Fix inbetween mesh.

master
Jeremy Hu 2017-01-03 21:53:45 +09:30
parent 76ef1bed33
commit a8b4d162b7
3 changed files with 60 additions and 119 deletions

View File

@ -451,6 +451,9 @@ static bmeshBall *bmeshFindChildBallForConvexHull(bmesh *bm, bmeshBall *root,
bmeshBall *ball) {
bmeshBallIterator iterator;
bmeshBall *child;
if (ball->convexHullCount) {
return ball;
}
if (!ball->notFitHull && isDistanceEnoughForConvexHull(root, ball)) {
return ball;
}
@ -464,7 +467,7 @@ static bmeshBall *bmeshFindChildBallForConvexHull(bmesh *bm, bmeshBall *root,
static bmeshBall *bmeshFindParentBallForConvexHull(bmesh *bm, bmeshBall *root,
int depth, bmeshBall *ball) {
if (depth <= 0) {
if (depth <= 0 || ball->convexHullCount) {
return ball;
}
if (!ball->notFitHull && isDistanceEnoughForConvexHull(root, ball)) {
@ -655,6 +658,15 @@ static convexHull *createConvexHullForBall(bmesh *bm, int depth,
return 0;
}
for (i = 0; i < arrayGetLength(ballPtrArray); ++i) {
bmeshBall *ballItem = *((bmeshBall **)arrayGetItem(ballPtrArray, i));
ballItem->convexHullCount++;
drawDebugPrintf("convexHullCount:%d", ballItem->convexHullCount);
if (ballItem->convexHullCount == 1) {
drawDebugPoint(&ballItem->position, ballItem->index);
}
}
arrayDestroy(ballPtrArray);
return hull;
}
@ -670,8 +682,9 @@ static int bmeshStichFrom(bmesh *bm, int depth, bmeshBall *ball) {
bm->parentBallStack[depth] = ball;
}
ball->roundColor = bm->roundColor;
if (BMESH_BALL_TYPE_ROOT == ball->type ||
BMESH_BALL_TYPE_KEY == ball->type) {
if ((BMESH_BALL_TYPE_ROOT == ball->type ||
BMESH_BALL_TYPE_KEY == ball->type) &&
bmeshGetBallFirstChild(bm, ball, &iterator)) {
convexHull *hull = 0;
for (;;) {
@ -743,89 +756,6 @@ static int bmeshStichFrom(bmesh *bm, int depth, bmeshBall *ball) {
}
}
/*
glColor3f(0.0f, 0.0f, 0.0f);
{
int triIndex;
int j;
for (triIndex = 0; triIndex < convexHullGetFaceNum(hull);
++triIndex) {
convexHullFace *face = (convexHullFace *)convexHullGetFace(hull,
triIndex);
if (3 == face->vertexNum) {
triangle tri;
tri.pt[0] = *convexHullGetVertex(hull, face->u.t.indices[0]);
tri.pt[1] = *convexHullGetVertex(hull, face->u.t.indices[1]);
tri.pt[2] = *convexHullGetVertex(hull, face->u.t.indices[2]);
glBegin(GL_LINE_STRIP);
for (j = 0; j < 3; ++j) {
glVertex3f(tri.pt[j].x, tri.pt[j].y, tri.pt[j].z);
}
glVertex3f(tri.pt[0].x, tri.pt[0].y, tri.pt[0].z);
glEnd();
} else if ()
}
}*/
/*
glColor3f(1.0f, 1.0f, 1.0f);
{
int triIndex;
for (triIndex = 0; triIndex < tri2QuadGetTriangleNum(t2q);
++triIndex) {
triangle *tri = (triangle *)tri2QuadGetTriangle(t2q, triIndex);
drawTriangle(tri);
}
}
glColor3f(0.0f, 0.0f, 0.0f);
{
int triIndex;
int j;
for (triIndex = 0; triIndex < tri2QuadGetTriangleNum(t2q);
++triIndex) {
triangle *tri = (triangle *)tri2QuadGetTriangle(t2q, triIndex);
glBegin(GL_LINE_STRIP);
for (j = 0; j < 3; ++j) {
glVertex3f(tri->pt[j].x, tri->pt[j].y, tri->pt[j].z);
}
glVertex3f(tri->pt[0].x, tri->pt[0].y, tri->pt[0].z);
glEnd();
}
}
glColor3f(1.0f, 1.0f, 1.0f);
{
int quadIndex;
glBegin(GL_QUADS);
for (quadIndex = 0; quadIndex < tri2QuadGetQuadNum(t2q);
++quadIndex) {
quad *q = (quad *)tri2QuadGetQuad(t2q, quadIndex);
vec3 normal;
int j;
vec3Normal(&q->pt[0], &q->pt[1], &q->pt[2], &normal);
for (j = 0; j < 4; ++j) {
glNormal3f(normal.x, normal.y, normal.z);
glVertex3f(q->pt[j].x, q->pt[j].y, q->pt[j].z);
}
}
glEnd();
}
glColor3f(0.0f, 0.0f, 0.0f);
{
int quadIndex;
int j;
for (quadIndex = 0; quadIndex < tri2QuadGetQuadNum(t2q);
++quadIndex) {
quad *q = (quad *)tri2QuadGetQuad(t2q, quadIndex);
glBegin(GL_LINE_STRIP);
for (j = 0; j < 4; ++j) {
glVertex3f(q->pt[j].x, q->pt[j].y, q->pt[j].z);
}
glVertex3f(q->pt[0].x, q->pt[0].y, q->pt[0].z);
glEnd();
}
}*/
glPopMatrix();
if (hull) {
convexHullDestroy(hull);
@ -908,12 +838,26 @@ static void drawWallsBetweenQuads(vec3 *origin, quad *q1, quad *q2) {
}
}
static bmeshBall *bmeshFindChildBallForInbetweenMesh(bmesh *bm, bmeshBall *ball) {
bmeshBallIterator iterator;
bmeshBall *child;
if (ball->convexHullCount > 0) {
return ball;
}
child = bmeshGetBallFirstChild(bm, ball, &iterator);
if (!child) {
return ball;
}
return bmeshFindChildBallForInbetweenMesh(bm, child);
}
static int bmeshGenerateInbetweenMeshFrom(bmesh *bm, int depth,
bmeshBall *ball) {
int result = 0;
bmeshBallIterator iterator;
bmeshBall *child = 0;
bmeshBall *parent;
quad currentFace, childFace;
if (bm->roundColor == ball->roundColor) {
return 0;
}
@ -921,37 +865,33 @@ static int bmeshGenerateInbetweenMeshFrom(bmesh *bm, int depth,
bm->parentBallStack[depth] = ball;
}
ball->roundColor = bm->roundColor;
if (depth - 1 >= 0 && (ball->radius > 0 || ball->flagForHull) &&
!ball->notFitHull) {
quad currentFace;
calculateBallQuad(ball, &currentFace);
parent = bm->parentBallStack[depth - 1];
child = bmeshGetBallFirstChild(bm, ball, &iterator);
if (parent) {
quad parentFace;
ball->inbetweenMesh = 1;
calculateBallQuad(parent, &parentFace);
drawWallsBetweenQuads(&ball->position, &parentFace, &currentFace);
if (!child) {
bmeshBall fakeParentParent = *parent;
bmeshBall fakeParent = *ball;
if (BMESH_BALL_TYPE_KEY == ball->type &&
!bmeshGetBallFirstChild(bm, ball, &iterator)) {
if (depth - 1 >= 0) {
bmeshBall fakeBall;
for (;;) {
quad childFace;
fakeBall = fakeParent;
vec3Lerp(&fakeParentParent.position, &fakeParent.position, 2,
parent = bm->parentBallStack[depth - 1];
fakeBall = *ball;
vec3Lerp(&parent->position, &ball->position, BMESH_INTVAL_DIST_DIV,
&fakeBall.position);
calculateBallQuad(&fakeBall, &childFace);
drawWallsBetweenQuads(&fakeBall.position, &currentFace, &childFace);
if (vec3Distance(&ball->position, &fakeBall.position) >=
ball->radius) {
drawWallsBetweenQuads(&ball->position, &currentFace, &childFace);
drawQuad(&childFace);
break;
}
fakeParentParent = fakeParent;
fakeParent = fakeBall;
}
}
else if (1 == ball->convexHullCount && !ball->meshGenerated) {
child = bmeshGetBallFirstChild(bm, ball, &iterator);
if (child && !child->meshGenerated) {
//if (vec3Distance(&ball->position, &child->position) <=
// (ball->radius + child->radius) / 10) {
// TODO: merge two face
//} else {
child = bmeshFindChildBallForInbetweenMesh(bm, child);
calculateBallQuad(child, &childFace);
drawWallsBetweenQuads(&ball->position, &currentFace, &childFace);
//}
ball->meshGenerated = 1;
child->meshGenerated = 1;
}
}
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);

View File

@ -28,7 +28,8 @@ typedef struct {
int roundColor;
int notFitHull;
int flagForHull;
int inbetweenMesh;
int convexHullCount;
int meshGenerated;
} bmeshBall;
typedef int bmeshBallIterator;

View File

@ -43,7 +43,7 @@ static int drawBmeshBall(bmesh *bm, bmeshBall *ball) {
static void drawBmeshBallRecursively(bmesh *bm, bmeshBall *ball) {
bmeshBallIterator iterator;
bmeshBall *child;
drawBmeshBall(bm, ball);
//drawBmeshBall(bm, ball);
for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
child;
child = bmeshGetBallNextChild(bm, ball, &iterator)) {
@ -295,7 +295,7 @@ void Render::paintGL() {
for (index = 0; index < bmeshGetBoneNum(bm); ++index) {
bmeshBone *bone = bmeshGetBone(bm, index);
drawBmeshBone(bm, bone);
//drawBmeshBone(bm, bone);
}
/*
glColor4f(1.0f, 1.0f, 1.0f, 0.5);