Question

Connecting together two tubes using indices and trianglestrips [500 points]

Asked by: Dr_Spankenstein

This one has me stuck.

I have an algorithm for creating a tube of n sides in which the vertices are ordered as a triangle strip [TUBE ALGO].

The problem is if I have two tubes and I want to connect them to make a larger tube I am currently using the following indices:

            debug_Tube_Joined_Indeces[0] = 0;
            debug_Tube_Joined_Indeces[1] = 1;

            debug_Tube_Joined_Indeces[2] = 2;
            debug_Tube_Joined_Indeces[3] = 3;

            debug_Tube_Joined_Indeces[4] = 4;
            debug_Tube_Joined_Indeces[5] = 5;

            debug_Tube_Joined_Indeces[6] = 6;
            debug_Tube_Joined_Indeces[7] = 7;

            debug_Tube_Joined_Indeces[8] = 8;
            debug_Tube_Joined_Indeces[9] = 9;

            // =================================================

            debug_Tube_Joined_Indeces[10] = 18;  
            debug_Tube_Joined_Indeces[11] = 9;

            debug_Tube_Joined_Indeces[12] = 16;
            debug_Tube_Joined_Indeces[13] = 7;

            debug_Tube_Joined_Indeces[14] = 14;
            debug_Tube_Joined_Indeces[15] = 5;

            debug_Tube_Joined_Indeces[16] = 12;
            debug_Tube_Joined_Indeces[17] = 3;

            debug_Tube_Joined_Indeces[18] = 10;
            debug_Tube_Joined_Indeces[19] = 1;

            // =================================================

            debug_Tube_Joined_Indeces[20] = 10;
            debug_Tube_Joined_Indeces[21] = 11;

            debug_Tube_Joined_Indeces[22] = 12;
            debug_Tube_Joined_Indeces[23] = 13;

            debug_Tube_Joined_Indeces[24] = 14;
            debug_Tube_Joined_Indeces[25] = 15;

            debug_Tube_Joined_Indeces[26] = 16;
            debug_Tube_Joined_Indeces[27] = 17;

            debug_Tube_Joined_Indeces[28] = 18;
            debug_Tube_Joined_Indeces[29] = 19;

Where 0 - 9 belong to the first tube and 10 - 19 belong to the second tube.

When either the first or second tube is rotated slightly, extra triangles are created that shouldn't be there.  

Where have I gone wrong?

Thanks.

[TUBE ALGO]
 
            /*
             * Tube vertices are ordered as follows (as a TriangleStrip):
             *  
             *  [Top]
             *  1   3   5
             *  |   |   |
             *  |   |   |
             *  0   2   4 etc.
             *  [Bottom]
             *  
             */
            for (int i = 0; i < Sides + 1; i++)
            {
                double theta = (2 * Math.PI * i) / Sides;
 
                // Create and store the vertices in local space coordinates (Use World_Transform when drawing)
                Vector3 vertex_Position = new Vector3((float)Math.Sin(theta), -1.0f, (float)Math.Cos(theta));
 
                // [Bottom] polygon end of tube
                Vertices[2 * i + 0] = new VertexPositionColorTexture(vertex_Position, Colour, new Vector2((float)i / Sides, 1.0f));
 
                // [Top] polygon end of tube
                vertex_Position.Y = 1.0f;
 
                Vertices[2 * i + 1] = new VertexPositionColorTexture(vertex_Position, Colour, new Vector2((float)i / Sides, (float)0.0f));
            }

                                  
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Asked On
2009-09-27 at 15:13:17ID24765585
Tags

XNA C# Indices Winding Graphics 3D Geometry

Topics

3D Game Programming

,

C# Programming Language

,

DirectX Graphics & Game Programming

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Answers

 

by: ikeworkPosted on 2009-09-27 at 23:51:53ID: 25437156

Hi Dr_Spankenstein,

Can you post 2 screenshots, 1 with no rotation and 1 with rotation?

ike

 

by: Dr_SpankensteinPosted on 2009-09-28 at 03:39:38ID: 25438057

Thanks for the help ike, I've attached 4 pictures, each are labelled in the order they should be opened.

I've tried to show that the two tubes will draw separately with no problems.  When they are joined there are no problems until one or both of the tubes are rotated.

I all cases cull mode has been turned off.

 

by: ikeworkPosted on 2009-09-28 at 04:02:36ID: 25438152

Ok, that shows it very well, thank you.

>> I've tried to show that the two tubes will draw separately with no problems.  
>> When they are joined there are no problems until one or both of the tubes are rotated.

The problem is there before, its just *hidden* because the wrong lines lie where correct lines are anyway.

>> two tubes will draw separately with no problems

Do you have different render-strategies, when you render the 3 tubes compared to the 2 tubes?
I guess the 3 tubes are rendered by just one triangle-strip. In contrast, the 2 tubes with 2 triangle-strips, each tube has its own, right?
Render each tube seperately with its own triangle strip, That should do it, it does it for 2 tubes, so it will be fine for 3 tubes too.

 

by: Dr_SpankensteinPosted on 2009-09-28 at 05:14:08ID: 25438585

I thought about doing the exact same thing but it left me with two problems:

- How do I find the correct central position of the connecting tube?
- How can I batch draw all the tubes in one call rather than drawing each one separately?

The connecting tube vertices could easily be found with the code below:

            debug_Tube[0] = new Tube(4, new Vector3(-2, 0, 0), Quaternion.CreateFromYawPitchRoll(0, 0, 1), 1);
            debug_Tube[1] = new Tube(4, new Vector3(-2, 5, 0), Quaternion.Identity, 1);
 
            // Created from debug_Tube[0] vertices AND debug_Tube[1] vertices
            debug_Tube[2] = new Tube(4, position???, Quaternion.Identity, 1);
            debug_Tube[2].Vertices[0] = debug_Tube[0].Vertices_Transformed[1];
            debug_Tube[2].Vertices[1] = debug_Tube[1].Vertices_Transformed[0];
            debug_Tube[2].Vertices[2] = debug_Tube[0].Vertices_Transformed[3];
            debug_Tube[2].Vertices[3] = debug_Tube[1].Vertices_Transformed[2];
            debug_Tube[2].Vertices[4] = debug_Tube[0].Vertices_Transformed[5];
            debug_Tube[2].Vertices[5] = debug_Tube[1].Vertices_Transformed[4];
            debug_Tube[2].Vertices[6] = debug_Tube[0].Vertices_Transformed[7];
            debug_Tube[2].Vertices[7] = debug_Tube[1].Vertices_Transformed[6];
            debug_Tube[2].Vertices[8] = debug_Tube[0].Vertices_Transformed[9];
            debug_Tube[2].Vertices[9] = debug_Tube[1].Vertices_Transformed[8];

                                              
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by: ikeworkPosted on 2009-09-28 at 05:40:55ID: 25438796

The point is, the vertices are in object local coordinates for debug_Tube[0] and debug_Tube[1], they are relative to their origin/center, Vector3(-2, 0, 0) for debug_Tube[0] and Vector3(-2, 5, 0) for debug_Tube[1]

I would do this (I'm a C++ guy, so not real C#, but I think you get what I mean)

1) Calculate the World-coordinates for tube 2 from object-local-coordinates of tube 0 and 1 by adding their centerpoint

Vector3 tubePointsWorld[10];

tubePointsWorld[0] = debug_Tube[0].Vertices_Transformed[1] + Vector3(-2, 0, 0);
tubePointsWorld[1] = debug_Tube[1].Vertices_Transformed[0] + Vector3(-2, 5, 0);
tubePointsWorld[2] = debug_Tube[0].Vertices_Transformed[3] + Vector3(-2, 0, 0);
tubePointsWorld[3] = debug_Tube[1].Vertices_Transformed[2] + Vector3(-2, 5, 0);
tubePointsWorld[4] = debug_Tube[0].Vertices_Transformed[5] + Vector3(-2, 0, 0);
tubePointsWorld[5] = debug_Tube[1].Vertices_Transformed[4] + Vector3(-2, 5, 0);
tubePointsWorld[6] = debug_Tube[0].Vertices_Transformed[7] + Vector3(-2, 0, 0);
tubePointsWorld[7] = debug_Tube[1].Vertices_Transformed[6] + Vector3(-2, 5, 0);
tubePointsWorld[8] = debug_Tube[0].Vertices_Transformed[9] + Vector3(-2, 0, 0);
tubePointsWorld[9] = debug_Tube[1].Vertices_Transformed[8] + Vector3(-2, 5, 0);

2) Calculate the midpoint (center-pos) by adding all tubePointsWorld's and divide it by 10

Vector3 pos(0.0, 0.0, 0.0);
for(int i = 0; i < 10; ++i)
{
    pos += tubePointsWorld[i];
}
pos /= 10;

3) Calculate the local tube-points relative to its center

for(int i = 0; i < 10; ++i)
{
    tubePointsWorld[i] -= pos;
}


Thats it, now you have the coordinates of the tube in object-space in "tubePointsWorld" and the position of the tube in "pos"

 

by: ikeworkPosted on 2009-09-28 at 05:42:21ID: 25438802

Just realize "tubePointsWorld" is not a good name anymore in point 3)
Its not world anymore, its object-local, but you get what I mean :)

 

by: Dr_SpankensteinPosted on 2009-09-28 at 06:06:54ID: 25438964

>>1) Calculate the World-coordinates for tube 2 from object-local-coordinates of tube 0 and 1 by adding >>their centerpoint

vertices_Transformed = World Coordinates (not object-local-coordinates)
vertices = Local Coordinates

Following exactly what you have said does not work?

            // Created from debug_Tube[0] vertices AND debug_Tube[1] vertices
            debug_Tube[2] = new Tube(4, Vector3.Zero, Quaternion.Identity, 1);
 
            debug_Tube[2].Vertices_Transformed[0] = debug_Tube[0].Vertices[1];
            debug_Tube[2].Vertices_Transformed[0].Position += debug_Tube[0].Position;
 
            debug_Tube[2].Vertices_Transformed[1] = debug_Tube[1].Vertices[0];
            debug_Tube[2].Vertices_Transformed[1].Position += debug_Tube[1].Position;
 
            debug_Tube[2].Vertices_Transformed[2] = debug_Tube[0].Vertices[3];
            debug_Tube[2].Vertices_Transformed[2].Position += debug_Tube[0].Position;
 
            debug_Tube[2].Vertices_Transformed[3] = debug_Tube[1].Vertices[2];
            debug_Tube[2].Vertices_Transformed[3].Position += debug_Tube[1].Position;
 
            debug_Tube[2].Vertices_Transformed[4] = debug_Tube[0].Vertices[5];
            debug_Tube[2].Vertices_Transformed[4].Position += debug_Tube[0].Position;
 
            debug_Tube[2].Vertices_Transformed[5] = debug_Tube[1].Vertices[4];
            debug_Tube[2].Vertices_Transformed[5].Position += debug_Tube[1].Position;
 
            debug_Tube[2].Vertices_Transformed[6] = debug_Tube[0].Vertices[7];
            debug_Tube[2].Vertices_Transformed[6].Position += debug_Tube[0].Position;
 
            debug_Tube[2].Vertices_Transformed[7] = debug_Tube[1].Vertices[6];
            debug_Tube[2].Vertices_Transformed[7].Position += debug_Tube[1].Position;
 
            debug_Tube[2].Vertices_Transformed[8] = debug_Tube[0].Vertices[9];
            debug_Tube[2].Vertices_Transformed[8].Position += debug_Tube[0].Position;
 
            debug_Tube[2].Vertices_Transformed[9] = debug_Tube[1].Vertices[8];
            debug_Tube[2].Vertices_Transformed[9].Position += debug_Tube[1].Position;
 
            for (int i = 0; i < 10; i++)
            {
                debug_Tube[2].Position += debug_Tube[2].Vertices[i].Position;
            }
 
            debug_Tube[2].Position /= 10.0f;
 
            for (int i = 0; i < 10; ++i)
            {
                debug_Tube[2].Vertices[i].Position -= debug_Tube[2].Position;
            }

                                              
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by: Dr_SpankensteinPosted on 2009-09-28 at 06:47:28ID: 25439269

This method works perfectly but then the vertices are not local space any more:

            for (int i = 0; i < debug_Tube[0].Vertices.Length; i++)
            {
                debug_Tube[2].Vertices[i] = debug_Tube[0].Vertices_Transformed[i + 1];
                debug_Tube[2].Vertices[++i] = debug_Tube[1].Vertices_Transformed[i - 1];
            }

                                              
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by: ikeworkPosted on 2009-09-28 at 06:57:31ID: 25439353

The logic is ok, must be the implementation. Check the values of the calculation, print them out or use the debugger. If you are stuck post the values here, we take it from there

 

by: ikeworkPosted on 2009-09-28 at 07:11:59ID: 25439460

Logic is:

1) Calculate world coordinates from the tube0's & tube1's vertices by adding pos to local coordinates
2) Average points from (1) to get the position (sum all / count)
3) Calculate local vertices for new tube by substracting position(2) from world coordinates (1)

 

by: Dr_SpankensteinPosted on 2009-09-28 at 07:41:55ID: 25439758

Thanks ike.

I am still left with the major issue that I can't draw all the tubes in one call.  If they are all drawn as a triangle strip then this seems unfeasible to me as it will create the original error shown in the pictures.  

As you have more knowledge than I do can you possible suggest a way forward?

 

by: ikeworkPosted on 2009-09-28 at 07:44:38ID: 25439786

Not for a single list of triangle strips. That just dont work, because they have to be connected in a certain way, but they are not.
You can use a normal triangle list, if you need _one_ list.
But whats wrong with multiple lists? Its normal to use different lists for different objects.

 

by: Dr_SpankensteinPosted on 2009-09-28 at 07:56:06ID: 25439879

Just trying to optimize! ;)

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