVertex3f(child->boneDirection.x, child->boneDirection.y,
+ child->boneDirection.z);
+ glEnd();
+ glPopMatrix();
+
+ glPushMatrix();
+ //glTranslatef(ball->position.x, ball->position.y, ball->position.z);
+ glColor3f(1.0, 0.0, 0.0);
+ glBegin(GL_LINES);
+ glVertex3f(0, 0, 0);
+ glVertex3f(rotateAxis.x, rotateAxis.y, rotateAxis.z);
+ glEnd();
+ glPopMatrix();
+ }*/
ball->boneDirection = parent->boneDirection;
vec3RotateAlong(&ball->boneDirection, rotateAngle, &rotateAxis,
@@ -460,11 +475,14 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
}
} else {
ball->boneDirection = parent->boneDirection;
+ generateYZfromBoneDirection(&ball->boneDirection,
+ &ball->localYaxis, &ball->localZaxis);
+ /*
vec3CrossProduct(&worldYaxis, &ball->boneDirection, &ball->localYaxis);
vec3Normalize(&ball->localYaxis);
vec3CrossProduct(&ball->localYaxis, &ball->boneDirection,
&ball->localZaxis);
- vec3Normalize(&ball->localZaxis);
+ vec3Normalize(&ball->localZaxis);*/
}
}
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
@@ -480,6 +498,7 @@ static int bmeshSweepFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
}
int bmeshSweep(bmesh *bm) {
+ bm->roundColor++;
return bmeshSweepFrom(bm, 0, bmeshGetRootBall(bm));
}
@@ -488,7 +507,7 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
bmeshBallIterator iterator;
bmeshBall *child;
float distance = vec3Distance(&root->position, &ball->position);
- if (distance > root->radius) {
+ if (distance >= root->radius) {
return ball;
}
child = bmeshGetBallFirstChild(bm, ball, &iterator);
@@ -499,47 +518,59 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
return bmeshFindBallForConvexHull(bm, root, child);
}
-static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
+static void addBallToHull(convexHull *hull, bmeshBall *ballForConvexHull) {
+ vec3 z, y;
+ quad q;
+
+ vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
+ vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
+ vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
+ vec3Add(&q.pt[0], &z, &q.pt[0]);
+ vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
+ vec3Sub(&q.pt[1], &z, &q.pt[1]);
+ vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
+ vec3Sub(&q.pt[2], &z, &q.pt[2]);
+ vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
+ vec3Add(&q.pt[3], &z, &q.pt[3]);
+
+ convexHullAddVertex(hull, &q.pt[0]);
+ convexHullAddVertex(hull, &q.pt[1]);
+ convexHullAddVertex(hull, &q.pt[2]);
+ convexHullAddVertex(hull, &q.pt[3]);
+}
+
+static int bmeshStichFrom(bmesh *bm, bmeshBall *parent, bmeshBall *ball) {
int result = 0;
bmeshBallIterator iterator;
bmeshBall *child;
bmeshBall *ballForConvexHull;
+ if (bm->roundColor == ball->roundColor) {
+ return 0;
+ }
+ ball->roundColor = bm->roundColor;
if (BMESH_BALL_TYPE_ROOT == ball->type) {
convexHull *hull = convexHullCreate();
if (!hull) {
fprintf(stderr, "%s:convexHullCreate failed.\n", __FUNCTION__);
return -1;
}
+ glColor3f(0.0, 0.0, 0.0);
+ drawDebugPrintf("root <%f,%f,%f>", ball->position.x,
+ ball->position.y, ball->position.z);
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
child;
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
- vec3 z, y;
- quad q;
- int vertexIndices[4];
-
ballForConvexHull = bmeshFindBallForConvexHull(bm, ball, child);
-
- vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
- vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
- vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
- vec3Add(&q.pt[0], &z, &q.pt[0]);
- vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
- vec3Sub(&q.pt[1], &z, &q.pt[1]);
- vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
- vec3Sub(&q.pt[2], &z, &q.pt[2]);
- vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
- vec3Add(&q.pt[3], &z, &q.pt[3]);
-
- vertexIndices[0] = convexHullAddVertex(hull, &q.pt[0]);
- vertexIndices[1] = convexHullAddVertex(hull, &q.pt[1]);
- vertexIndices[2] = convexHullAddVertex(hull, &q.pt[2]);
- vertexIndices[3] = convexHullAddVertex(hull, &q.pt[3]);
+ addBallToHull(hull, ballForConvexHull);
+ }
+ if (parent) {
+ addBallToHull(hull, parent);
}
convexHullGenerate(hull);
glPushMatrix();
{
int triIndex;
- glColor4f(1.0f, 1.0f, 1.0f, 0.5);
+ glColor3f(1.0f, 1.0f, 1.0f);
for (triIndex = 0; triIndex < convexHullGetTriangleNum(hull);
++triIndex) {
triangle *tri = (triangle *)convexHullGetTriangle(hull, triIndex);
@@ -568,7 +599,7 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
child;
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
- result = bmeshSweepFrom(bm, ball, child);
+ result = bmeshStichFrom(bm, ball, child);
if (0 != result) {
fprintf(stderr, "%s:bmeshSweepFrom failed.\n", __FUNCTION__);
return result;
@@ -578,5 +609,6 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
}
int bmeshStitch(bmesh *bm) {
- return bmeshStichFrom(bm, bmeshGetRootBall(bm));
+ bm->roundColor++;
+ return bmeshStichFrom(bm, 0, bmeshGetRootBall(bm));
}
diff --git a/src/render.cpp b/src/render.cpp
index ba893e47..2bd765be 100644
--- a/src/render.cpp
+++ b/src/render.cpp
@@ -274,10 +274,12 @@ void Render::paintGL() {
bmeshBall *ball = bmeshGetBall(bm, index);
drawBmeshBall(bm, ball);
}*/
+
for (index = 0; index < bmeshGetBoneNum(bm); ++index) {
bmeshBone *bone = bmeshGetBone(bm, index);
drawBmeshBone(bm, bone);
}
+ /*
glColor4f(1.0f, 1.0f, 1.0f, 0.5);
glBegin(GL_QUADS);
for (index = 0; index < bmeshGetQuadNum(bm); ++index) {
@@ -301,7 +303,7 @@ void Render::paintGL() {
}
glVertex3f(q->pt[0].x, q->pt[0].y, q->pt[0].z);
glEnd();
- }
+ }*/
}
glPopMatrix();