Given a group of 3D points and the size of diameter, I want to draw a 3D pipeline same as the windows pipeline screensaver http://answers.yahoo.com/question/index?qid=20080919090035AAO55Qv.
I am using C++ and OpenGL. Can anyone help me find the resource that can show me how to achieve this? After a little investigation, it seems that we have to do extra work in order to make the turning point look smooth. If possible, i am looking for some sample codes that illustrate how to implement this
Thank you
I'll tell how I did such screensaver. My pipes are fit into 3d grid, each cell is a cube:
Y^
|_______
/ 2 /| 0 vs 3
/______/ | 1 vs 4
| |1| 2 vs 5
| 3 | /
|______|/ -->X
/
-Z/
Pipe configuration in each cell is described by six bits - one bit for each side. 0 means cell is empty, 63 means it has six segments going to center. If you break down combinations into types, there will be few of them:
I used torus quarter for arches (self-synthesized), spherical triangle patch for corners and cylinders for everything else. Star, crosses and five-segments are just intersecting cylinders in my model.
Edit: some code in C# (I just hope it will be useful in some way).
Everything on scene is combined from three models - arch, cylinder and spherical triangle patch, rotated and rendered many times. All models are in vertex arrays. Very soon I run into performance problem and implemented simple distance-based LOD to fight it. So, I'm generating not a single model of each kind, but a series of models with different number of segments.
/// <summary>
/// Generates full row of arch models and lod map
/// to render them.
/// </summary>
/// <param name="radius">Pipe radius</param>
/// <returns>Model with lod</returns>
Model GenerateArches(double radius)
{
//Determine total number of vertices for full row
LodEntry[] lod = new LodEntry[slicesLod.Length];
int totalVertices = 0;
int totalIndices = 0;
for (int level = 0; level < slicesLod.Length; ++level)
{
int sl = slicesLod[level];
int st = archStacksLod[level];
if (st < 3) st = 3;
int vertices = (sl + 1)*(st + 1);
int indices = ((sl + 1)*2 + 4)*(st) - 4;
lod[level].start = totalIndices;
totalVertices += vertices;
totalIndices += indices;
lod[level].count = indices;
}
int[] indexArray = new int[totalIndices];
VertexAttributes[] va = new VertexAttributes[totalVertices];
int vCounter = 0; //index for vertices
int iCounter = 0; //indices counter
for (int level = 0; level < slicesLod.Length; ++level)
{
int iOffset = vCounter;
int slices = slicesLod[level];
int stacks = archStacksLod[level];
if (stacks < 3) stacks = 3;
for (int st = 0; st <= stacks; ++st)
{
double a = Math.PI*0.5*st/stacks;
float texCoordS = st/(float) stacks;
for (int sl = 0; sl <= slices; ++sl)
{
double b = Math.PI*2*sl/slices;
float texCoordT = sl/(float) slices;
va[vCounter].S = texCoordS;
va[vCounter].T = texCoordT;
//point on central arch
double x0 = 0.5*Math.Sin(a);
double y0 = 0.5*Math.Cos(a);
const double z0 = 0;
//point displacement
double rx = radius*Math.Sin(a)*Math.Sin(b);
double ry = radius*Math.Cos(a)*Math.Sin(b);
double rz = radius*Math.Cos(b);
//normal factor
double nf = 1.0/Math.Sqrt(rx*rx + ry*ry + rz*rz);
va[vCounter].NX = (float)(rx * nf);
va[vCounter].NY = (float)(ry * nf);
va[vCounter].NZ = (float)(rz * nf);
//position
va[vCounter].X = (float) (x0 + rx);
va[vCounter].Y = (float) (y0 + ry);
va[vCounter].Z = (float) (z0 + rz);
++vCounter;
}
}
for (int stack = 0; stack < stacks; ++stack)
{
for (int slice = 0; slice <= slices; ++slice)
{
indexArray[iCounter++] = iOffset + stack * slices + slice + stack;
indexArray[iCounter++] = iOffset + (stack + 1) * slices + slice + 1 + stack;
}
if (stack < stacks - 1)
{
indexArray[iCounter++] = iOffset + stack * slices + slices + stack;
indexArray[iCounter++] = iOffset + stack * slices + slices + stack;
indexArray[iCounter++] = iOffset + (stack + 1) * slices + slices + 2 * (stack + 1) - stack;
indexArray[iCounter++] = iOffset + (stack + 1) * slices + slices + 2 * (stack + 1) - stack;
}
}
}
return new Model(va, indexArray, lod);
}
/// <summary>
/// Generates indices for rendering of vertex array,
/// representing a cylinder section.
/// Vertices assumed to be stored slice by slice:
/// 0 1 2 3 ................... cylStacks-1,
/// cylStacks .................. 2*cylStacks-1,
/// ....................................,
/// (cylSlices-1)*cylStacks .. cylSlices*cylStacks-1.
/// </summary>
/// <param name="radius"></param>
private Model GenerateCylinders(double radius)
{
LodEntry[] lod = new LodEntry[slicesLod.Length];
int totalVertices = 0;
int totalIndices = 0;
for (int level = 0; level < slicesLod.Length; ++level)
{
int sl = slicesLod[level];
int st = cylStacksLod[level];
int vertices = (sl + 1)*(st + 1);
int indices = ((sl+1)*2 + 4)*st - 4;
lod[level].start = totalIndices;
totalVertices += vertices;
totalIndices += indices;
lod[level].count = indices;
}
int[] indexArray = new int[totalIndices];
VertexAttributes[] va = new VertexAttributes[totalVertices];
int vCounter = 0; //index for vertex attributes
int iCounter = 0; //indices counter
for (int level = 0; level < slicesLod.Length; ++level)
{
int iOffset = vCounter;
int slices = slicesLod[level];
int stacks = cylStacksLod[level];
for (int st = 0; st <= stacks; ++st)
{
double i = 0.5 - 0.5 * st / stacks;
float texCoordS = st / (float)stacks;
for (int sl = 0; sl <= slices; ++sl)
{
double b = Math.PI * 2 * sl / slices;
//tex coords
float texCoordT = sl / (float)slices;
va[vCounter].S = 0.5f * texCoordS;
va[vCounter].T = texCoordT;
//point on central axis
const double x0 = 0;
const double y0 = 0;
double z0 = i;
//point displacement
double rx = radius*Math.Cos(b);
double ry = radius*Math.Sin(b);
const double rz = 0;
//normal factor
double nf = 1.0/Math.Sqrt(ry*ry + rx*rx);
va[vCounter].NX = (float)(rx * nf);
va[vCounter].NY = (float)(ry * nf);
va[vCounter].NZ = 0.0f;
va[vCounter].X = (float)(x0 + rx);
va[vCounter].Y = (float)(y0 + ry);
va[vCounter].Z = (float)(z0 + rz);
++vCounter;
}
}
for (int stack = 0; stack < stacks; ++stack)
{
for (int slice = 0; slice <= slices; ++slice)
{
indexArray[iCounter++] = iOffset + stack*slices + slice + stack;
indexArray[iCounter++] = iOffset + (stack + 1)*slices + slice + 1 + stack;
}
if (stack < stacks - 1)
{
indexArray[iCounter++] = iOffset + stack * slices + slices + stack;
indexArray[iCounter++] = iOffset + stack * slices + slices + stack;
indexArray[iCounter++] = iOffset + (stack + 1) * slices + slices + 2 * (stack + 1) - stack;
indexArray[iCounter++] = iOffset + (stack + 1) * slices + slices + 2 * (stack + 1) - stack;
}
}
}
return new Model(va, indexArray, lod);
}
static int R0(int _slices, int _level)
{
return _level * (_slices+2) - (int)(0.5 * _level * (_level + 1));
}
static int RL(int _slices, int _level)
{
return _slices - _level + 1;
}
private Model GenerateSphereSegment(double radius)
{
//Determine total number of vertices for full row
LodEntry[] lod = new LodEntry[slicesLod.Length];
int totalVertices = 0;
int totalIndices = 0;
for (int level = 0; level < slicesLod.Length; ++level)
{
int sl = slicesLod[level] >> 2;
int vertices = (((2 + sl) * (sl + 1)) >> 1);
int indices = sl * (sl + 3);
lod[level].start = totalIndices;
totalVertices += vertices;
totalIndices += indices;
lod[level].count = indices;
}
int[] indexArray = new int[totalIndices];
VertexAttributes[] va = new VertexAttributes[totalVertices];
int vCounter = 0; //index for vertices
int iCounter = 0; //indices counter
for (int level = 0; level < slicesLod.Length; ++level)
{
int sphSlices = slicesLod[level]>>2;
int iOffset = vCounter; //index offset for level
for (int sl = 0; sl <= sphSlices; ++sl)
{
double a = Math.PI*sl*0.5/sphSlices;
double Y = radius*Math.Sin(a);
double Ry = radius*Math.Cos(a);
for (int st = 0; st <= sphSlices - sl; ++st)
{
double X, Z, b;
if (sphSlices > sl)
{
b = Math.PI*0.5*st/(sphSlices - sl);
X = Ry*Math.Sin(b);
Z = Ry*Math.Cos(b);
}
else
{
X = 0;
Z = 0;
b = 0;
}
va[vCounter].S = (float)(0.5 / 3 * a);
va[vCounter].T = (float)(0.14 * b);
double coeff = 1/Math.Sqrt(X*X + Y*Y + Z*Z);
va[vCounter].NX = (float)(X * coeff);
va[vCounter].NY = (float)(Y * coeff);
va[vCounter].NZ = (float)(Z * coeff);
va[vCounter].X = (float)(va[vCounter].NX * radius);
va[vCounter].Y = (float)(va[vCounter].NY * radius);
va[vCounter].Z = (float)(va[vCounter].NZ * radius);
++vCounter;
}
}
for (int k = 0; k < sphSlices; ++k)
{
int lastS = RL(sphSlices, k);
for (int s = 0; s < lastS - 1; ++s)
{
int c0 = R0(sphSlices, k) + s;
int cn = R0(sphSlices, k) + s + RL(sphSlices, k);
indexArray[iCounter++] = cn + iOffset;
indexArray[iCounter++] = c0 + iOffset;
}
int tail = R0(sphSlices, k) + lastS - 1;
indexArray[iCounter++] = tail + iOffset;
indexArray[iCounter++] = tail + iOffset;
}
}
return new Model(va, indexArray, lod);
}
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