More progress, ish

This commit is contained in:
Chris Hodapp 2020-01-18 10:02:49 -05:00
parent 3510ff94ed
commit 4f647d1443

View File

@ -85,85 +85,46 @@ fn curve_horn_thing_rule(v: Vec<Mesh>) -> Vec<RuleStep> {
mesh.apply_transformation(m);
// TODO: Fix this horrible code below that is seemingly
// correct, but should not be run on every single iteration.
let bounds: Vec<(HalfEdgeID, HalfEdgeID)> = MeshBound::new(&seed).unwrap().zip(MeshBound::new(&mesh).unwrap()).collect();
// correct, but shouldn't be run on every rule iteration!
// 'bounds' now has pairs of half-edges which walk the outside
// boundaries of each mesh, and should be connected together.
// They come from different meshes, so handle accordingly.
// Put all vertices together (though we may not need them all,
// only the ones 'bounds' touches - TODO):
let mut pos = seed.positions_buffer();
pos.append(&mut mesh.positions_buffer());
// 2 faces per 'bounds' element, 3 vertices per face:
let mut indices: Vec<u32> = vec![0; 2 * bounds.len() * 3];
// Collect together all the vertices from the boundaries of
// 'seed' and 'mesh':
let edge2vert = |m: &Mesh, e: HalfEdgeID| {
let v = m.edge_positions(e).0;
vec![v.x, v.y, v.z]
};
let i1 = MeshBound::new(&seed).unwrap().flat_map(|id| edge2vert(&seed, id));
let i2 = MeshBound::new(&mesh).unwrap().flat_map(|id| edge2vert(&mesh, id));
let verts: Vec<f64> = i1.chain(i2).collect();
println!("verts = {:?}", verts);
struct VID { val: usize }
fn vertex_id_to_u32(v: VertexID) -> u32 {
let v: VID = unsafe { std::mem::transmute(v) };
u32::try_from(v.val).unwrap()
// We need 3 indices per face, 2 faces per (boundary) vertex:
let num_verts = seed.no_vertices();
let mut idxs: Vec<u32> = vec![0; 2 * num_verts * 3];
for i in 0..num_verts {
let a1: u32 = i as _;
let a2: u32 = ((i + 1) % num_verts) as _;
let b1: u32 = (i + num_verts) as _;
let b2: u32 = (((i + 1) % num_verts) + num_verts) as _;
// Connect vertices into faces with a zig-zag pattern
// (mind the winding order). First face:
idxs[6*i + 0] = a1;
idxs[6*i + 1] = a2;
idxs[6*i + 2] = b1;
println!("vert {}, face 1: ({}, {}, {})", i, a1, a2, b1);
// Second face:
idxs[6*i + 3] = b1;
idxs[6*i + 4] = a2;
idxs[6*i + 5] = b2;
println!("vert {}, face 2: ({}, {}, {})", i, b1, a2, b2);
}
// MeshBuilder requires u32 indices. My vertices are
// VertexID, which is just usize under the hood. I am open to
// other suggestions.
fn vertex_id_to_usize(v: VertexID) -> usize {
let v: VID = unsafe { std::mem::transmute(v) };
v.val
}
let offset = u32::try_from(seed.no_vertices()).unwrap();
// TODO: Something is still not quite right there.
for (i,(e1,e2)) in bounds.iter().enumerate() {
let (v1a_, v1b_) = seed.edge_vertices(*e1);
let (v2a_, v2b_) = mesh.edge_vertices(*e2);
let v1a = vertex_id_to_u32(v1a_);
let v1b = vertex_id_to_u32(v1b_);
let v2a = vertex_id_to_u32(v2a_);
let v2b = vertex_id_to_u32(v2b_);
let v1a_d = vertex_id_to_usize(v1a_);
let v1b_d = vertex_id_to_usize(v1b_);
let v2a_d = vertex_id_to_usize(v2a_) + seed.no_vertices();
let v2b_d = vertex_id_to_usize(v2b_) + seed.no_vertices();
println!("DEBUG: i={} e1={} ({}-{}) e2={} ({}-{})", i, e1, v1a, v1b, e2, v2a, v2b);
// TODO: Figure out why I am seeing two different things
// for e1 here with pos vs. seed.edge_positions:
println!("DEBUG: i={} e1: ({},{},{}) to ({},{},{})",
i, pos[3*v1a_d], pos[3*v1a_d+1], pos[3*v1a_d+2],
pos[3*v1b_d], pos[3*v1b_d+1], pos[3*v1b_d+2]);
println!("DEBUG: e1, {:?}", seed.edge_positions(*e1));
// and for e2 here:
println!("DEBUG: i={} e2: ({},{},{}) to ({},{},{})",
i, pos[3*v2a_d], pos[3*v2a_d+1], pos[3*v2a_d+2],
pos[3*v2b_d], pos[3*v2b_d+1], pos[3*v2b_d+2]);
println!("DEBUG: e2, {:?}", mesh.edge_positions(*e2));
// First triangle:
indices[6*i + 0] = v1a;
indices[6*i + 1] = v1b;
indices[6*i + 2] = offset + v2a;
// Second triangle:
indices[6*i + 3] = offset + v2a;
indices[6*i + 4] = v1b;
indices[6*i + 5] = offset + v2b;
println!("DEBUG: i={} ({}, {}, {}) and ({}, {}, {})", i, v1a, v1b, offset + v2a, offset + v2a, v1b, offset + v2b);
}
// TODO: This is *still* connecting wrong somehow.
// positions_buffer just calls vertex_iter() and
// vertex_position anyway, so why not just access directly?
// The only thing that matters with my own indices is that
// they be u32 and they point to the right vertex (and I can
// choose the vertices).
// So maybe...
// - Assemble vertices just from 'bounds'.
// - Disregard positions_buffer completely. I don't need it.
// - Set 'indices' based on what I know about how 'bounds' was
// constructed.
let joined = match MeshBuilder::new().with_positions(pos).with_indices(indices).build() {
let joined = match MeshBuilder::new().
with_positions(verts).
with_indices(idxs).
build()
{
Ok(m) => m,
Err(error) => {
panic!("Error building mesh: {:?}", error)
@ -292,7 +253,7 @@ impl<'a> Iterator for MeshBound<'a> {
// We have returned back to start:
self.done = true;
}
println!("DEBUG: MeshBound: edge {} is {:?}", halfedge_id, self.m.edge_positions(halfedge_id));
//println!("DEBUG: MeshBound: edge {} is {:?}", halfedge_id, self.m.edge_positions(halfedge_id));
return Some(halfedge_id);
}
}
@ -420,7 +381,7 @@ fn main() {
}
println!("DEBUG-------------------------------");
let (mesh, nodes) = rule_to_mesh(&r2, vec![seed], 5);
let (mesh, nodes) = rule_to_mesh(&r2, vec![seed], 75);
println!("Collected {} nodes, produced {} faces, {} vertices",
nodes, mesh.no_faces(), mesh.no_vertices());
println!("Writing OBJ...");