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147 lines
4.5 KiB
C++
147 lines
4.5 KiB
C++
//
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// Balls.cpp
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// hifi
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//
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// Created by Philip on 4/25/13.
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//
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// A cloud of spring-mass spheres to simulate the avatar body/skin. Each ball
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// connects to as many as 4 neighbors, and executes motion according to a damped
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// spring, while responding physically to other avatars.
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//
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#include <glm/glm.hpp>
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#include <SharedUtil.h>
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#include "Balls.h"
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#include "InterfaceConfig.h"
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#include "Util.h"
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#include "world.h"
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const float INITIAL_AREA = 0.2f;
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const float BALL_RADIUS = 0.016f;
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const glm::vec3 INITIAL_COLOR(0.62f, 0.74f, 0.91f);
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Balls::Balls(int numberOfBalls) {
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_numberOfBalls = numberOfBalls;
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_balls = new Ball[_numberOfBalls];
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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_balls[i].position = randVector() * INITIAL_AREA;
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_balls[i].targetPosition = _balls[i].position;
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_balls[i].velocity = glm::vec3(0, 0, 0);
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_balls[i].radius = BALL_RADIUS;
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for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
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_balls[i].links[j] = 0;
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}
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}
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_color = INITIAL_COLOR;
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_origin = glm::vec3(0, 0, 0);
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}
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Balls::~Balls() {
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delete[] _balls;
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}
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void Balls::moveOrigin(const glm::vec3& newOrigin) {
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glm::vec3 delta = newOrigin - _origin;
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if (glm::length(delta) > EPSILON) {
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_origin = newOrigin;
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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_balls[i].targetPosition += delta;
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}
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}
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}
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const bool RENDER_SPRINGS = false;
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void Balls::render() {
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// Render Balls NOTE: This needs to become something other that GlutSpheres!
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glColor3fv(&_color.x);
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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glPushMatrix();
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glTranslatef(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z);
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glutSolidSphere(_balls[i].radius, 8, 8);
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glPopMatrix();
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}
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// Render springs
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if (RENDER_SPRINGS) {
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glColor3f(0.74, 0.91, 0.62);
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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glBegin(GL_LINES);
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for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
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if(_balls[i].links[j] > 0) {
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glVertex3f(_balls[i].position.x,
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_balls[i].position.y,
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_balls[i].position.z);
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glVertex3f(_balls[_balls[i].links[j]-1].position.x,
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_balls[_balls[i].links[j]-1].position.y,
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_balls[_balls[i].links[j]-1].position.z);
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}
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}
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glEnd();
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}
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}
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}
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const float CONSTANT_VELOCITY_DAMPING = 1.0f;
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const float NOISE_SCALE = 0.06;
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const float SPRING_FORCE = 30.0;
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const float ORIGIN_DISTANCE = 0.1;
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const float SPRING_DAMPING = 1.0;
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void Balls::simulate(float deltaTime) {
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for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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// Move particles
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_balls[i].position += _balls[i].velocity * deltaTime;
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_balls[i].targetPosition += _balls[i].velocity * deltaTime;
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// Drag: decay velocity
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_balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING * deltaTime);
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// Add noise
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_balls[i].velocity += randVector() * NOISE_SCALE;
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// spring force to origin
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float separation = glm::distance(_balls[i].position,
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_origin);
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_balls[i].velocity +=
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glm::normalize(_balls[i].position - _origin)
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* deltaTime
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*
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SPRING_FORCE *
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(ORIGIN_DISTANCE - separation);
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// Approach target position
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// for (unsigned int i = 0; i < _numberOfBalls; ++i) {
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// _balls[i].position += randFloat() * deltaTime * (_balls[i].targetPosition - _balls[i].position);
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// }
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// Spring Force
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/*
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for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
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if(_balls[i].links[j] > 0) {
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float separation = glm::distance(_balls[i].position,
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_balls[_balls[i].links[j]-1].position);
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_balls[i].velocity += glm::normalize(_balls[i].position -
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_balls[_balls[i].links[j]-1].position) *
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deltaTime *
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SPRING_FORCE *
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(_balls[i].springLength[j] - separation);
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//_balls[i].velocity *= (1.f - SPRING_DAMPING*deltaTime);
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}
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} */
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}
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}
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