Having problem with adding triangles to a sphere mesh - loops

I am trying to create triangles from my Vector3 array that contains all my vertices for my sphere. Bascially, i want to copy the index of the vertex in my Traingle array. But how can i copy only the value of the index, not the actual value of the Vector3. I dont know if that makes sense but thank you
I tried a lot of things

Related

How to order 3d points in clockwise order?

I have bunch of 3d points (an array) not ordered in some particular order and not restricted to some axis/plane. Based on the coordinates of these points I want to order the array in clockwise order, like in the image. At moment I am clueless where to start. One idea is to find for each the closest point and somehow figure out the direction.
3Dave has already said this, but it completely depends on where the camera is.
There is no answer unless you specify the frustrum.
Note that circles are 2D, not 3D objects. "Clockwise" relates to circles.
Assuming that you mean on a plane:
This is a problem with two parts.
The first part is incredibly difficult.
The second part is relatively easy.
First part: indeed, you are doing object recognition: you have to find a circle.
For this, investigate the existing technology for shape recognition, or read up on stuff like https://link.springer.com/article/10.1007/s11042-018-6167-2
For the second part: (which is almost irrelevant after the first part). Just get the coords of each point relative to the center of the circle you found, simply calculate the angle of each from the top, and sort them.
Cheap game-type solution
If you want the cheap solution, which you can use if the points are "reasonable" ..
find the centroid of all the points (it's just the average of all)
write each point as a vector from the centroid to the point
pick any one point as being the "top"
use something like this https://docs.unity3d.com/ScriptReference/Vector3.Angle.html to get the angle of each from the "top" one
voila! just put them in order
In practice you'll likely need these things also:
find the "plane" the points are on (find the "average plane" they are on, it's relatively easy to do this, look it up!)
make an axis through the centroid which is perpendicular to the plane

algorithm to find how many circles there are in 2d array

I'm given a 2d binary array. Some of the dots are on, some are off (1 for on, 0 for off).
I know that the "on" dots were created before by putting circles on the 2d array.
The circles are of the same radius, and each time a circle was put, the dots inside it changed to 1 instead of 0.
All the circles are within the edges of the array and dot touching the edge of the circle is lit.
An illustration can be seen below. The circles are ordered randomly and may touch.
Notice that the dots inside the circles are 1 and all other are 0.
Can you find how many circles were there just by looking at the 2d array without the circles after I had put them? Is this problem solvable?
My attempt at solving this problem was:
First, I assumed that my circles can contain dots as in the figure (radius big enough to contain 4 to 7 dots.
Then I tried to categorize what possible orientation can the circles have, however there are just a lot.
I would like to find these two circles. Notice that they can cannot overlap but can be just one near the other.
If your circles don't overlap, you can use connected component labeling algorithm and get number of circles:
NCircles = (NComponents - 1) / 2
(if inner empty regions of circles and outer empty place form separate components)
Edit: with these dots it is worth to select only connected conponents with size in some range to exclude dots and other false regions.
Simple kind of CCL suitable for this picture:
scan image until black pixel is met
do flood fill while possible, keep bounding box of scanned black pixels
if box corresponds to circle size, count it
scan further from any unmarked pixel
One more possible approach: you can try Hough algorithm for circles of predefined radius.
For example, OpenCV library contains labeling function that works with images and arrays (and Hough transform too)
Why not just generate randomly generate circles and count them?
When you insert a new circle, just check if they do not overlap.
And stop inserting new circles after you tried a certain times and failed to insert a new circle. With this last value you probably need to play a bit.
You can probably repeat this a couple of times and average the result like that.

OpenGl: which is the best solution?

So, my question that what function shoud I use, what is the fastest, or which is the most prevalent solution.
The solution alternatives:
-the vertex array
-polygon by polygon
-or another alternative
An object has triangles, quads and polygons which has more indices. But the vertex array I know can store only triangles, quads, or something like that. But how can I render the polygons? Is it right that I only render polygon by polygon the polygons wich has more indices? (I've heard the glMultiDrawElements, but it has similar data structure if I render poly by poly, isn't it?)
Or there's a good alternative I don't know?
You should convert the polygons to triangles and use a vertex buffer object.

how do I do "reverse" texture mapping from texture image x,y to 3d space?

I am using WPF 3D, but I think this question should apply to any 3d texture mapping.
Suppose I have a model of a cow, and I want to draw a circular spot on the cow (and I want to do this dynamically -- supposed I don't know the location of the spot until run-time). I could do this by coloring the vertexes (vertexes are assigned a color based on their distance from the center of the spot), but if the model is fairly low-poly, that will give a pretty jagged-edged circle.
I could do it using a pixel shader, where the shader colors each pixel based on its distance from the center of the spot. But suppose I don't have access to pixel shaders (since I don't in WPF).
So, it seems that what I want to do is dynamically create a texture with the circle pattern on it, and texture the cow with it.
The question is: As I'm drawing that texture, how can I know what 3d coordinate in model space a given xy coordinate on the texture image corresponds to?
That is, suppose I have already textured my model with a plain white texture -- I've set up texture coordinates, done texture mapping, but don't have the texture image yet. So I have this 1000x1000 (or whatever) pixel image that gets draped nicely over the cow according to some nice texture coordinates that have been set up on the model beforehand. I understand that when the 3D hardware goes to draw a given triangle, it uses the texture coordinates of the vertexes of the triangle to find the corresponding triangular region of the image, and then interpolates across the surface of the triangle to fill displayed model pixels with colors from that triangular region of the image.
How do I go the other way? How do I say, for this given xy point on my texture image, and given the texture coordinates that have already been set up on the model, what's the 3d coordinate in model space that this image pixel is going to correspond to once texture mapping happens?
If I had such a function, I could color my texture map image such that all the points (in 3d space) within a certain distance of the circle center point on the cow would get one color, and all points outside that distance would get another color, and I'd end up with a nice, crisp circular spot on the cow, even with a relatively low-poly model. Does that sound right?
I do understand that given the texture coordinates for the vertexes of each triangle, I can step through the triangles in my model, find the corresponding triangle on the texture image, and do my own interpolation, across the texture pixels in that triangle, by interpolating across the 3d plane determined by the vertex points. And that doesn't sound too hard. But I'm just trying to understand if there is some standard 3d concept/function where I can just call a ready-made function to give me the model space coordinates for a given texture xy.
I did end up getting this working. I walk every point on the texture (1024 x 1024 points). Using the model's texture coordinates, I determine which polygon face, if any, the given u,v point is inside of. If it's inside of a face, I get the model coordinates for each point on that face. I then do a barycentric interpolation as described here: http://paulbourke.net/texture_colour/interpolation/
That is, for each u,v point on the texture, I use an inside-polygon check to determine which quad it's in on the 2D texture sheet and then I use an interpolation on that same 2D geometry as described in the link above, but instead of interpolating colors or normals I'm interpolating 3D coordinates.
I can then use the 3D coordinate to color the point on the texture (e.g., to color a circular spot on the cow based on how far in model space the given texture point is from the spot center point). And then I can apply the texture to the model, and it works.
Again, it seems like this must be a standard procedure with a name...
One issue is that the result is very sensitive to the quality of the the texturing as set up by the modeler. For instance, if a relatively large quad on the cow corresponds to a small quad on the texture image, there just aren't enough pixels to work with to get a smooth curve within that model quad once the texture is applied. You can of course use a higher-res texture, such as 2048x2048, but then your loop time is 4x.
It's actually a rasterization process if I didn't misunderstand your question. In lightmapping, one may also need to find the corresponding positions and normals in world space for each texel in the lightmap space and then baking irradiance. (which seems similar to your goal)
You can use standard Graphics API to do this task instead of writing your own implementation. Let:
Size of texture -> Size of G-buffers
UVs of each mesh triangle -> Vertex positions vec3(u, v, 0) of the input stage
Indices of each mesh triangle -> Indices of the input stage
Positions (and normals, etc.) of each mesh triangle -> Attributes of the input stage
After the rasterizer stage of the graphics pipeline, all fragments that lie within the UV triangle are generated, and the attributes that have been supplied are interpolated automatically. You can do whatever you want now in pixel shader!

does glRotate in OpenGL rotate the camera or rotate the world axis or rotate the model object?

I want to know whether glRotate rotates the camera, the world axis, or the object. Explain how they are different with examples.
the camera
There is no camera in OpenGL.
the world axis
There is no world in OpenGL.
or the object.
There are no objects in OpenGL.
Confused?
OpenGL is a drawing system, that operates with points, lines and triangles. There is no concept of a scene or a world in OpenGL. All there is are vertices of which each has a set of attributes and there is the state of OpenGL which determines how vertices are turned into pixels.
The very first stage of this process is getting the vertex positions within the viewport. In the fixed function pipeline (i.e. without shaders), to get those, each vertex position if first multiplied with the so called "modelview" matrix, the intermediary result is used for lighting calculations and then multiplied with the "projection" matrix. After that clipping and then normalization into viewport coordinates are applied.
Those two matrices I mentioned save two purposes. The first one "modelview" is used to apply some transformation on the incoming vertices so that those end up in the desired spot relative to the origin. There is no difference in first moving geometry to some place in the world, and then moving the viewpoint within the world. Or keeping the viewpoint at the origin and move the whole world in the opposite. All this can be described by the modelview matrix.
The second one "projection" works together with the normalization process to behave like a kind of "lens", so to speak. With this you set the field of view (and a few other parameters, like shift, which you need for certain applications – don't worry about it).
The interesting thing about matrices is, that they're non-commutative, i.e. for two given matrices N, M
M * N =/= N * M ; for most M, N
This ultimately means, that you can compose a series of transformations A, B, C, D... into one single compound transformation matrix T by multiplying the primitive transformations onto each other in the right order.
The OpenGL matrix manipulation functions (they're obsolete BTW), do just that. You have a matrix selected for manipulation (the matrix mode) for example the modelview M. Then glRotate effectively does this:
M *= R(angle,axis)
i.e. the active matrix gets multiplied on a rotation matrix constructed from the given parameters. Similar for scale and translate.
If this happens to appear to behave like a camera or placing a object depends entirely on how and in which order those manipulations are combined.
But for OpenGL there are just numbers/vectors (vertex attributes), which somehow translate into 2-dimensional viewport coordinates, that get drawn as points for filled inbetween as line or a triangle.
glRotate works on the current matrix. So it depend if the matrix is the camera one or a world trasformation one. To know more about the current matrix have a look at glMatrixMode().
Finding example is just googling: I found this one that in order to me should help you to figure out what's happening.

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