This commit is contained in:
Philip Rosedale 2014-12-30 17:00:38 -08:00
commit 98cbb2355f
8 changed files with 1 additions and 384 deletions

View file

@ -1,256 +0,0 @@
//
// Hair.cpp
// interface/src
//
// Created by Philip on June 26, 2014
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
// Creates single flexible verlet-integrated strands that can be used for hair/fur/grass
#include <gpu/GPUConfig.h>
#include "Util.h"
#include "world.h"
#include "Hair.h"
const float HAIR_DAMPING = 0.99f;
const float CONSTRAINT_RELAXATION = 10.0f;
const float HAIR_ACCELERATION_COUPLING = 0.045f;
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.001f;
const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.001f;
const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
const float HAIR_STIFFNESS = 0.00f;
const glm::vec3 HAIR_COLOR1(0.98f, 0.76f, 0.075f);
const glm::vec3 HAIR_COLOR2(0.912f, 0.184f, 0.101f);
Hair::Hair(int strands,
int links,
float radius,
float linkLength,
float hairThickness) :
_strands(strands),
_links(links),
_linkLength(linkLength),
_hairThickness(hairThickness),
_radius(radius),
_acceleration(0.0f),
_angularVelocity(0.0f),
_angularAcceleration(0.0f),
_gravity(DEFAULT_GRAVITY),
_loudness(0.0f)
{
_hairPosition = new glm::vec3[_strands * _links];
_hairOriginalPosition = new glm::vec3[_strands * _links];
_hairLastPosition = new glm::vec3[_strands * _links];
_hairQuadDelta = new glm::vec3[_strands * _links];
_hairNormals = new glm::vec3[_strands * _links];
_hairColors = new glm::vec3[_strands * _links];
_hairIsMoveable = new int[_strands * _links];
_hairConstraints = new int[_strands * _links * HAIR_CONSTRAINTS]; // Hair can link to two others
glm::vec3 thisVertex;
for (int strand = 0; strand < _strands; strand++) {
float strandAngle = randFloat() * PI;
float azimuth = (float)strand / (float)_strands * PI * 2.0f;
float elevation = 0.0f;
glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
thisStrand *= _radius;
for (int link = 0; link < _links; link++) {
int vertexIndex = strand * _links + link;
// Clear constraints
for (int link2 = 0; link2 < HAIR_CONSTRAINTS; link2++) {
_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + link2] = -1;
}
if (vertexIndex % _links == 0) {
// start of strand
thisVertex = thisStrand;
} else {
thisVertex+= glm::normalize(thisStrand) * _linkLength;
// Set constraints to vertex before and maybe vertex after in strand
_hairConstraints[vertexIndex * HAIR_CONSTRAINTS] = vertexIndex - 1;
if (link < (_links - 1)) {
_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + 1] = vertexIndex + 1;
}
}
_hairOriginalPosition[vertexIndex] = _hairLastPosition[vertexIndex] = _hairPosition[vertexIndex] = thisVertex;
_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * _hairThickness, 0.0f, sin(strandAngle) * _hairThickness);
_hairQuadDelta[vertexIndex] *= ((float)link / _links);
_hairNormals[vertexIndex] = glm::normalize(randVector());
if (randFloat() < elevation / PI_OVER_TWO) {
_hairColors[vertexIndex] = HAIR_COLOR1 * ((float)(link + 1) / (float)_links);
} else {
_hairColors[vertexIndex] = HAIR_COLOR2 * ((float)(link + 1) / (float)_links);
}
}
}
}
Hair::~Hair() {
delete[] _hairPosition;
delete[] _hairOriginalPosition;
delete[] _hairLastPosition;
delete[] _hairQuadDelta;
delete[] _hairNormals;
delete[] _hairColors;
delete[] _hairIsMoveable;
delete[] _hairConstraints;
}
const float SOUND_THRESHOLD = 40.0f;
void Hair::simulate(float deltaTime) {
deltaTime = glm::clamp(deltaTime, 0.0f, 1.0f / 30.0f);
glm::vec3 acceleration = _acceleration;
if (glm::length(acceleration) > HAIR_MAX_LINEAR_ACCELERATION) {
acceleration = glm::normalize(acceleration) * HAIR_MAX_LINEAR_ACCELERATION;
}
for (int strand = 0; strand < _strands; strand++) {
for (int link = 0; link < _links; link++) {
int vertexIndex = strand * _links + link;
if (vertexIndex % _links == 0) {
// Base Joint - no integration
} else {
//
// Vertlet Integration
//
// Add velocity from last position, with damping
glm::vec3 thisPosition = _hairPosition[vertexIndex];
glm::vec3 diff = thisPosition - _hairLastPosition[vertexIndex];
_hairPosition[vertexIndex] += diff * HAIR_DAMPING;
/*
// Resolve collisions with sphere
if (glm::length(_hairPosition[vertexIndex]) < _radius) {
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
(_radius - glm::length(_hairPosition[vertexIndex]));
} */
// Collide with a conical body descending from the root of the hair
glm::vec3 thisVertex = _hairPosition[vertexIndex];
float depth = -thisVertex.y;
thisVertex.y = 0.0f;
const float BODY_CONE_ANGLE = 0.30;
if (glm::length(thisVertex) < depth * BODY_CONE_ANGLE) {
_hairPosition[vertexIndex] += glm::normalize(thisVertex) * (depth * BODY_CONE_ANGLE - glm::length(thisVertex));
}
// Add random thing driven by loudness
float loudnessFactor = (_loudness > SOUND_THRESHOLD) ? logf(_loudness - SOUND_THRESHOLD) / 2000.0f : 0.0f;
const float QUIESCENT_LOUDNESS = 0.0f;
_hairPosition[vertexIndex] += randVector() * (QUIESCENT_LOUDNESS + loudnessFactor) * ((float)link / (float)_links);
// Add gravity
const float SCALE_GRAVITY = 0.001f;
_hairPosition[vertexIndex] += _gravity * deltaTime * SCALE_GRAVITY;
// Add linear acceleration
_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
// Add stiffness to return to original position
_hairPosition[vertexIndex] += (_hairOriginalPosition[vertexIndex] - _hairPosition[vertexIndex])
* powf(1.0f - (float)link / _links, 2.0f) * HAIR_STIFFNESS;
// Add angular acceleration
const float ANGULAR_VELOCITY_MIN = 0.001f;
if (glm::length(_angularVelocity) > ANGULAR_VELOCITY_MIN) {
glm::vec3 yawVector = _hairPosition[vertexIndex];
glm::vec3 angularVelocity = _angularVelocity * HAIR_ANGULAR_VELOCITY_COUPLING;
glm::vec3 angularAcceleration = _angularAcceleration * HAIR_ANGULAR_ACCELERATION_COUPLING;
yawVector.y = 0.0f;
if (glm::length(yawVector) > EPSILON) {
float radius = glm::length(yawVector);
yawVector = glm::normalize(yawVector);
float angle = atan2f(yawVector.x, -yawVector.z) + PI;
glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.0f) * glm::angleAxis(angle, glm::vec3(0, 1, 0));
_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.y - angularAcceleration.y) * deltaTime;
}
glm::vec3 pitchVector = _hairPosition[vertexIndex];
pitchVector.x = 0.0f;
if (glm::length(pitchVector) > EPSILON) {
float radius = glm::length(pitchVector);
pitchVector = glm::normalize(pitchVector);
float angle = atan2f(pitchVector.y, -pitchVector.z) + PI;
glm::vec3 delta = glm::vec3(0.0f, 1.0f, 0.0f) * glm::angleAxis(angle, glm::vec3(1, 0, 0));
_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.x - angularAcceleration.x) * deltaTime;
}
glm::vec3 rollVector = _hairPosition[vertexIndex];
rollVector.z = 0.0f;
if (glm::length(rollVector) > EPSILON) {
float radius = glm::length(rollVector);
pitchVector = glm::normalize(rollVector);
float angle = atan2f(rollVector.x, rollVector.y) + PI;
glm::vec3 delta = glm::vec3(-1.0f, 0.0f, 0.0f) * glm::angleAxis(angle, glm::vec3(0, 0, 1));
_hairPosition[vertexIndex] -= delta * radius * (angularVelocity.z - angularAcceleration.z) * deltaTime;
}
}
// Impose link constraints
for (int link = 0; link < HAIR_CONSTRAINTS; link++) {
if (_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + link] > -1) {
// If there is a constraint, try to enforce it
glm::vec3 vectorBetween = _hairPosition[_hairConstraints[vertexIndex * HAIR_CONSTRAINTS + link]] - _hairPosition[vertexIndex];
_hairPosition[vertexIndex] += glm::normalize(vectorBetween) * (glm::length(vectorBetween) - _linkLength) * CONSTRAINT_RELAXATION * deltaTime;
}
}
// Store start position for next verlet pass
_hairLastPosition[vertexIndex] = thisPosition;
}
}
}
}
void Hair::render() {
//
// Before calling this function, translate/rotate to the origin of the owning object
//
float loudnessFactor = (_loudness > SOUND_THRESHOLD) ? logf(_loudness - SOUND_THRESHOLD) / 16.0f : 0.0f;
const int SPARKLE_EVERY = 5;
const float HAIR_SETBACK = 0.0f;
int sparkleIndex = (int) (randFloat() * SPARKLE_EVERY);
glPushMatrix();
glTranslatef(0.0f, 0.0f, HAIR_SETBACK);
glBegin(GL_QUADS);
for (int strand = 0; strand < _strands; strand++) {
for (int link = 0; link < _links - 1; link++) {
int vertexIndex = strand * _links + link;
glm::vec3 thisColor = _hairColors[vertexIndex];
if (sparkleIndex % SPARKLE_EVERY == 0) {
thisColor.x += (1.0f - thisColor.x) * loudnessFactor;
thisColor.y += (1.0f - thisColor.y) * loudnessFactor;
thisColor.z += (1.0f - thisColor.z) * loudnessFactor;
}
glColor3fv(&thisColor.x);
glNormal3fv(&_hairNormals[vertexIndex].x);
glVertex3f(_hairPosition[vertexIndex].x - _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex].y - _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex].z - _hairQuadDelta[vertexIndex].z);
glVertex3f(_hairPosition[vertexIndex].x + _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex].y + _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex].z + _hairQuadDelta[vertexIndex].z);
glVertex3f(_hairPosition[vertexIndex + 1].x + _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex + 1].y + _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex + 1].z + _hairQuadDelta[vertexIndex].z);
glVertex3f(_hairPosition[vertexIndex + 1].x - _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex + 1].y - _hairQuadDelta[vertexIndex].y,
_hairPosition[vertexIndex + 1].z - _hairQuadDelta[vertexIndex].z);
sparkleIndex++;
}
}
glEnd();
glPopMatrix();
}

View file

@ -1,70 +0,0 @@
//
// Hair.h
// interface/src
//
// Created by Philip on June 26, 2014
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_Hair_h
#define hifi_Hair_h
#include <iostream>
#include <glm/glm.hpp>
#include <SharedUtil.h>
#include "GeometryUtil.h"
#include "InterfaceConfig.h"
#include "Util.h"
const int HAIR_CONSTRAINTS = 2;
const int DEFAULT_HAIR_STRANDS = 20;
const int DEFAULT_HAIR_LINKS = 11;
const float DEFAULT_HAIR_RADIUS = 0.075f;
const float DEFAULT_HAIR_LINK_LENGTH = 0.1f;
const float DEFAULT_HAIR_THICKNESS = 0.07f;
const glm::vec3 DEFAULT_GRAVITY(0.0f, -9.8f, 0.0f);
class Hair {
public:
Hair(int strands = DEFAULT_HAIR_STRANDS,
int links = DEFAULT_HAIR_LINKS,
float radius = DEFAULT_HAIR_RADIUS,
float linkLength = DEFAULT_HAIR_LINK_LENGTH,
float hairThickness = DEFAULT_HAIR_THICKNESS);
~Hair();
void simulate(float deltaTime);
void render();
void setAcceleration(const glm::vec3& acceleration) { _acceleration = acceleration; }
void setAngularVelocity(const glm::vec3& angularVelocity) { _angularVelocity = angularVelocity; }
void setAngularAcceleration(const glm::vec3& angularAcceleration) { _angularAcceleration = angularAcceleration; }
void setLoudness(const float loudness) { _loudness = loudness; }
private:
int _strands;
int _links;
float _linkLength;
float _hairThickness;
float _radius;
glm::vec3* _hairPosition;
glm::vec3* _hairOriginalPosition;
glm::vec3* _hairLastPosition;
glm::vec3* _hairQuadDelta;
glm::vec3* _hairNormals;
glm::vec3* _hairColors;
int* _hairIsMoveable;
int* _hairConstraints;
glm::vec3 _acceleration;
glm::vec3 _angularVelocity;
glm::vec3 _angularAcceleration;
glm::vec3 _gravity;
float _loudness;
};
#endif // hifi_Hair_h

View file

@ -635,9 +635,6 @@ Menu::Menu() :
connect(appInstance->getAudio(), SIGNAL(muteToggled()), this, SLOT(audioMuteToggled()));
QMenu* experimentalOptionsMenu = developerMenu->addMenu("Experimental");
addCheckableActionToQMenuAndActionHash(experimentalOptionsMenu, MenuOption::StringHair, 0, false);
addActionToQMenuAndActionHash(developerMenu, MenuOption::PasteToVoxel,
Qt::CTRL | Qt::SHIFT | Qt::Key_V,
this,

View file

@ -475,7 +475,6 @@ namespace MenuOption {
const QString Stats = "Stats";
const QString StereoAudio = "Stereo Audio";
const QString StopAllScripts = "Stop All Scripts";
const QString StringHair = "String Hair";
const QString SuppressShortTimings = "Suppress Timings Less than 10ms";
const QString TestPing = "Test Ping";
const QString ToolWindow = "Tool Window";

View file

@ -191,14 +191,6 @@ void Avatar::simulate(float deltaTime) {
head->setScale(_scale);
head->simulate(deltaTime, false, _shouldRenderBillboard);
}
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
PerformanceTimer perfTimer("hair");
_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setLoudness((float) getHeadData()->getAudioLoudness());
_hair.simulate(deltaTime);
}
}
// update animation for display name fade in/out
@ -543,18 +535,6 @@ void Avatar::renderBody(RenderMode renderMode, bool postLighting, float glowLeve
}
}
getHead()->render(1.0f, modelRenderMode, postLighting);
if (!postLighting && Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
// Render Hair
glPushMatrix();
glm::vec3 headPosition = getHead()->getPosition();
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
_hair.render();
glPopMatrix();
}
}
bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {

View file

@ -19,7 +19,6 @@
#include <AvatarData.h>
#include "Hair.h"
#include "Hand.h"
#include "Head.h"
#include "InterfaceConfig.h"
@ -34,10 +33,6 @@ static const float RESCALING_TOLERANCE = .02f;
extern const float CHAT_MESSAGE_SCALE;
extern const float CHAT_MESSAGE_HEIGHT;
const int HAIR_STRANDS = 150; // Number of strands of hair
const int HAIR_LINKS = 10; // Number of links in a hair strand
const int HAIR_MAX_CONSTRAINTS = 2; // Hair verlet is connected to at most how many others
enum DriveKeys {
FWD = 0,
BACK,
@ -187,7 +182,6 @@ signals:
void collisionWithAvatar(const QUuid& myUUID, const QUuid& theirUUID, const CollisionInfo& collision);
protected:
Hair _hair;
SkeletonModel _skeletonModel;
glm::vec3 _skeletonOffset;
QVector<Model*> _attachmentModels;

View file

@ -225,17 +225,6 @@ void MyAvatar::simulate(float deltaTime) {
head->simulate(deltaTime, true);
}
{
PerformanceTimer perfTimer("hair");
if (Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
_hair.setAcceleration(getAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setLoudness((float)getHeadData()->getAudioLoudness());
_hair.simulate(deltaTime);
}
}
{
PerformanceTimer perfTimer("physics");
const float minError = 0.00001f;
@ -1139,18 +1128,6 @@ void MyAvatar::renderBody(RenderMode renderMode, bool postLighting, float glowLe
const glm::vec3 cameraPos = camera->getPosition();
if (shouldRenderHead(cameraPos, renderMode)) {
getHead()->render(1.0f, modelRenderMode, postLighting);
if (!postLighting && Menu::getInstance()->isOptionChecked(MenuOption::StringHair)) {
// Render Hair
glPushMatrix();
glm::vec3 headPosition = getHead()->getPosition();
glTranslatef(headPosition.x, headPosition.y, headPosition.z);
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
glm::vec3 axis = glm::axis(rotation);
glRotatef(glm::degrees(glm::angle(rotation)), axis.x, axis.y, axis.z);
_hair.render();
glPopMatrix();
}
}
if (postLighting) {
getHand()->render(true, modelRenderMode);

View file

@ -18,7 +18,6 @@
#include "EntityTreeElement.h"
#include "ModelEntityItem.h"
const QString ModelEntityItem::DEFAULT_MODEL_URL = QString("");
const QString ModelEntityItem::DEFAULT_ANIMATION_URL = QString("");
const float ModelEntityItem::DEFAULT_ANIMATION_FRAME_INDEX = 0.0f;
@ -33,7 +32,7 @@ EntityItem* ModelEntityItem::factory(const EntityItemID& entityID, const EntityI
ModelEntityItem::ModelEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
EntityItem(entityItemID, properties)
{
_type = EntityTypes::Model;
_type = EntityTypes::Model;
setProperties(properties);
_lastAnimated = usecTimestampNow();
_jointMappingCompleted = false;
@ -343,9 +342,6 @@ QVector<glm::quat> ModelEntityItem::getAnimationFrame() {
Animation* myAnimation = getAnimation(_animationURL);
QVector<FBXAnimationFrame> frames = myAnimation->getFrames();
int frameCount = frames.size();
if (_animationLoop.getMaxFrameIndexHint() != frameCount) {
_animationLoop.setMaxFrameIndexHint(frameCount);
}
if (frameCount > 0) {
int animationFrameIndex = (int)(glm::floor(getAnimationFrameIndex())) % frameCount;
if (animationFrameIndex < 0 || animationFrameIndex > frameCount) {