overte-HifiExperiments/interface/src/Balls.cpp
2013-09-03 13:37:25 -07:00

147 lines
4.5 KiB
C++

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