have your tube stored as a set of N
slices
You need center point and normal vector for each (circle) slice.
const int N=128;
struct slice { float p[3],n[3]; };
slice mesh[N];
Init it to tube at start (aligned to y axis)
for (int i=0;i<N;i++)
{
mesh[i].p[0]= 0.0;
mesh[i].p[1]=-1.0+2.0*float(i)/float(N-1);
mesh[i].p[2]= 0.0;
mesh[i].n[0]= 0.0;
mesh[i].n[1]=+1.0;
mesh[i].n[2]= 0.0;
}
write visualization code for such mesh representation
You need to obtain the circumference points of each slice and join them with QUAD_STRIP or what ever primitive you are using for the tube surface. The top and bottom is best with TRIANGLE_FAN around center point.
You can obtain the points with my glCircle3D in C++ just instead of drawing them store/use them as you need ...
interpolate between tube and helix
If the above is workung you can turn the centers position and normals into helix with variable radius r
and fixed screws m
. So I would try:
float a=6.283185307179586476925286766559*float(i*m)/float(N-1);
mesh[i].p[0] = r*cos(a);
mesh[i].p[2] = r*sin(a);
The normal can be computed similary but I do not have the time for testing it right now and my imagination is not that good so i would instead do this:
mesh[i].n[0] = mesh[i].p[0] - mesh[i-1].p[0];
mesh[i].n[1] = mesh[i].p[1] - mesh[i-1].p[1];
mesh[i].n[2] = mesh[i].p[2] - mesh[i-1].p[2];
normalize(mesh[i].n); // set to unit vector
Just copy the normal from slice 1 to slice 0 and you should be fine.
animate
Just animate the mesh with changing r
from zero to some R
. If you want continuous effect you can do r=R*sin(t)
where t
is increasing with some step ...
[edit1] C++ OpenGL example
If you put all the above together you should get something like this:
//---------------------------------------------------------------------------
// height ,tube r ,screw r ,screws
void helix(double h,double r,double R,double N)
{
int i,j,na;
double pos[3]={ 0.0,0.0,0.0 },x[3],y[3],
nor[3]={ 0.0,1.0,0.0 },ss,dy,a,da,b,db;
na=double(N*36.0); // 36 slices per screw
const int nb=36+1; // 36 points per circle slice
dy=h/double(na); // y axis step
da=2.0*M_PI*N/double(na); // screw angle step
db=2.0*M_PI/double(nb-1); // slice circle angle step
ss=1.0/sqrt((R*R)+(dy*dy)); // normalization scale
double pnt[nb*12],*p0=pnt,*p1=pnt+(nb*6),*pp; // 2 slice point buffers (normal3d+vertex3d)*nb*2 = 12*nb
for (a=0.0,i=0;i<na;i++,a+=da)
{
if (a>2.0*M_PI) a-=2.0*M_PI;
// slice center
pos[0]=R*cos(a);
pos[1]+=dy;
pos[2]=R*sin(a);
// slice normal
nor[0]=-ss*R*sin(a);
nor[1]=+ss*dy;
nor[2]=+ss*R*cos(a);
// slice basis vectors x,y
x[0]=cos(a);
x[1]=0.0;
x[2]=sin(a);
// y = cross(x,nor)
y[0]= -(x[2]*nor[1]);
y[1]=(x[2]*nor[0])-(x[0]*nor[2]);
y[2]=(x[0]*nor[1]);
// get the slice points (remember 2 slices for QUAD STRIP) to actual point buffer p1
for (pp=p1,b=0.0,j=0;j<nb;j++,b+=db,pp+=6)
{
// normal
pp[0]=(x[0]*cos(b))+(y[0]*sin(b));
pp[1]=(x[1]*cos(b))+(y[1]*sin(b));
pp[2]=(x[2]*cos(b))+(y[2]*sin(b));
// position
pp[3]=pos[0]+(pp[0]*r);
pp[4]=pos[1]+(pp[1]*r);
pp[5]=pos[2]+(pp[2]*r);
}
// if 2 slices done render the slice between last slice p0 and actual slice p1
glBegin(GL_QUAD_STRIP);
if (i) for (j=0;j<6*nb;j+=6)
{
glNormal3dv(p0+j+0);
glVertex3dv(p0+j+3);
glNormal3dv(p1+j+0);
glVertex3dv(p1+j+3);
}
glEnd();
// swap last,actual slice point buffers p0 <-> p1
pp=p0; p0=p1; p1=pp;
}
}
//---------------------------------------------------------------------------
Which renders helix in OpenGL. it starts from (0,0,0)
and ends in (0,h,0)
where:
r
is the radius of the tube
R
is the radius of the screws
h
is helix height/size
N
is number of screws per h
It generates Vertex and Normal info so you can use lighting. for animation I use this:
static double t=0.0; t+=0.1; if (t>=pi2) t-=pi2;
double R=sin(t); if (R<0.0) R=0.0;
glColor3f(1.0,1.0,1.0); helix(1.0,0.05,0.3*R,6.0);
As you can see half of the sin wave is neglected so you can have time to actually see the tube without the screws. Here output with lighting:
On the left is the unscrewed tube (R=0
). On the right is fully morphed screw and in the middle is something in between.
PS if you want to make the morph more interesting you can also animate the N
parameter from 0
to some constant.