mirror of
https://github.com/overte-org/overte.git
synced 2025-04-19 15:43:50 +02:00
first pass - hair as vertlet strands
This commit is contained in:
parent
0084c36cd0
commit
556578b8dc
7 changed files with 229 additions and 8 deletions
|
@ -49,12 +49,12 @@ var pose = [
|
|||
{joint:"RightFoot", rotation: {x:30, y:15.0, z:0.0}},
|
||||
{joint:"LeftUpLeg", rotation: {x:100.0, y:-15.0, z:0.0}},
|
||||
{joint:"LeftLeg", rotation: {x:-130.0, y:-15.0, z:0.0}},
|
||||
{joint:"LeftFoot", rotation: {x:30, y:15.0, z:0.0}},
|
||||
{joint:"LeftFoot", rotation: {x:30, y:15.0, z:0.0}}
|
||||
|
||||
{joint:"Spine2", rotation: {x:20, y:0.0, z:0.0}},
|
||||
//{joint:"Spine2", rotation: {x:20, y:0.0, z:0.0}},
|
||||
|
||||
{joint:"RightShoulder", rotation: {x:0.0, y:40.0, z:0.0}},
|
||||
{joint:"LeftShoulder", rotation: {x:0.0, y:-40.0, z:0.0}}
|
||||
//{joint:"RightShoulder", rotation: {x:0.0, y:40.0, z:0.0}},
|
||||
//{joint:"LeftShoulder", rotation: {x:0.0, y:-40.0, z:0.0}}
|
||||
|
||||
];
|
||||
|
||||
|
|
|
@ -9,8 +9,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/RightHandAnim.fbx";
|
||||
var leftHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/LeftHandAnim.fbx";
|
||||
var rightHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/RightHandAnimPhilip.fbx";
|
||||
var leftHandAnimation = "https://s3-us-west-1.amazonaws.com/highfidelity-public/animations/LeftHandAnimPhilip.fbx";
|
||||
|
||||
var LEFT = 0;
|
||||
var RIGHT = 1;
|
||||
|
|
|
@ -133,7 +133,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
|
|||
_nodeThread(new QThread(this)),
|
||||
_datagramProcessor(),
|
||||
_frameCount(0),
|
||||
_fps(120.0f),
|
||||
_fps(60.0f),
|
||||
_justStarted(true),
|
||||
_voxelImporter(NULL),
|
||||
_importSucceded(false),
|
||||
|
@ -550,7 +550,7 @@ void Application::initializeGL() {
|
|||
}
|
||||
|
||||
// update before the first render
|
||||
update(0.0f);
|
||||
update(1.f / _fps);
|
||||
|
||||
InfoView::showFirstTime();
|
||||
}
|
||||
|
|
|
@ -66,6 +66,7 @@ void printVector(glm::vec3 vec) {
|
|||
qDebug("%4.2f, %4.2f, %4.2f", vec.x, vec.y, vec.z);
|
||||
}
|
||||
|
||||
|
||||
// Return the azimuth angle (in radians) between two points.
|
||||
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos) {
|
||||
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z);
|
||||
|
|
|
@ -48,6 +48,10 @@ Avatar::Avatar() :
|
|||
_skeletonModel(this),
|
||||
_bodyYawDelta(0.0f),
|
||||
_velocity(0.0f, 0.0f, 0.0f),
|
||||
_lastVelocity(0.0f, 0.0f, 0.0f),
|
||||
_acceleration(0.0f, 0.0f, 0.0f),
|
||||
_angularVelocity(0.0f, 0.0f, 0.0f),
|
||||
_lastOrientation(),
|
||||
_leanScale(0.5f),
|
||||
_scale(1.0f),
|
||||
_worldUpDirection(DEFAULT_UP_DIRECTION),
|
||||
|
@ -76,6 +80,7 @@ void Avatar::init() {
|
|||
_skeletonModel.init();
|
||||
_initialized = true;
|
||||
_shouldRenderBillboard = (getLODDistance() >= BILLBOARD_LOD_DISTANCE);
|
||||
initializeHair();
|
||||
}
|
||||
|
||||
glm::vec3 Avatar::getChestPosition() const {
|
||||
|
@ -134,10 +139,13 @@ void Avatar::simulate(float deltaTime) {
|
|||
head->setPosition(headPosition);
|
||||
head->setScale(_scale);
|
||||
head->simulate(deltaTime, false, _shouldRenderBillboard);
|
||||
|
||||
simulateHair(deltaTime);
|
||||
}
|
||||
|
||||
// update position by velocity, and subtract the change added earlier for gravity
|
||||
_position += _velocity * deltaTime;
|
||||
updateAcceleration(deltaTime);
|
||||
|
||||
// update animation for display name fade in/out
|
||||
if ( _displayNameTargetAlpha != _displayNameAlpha) {
|
||||
|
@ -157,6 +165,17 @@ void Avatar::simulate(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
void Avatar::updateAcceleration(float deltaTime) {
|
||||
// Linear Component of Acceleration
|
||||
_acceleration = (_velocity - _lastVelocity) * (1.f / deltaTime);
|
||||
_lastVelocity = _velocity;
|
||||
// Angular Component of Acceleration
|
||||
glm::quat orientation = getOrientation();
|
||||
glm::quat delta = glm::inverse(_lastOrientation) * orientation;
|
||||
_angularVelocity = safeEulerAngles(delta) * (1.f / deltaTime);
|
||||
_lastOrientation = getOrientation();
|
||||
}
|
||||
|
||||
void Avatar::setMouseRay(const glm::vec3 &origin, const glm::vec3 &direction) {
|
||||
_mouseRayOrigin = origin;
|
||||
_mouseRayDirection = direction;
|
||||
|
@ -361,6 +380,179 @@ void Avatar::renderBody(RenderMode renderMode, float glowLevel) {
|
|||
getHand()->render(false, modelRenderMode);
|
||||
}
|
||||
getHead()->render(1.0f, modelRenderMode);
|
||||
renderHair();
|
||||
}
|
||||
|
||||
const float HAIR_LENGTH = 0.5f;
|
||||
const float HAIR_LINK_LENGTH = HAIR_LENGTH / HAIR_LINKS;
|
||||
const float HAIR_DAMPING = 0.99f;
|
||||
const float HEAD_RADIUS = 0.20f;
|
||||
const float COLLISION_RELAXATION = 10.f;
|
||||
const float CONSTRAINT_RELAXATION = 10.0f;
|
||||
const float NOISE = 0.0f; // 0.1f;
|
||||
const float NOISE_MAGNITUDE = 0.02f;
|
||||
const glm::vec3 HAIR_GRAVITY(0.f, -0.05f, 0.f);
|
||||
const float HAIR_ACCELERATION_COUPLING = 0.025f;
|
||||
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.15f;
|
||||
const float HAIR_MAX_LINEAR_ACCELERATION = 5.f;
|
||||
const float HAIR_THICKNESS = 0.015f;
|
||||
const glm::vec3 HAIR_COLOR1(0.98f, 0.92f, 0.843f);
|
||||
const glm::vec3 HAIR_COLOR2(0.545f, 0.533f, 0.47f);
|
||||
|
||||
void Avatar::renderHair() {
|
||||
//
|
||||
// Render the avatar's moveable hair
|
||||
//
|
||||
glm::vec3 headPosition = getHead()->getPosition();
|
||||
|
||||
glPushMatrix();
|
||||
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);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
|
||||
for (int link = 0; link < HAIR_LINKS - 1; link++) {
|
||||
int vertexIndex = strand * HAIR_LINKS + link;
|
||||
glColor3fv(&_hairColors[vertexIndex].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);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
//glColor4f(1.0f, 0.0f, 0.0f, 0.5f);
|
||||
//glutSolidSphere(HEAD_RADIUS, 20, 20);
|
||||
glPopMatrix();
|
||||
|
||||
}
|
||||
|
||||
void Avatar::simulateHair(float deltaTime) {
|
||||
deltaTime = glm::clamp(deltaTime, 0.f, 1.f / 30.f);
|
||||
glm::vec3 acceleration = getAcceleration();
|
||||
if (glm::length(acceleration) > HAIR_MAX_LINEAR_ACCELERATION) {
|
||||
acceleration = glm::normalize(acceleration) * HAIR_MAX_LINEAR_ACCELERATION;
|
||||
}
|
||||
const glm::quat& rotation = getHead()->getFinalOrientationInWorldFrame();
|
||||
acceleration = acceleration * rotation;
|
||||
glm::vec3 angularVelocity = getAngularVelocity() + getHead()->getAngularVelocity();
|
||||
|
||||
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
|
||||
for (int link = 0; link < HAIR_LINKS; link++) {
|
||||
int vertexIndex = strand * HAIR_LINKS + link;
|
||||
if (vertexIndex % HAIR_LINKS == 0) {
|
||||
// Base Joint - no integration
|
||||
if (randFloat() < NOISE) {
|
||||
// Move base of hair
|
||||
_hairPosition[vertexIndex] += randVector() * NOISE_MAGNITUDE;
|
||||
}
|
||||
} 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;
|
||||
// Attempt to resolve collision with head sphere
|
||||
if (glm::length(_hairPosition[vertexIndex]) < HEAD_RADIUS) {
|
||||
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
|
||||
(HEAD_RADIUS - glm::length(_hairPosition[vertexIndex])) * COLLISION_RELAXATION * deltaTime;
|
||||
}
|
||||
// Add a little gravity
|
||||
_hairPosition[vertexIndex] += HAIR_GRAVITY * rotation * deltaTime;
|
||||
|
||||
// Add linear acceleration of the avatar body
|
||||
_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
|
||||
|
||||
const float ANGULAR_VELOCITY_MIN = 0.001f;
|
||||
// Add angular acceleration of the avatar body
|
||||
if (glm::length(angularVelocity) > ANGULAR_VELOCITY_MIN) {
|
||||
glm::vec3 yawVector = _hairPosition[vertexIndex];
|
||||
yawVector.y = 0.f;
|
||||
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.f, 0.f, 0.f) * glm::angleAxis(angle, glm::vec3(0, 1, 0));
|
||||
_hairPosition[vertexIndex] -= delta * radius * angularVelocity.y * HAIR_ANGULAR_VELOCITY_COUPLING * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Iterate length constraints to other links
|
||||
for (int link = 0; link < HAIR_MAX_CONSTRAINTS; link++) {
|
||||
if (_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link] > -1) {
|
||||
// If there is a constraint, try to enforce it
|
||||
glm::vec3 vectorBetween = _hairPosition[_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link]] - _hairPosition[vertexIndex];
|
||||
_hairPosition[vertexIndex] += glm::normalize(vectorBetween) * (glm::length(vectorBetween) - HAIR_LINK_LENGTH) * CONSTRAINT_RELAXATION * deltaTime;
|
||||
}
|
||||
}
|
||||
// Store start position for next vertlet pass
|
||||
_hairLastPosition[vertexIndex] = thisPosition;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::initializeHair() {
|
||||
const float FACE_WIDTH = 0.25f * PI;
|
||||
glm::vec3 thisVertex;
|
||||
for (int strand = 0; strand < HAIR_STRANDS; strand++) {
|
||||
float strandAngle = randFloat() * PI;
|
||||
float azimuth = randFloat() * 2.f * PI;
|
||||
float elevation;
|
||||
if ((azimuth > FACE_WIDTH) || (azimuth < -FACE_WIDTH)) {
|
||||
elevation = randFloat() * PI_OVER_TWO;
|
||||
} else {
|
||||
elevation = (PI_OVER_TWO / 2.f) + randFloat() * (PI_OVER_TWO / 2.f);
|
||||
}
|
||||
glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
|
||||
thisStrand *= HEAD_RADIUS + 0.01f;
|
||||
|
||||
for (int link = 0; link < HAIR_LINKS; link++) {
|
||||
int vertexIndex = strand * HAIR_LINKS + link;
|
||||
// Clear constraints
|
||||
for (int link = 0; link < HAIR_MAX_CONSTRAINTS; link++) {
|
||||
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + link] = -1;
|
||||
}
|
||||
if (vertexIndex % HAIR_LINKS == 0) {
|
||||
// start of strand
|
||||
thisVertex = thisStrand;
|
||||
} else {
|
||||
thisVertex+= glm::normalize(thisStrand) * HAIR_LINK_LENGTH;
|
||||
// Set constraints to vertex before and maybe vertex after in strand
|
||||
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS] = vertexIndex - 1;
|
||||
if (link < (HAIR_LINKS - 1)) {
|
||||
_hairConstraints[vertexIndex * HAIR_MAX_CONSTRAINTS + 1] = vertexIndex + 1;
|
||||
}
|
||||
}
|
||||
_hairPosition[vertexIndex] = thisVertex;
|
||||
_hairLastPosition[vertexIndex] = _hairPosition[vertexIndex];
|
||||
|
||||
_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * HAIR_THICKNESS, 0.f, sin(strandAngle) * HAIR_THICKNESS);
|
||||
_hairNormals[vertexIndex] = glm::normalize(randVector());
|
||||
if (randFloat() < elevation / PI_OVER_TWO) {
|
||||
_hairColors[vertexIndex] = HAIR_COLOR1 * ((float)(link + 1) / (float)HAIR_LINKS);
|
||||
} else {
|
||||
_hairColors[vertexIndex] = HAIR_COLOR2 * ((float)(link + 1) / (float)HAIR_LINKS);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
qDebug() << "Initialize Hair";
|
||||
}
|
||||
|
||||
bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
|
||||
|
|
|
@ -32,6 +32,10 @@ static const float RESCALING_TOLERANCE = .02f;
|
|||
extern const float CHAT_MESSAGE_SCALE;
|
||||
extern const float CHAT_MESSAGE_HEIGHT;
|
||||
|
||||
const int HAIR_STRANDS = 100; // Number of strands of hair
|
||||
const int HAIR_LINKS = 10; // Number of links in a hair strand
|
||||
const int HAIR_MAX_CONSTRAINTS = 2;
|
||||
|
||||
enum DriveKeys {
|
||||
FWD = 0,
|
||||
BACK,
|
||||
|
@ -158,6 +162,9 @@ public:
|
|||
Q_INVOKABLE glm::quat getJointCombinedRotation(int index) const;
|
||||
Q_INVOKABLE glm::quat getJointCombinedRotation(const QString& name) const;
|
||||
|
||||
glm::vec3 getAcceleration() const { return _acceleration; }
|
||||
glm::vec3 getAngularVelocity() const { return _angularVelocity; }
|
||||
|
||||
public slots:
|
||||
void updateCollisionGroups();
|
||||
|
||||
|
@ -169,6 +176,10 @@ protected:
|
|||
QVector<Model*> _attachmentModels;
|
||||
float _bodyYawDelta;
|
||||
glm::vec3 _velocity;
|
||||
glm::vec3 _lastVelocity;
|
||||
glm::vec3 _acceleration;
|
||||
glm::vec3 _angularVelocity;
|
||||
glm::quat _lastOrientation;
|
||||
float _leanScale;
|
||||
float _scale;
|
||||
glm::vec3 _worldUpDirection;
|
||||
|
@ -185,6 +196,7 @@ protected:
|
|||
glm::vec3 getBodyFrontDirection() const { return getOrientation() * IDENTITY_FRONT; }
|
||||
glm::quat computeRotationFromBodyToWorldUp(float proportion = 1.0f) const;
|
||||
void setScale(float scale);
|
||||
void updateAcceleration(float deltaTime);
|
||||
|
||||
float getSkeletonHeight() const;
|
||||
float getHeadHeight() const;
|
||||
|
@ -200,6 +212,17 @@ protected:
|
|||
virtual void renderAttachments(RenderMode renderMode);
|
||||
|
||||
virtual void updateJointMappings();
|
||||
|
||||
glm::vec3 _hairPosition[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairLastPosition[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairQuadDelta[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairNormals[HAIR_STRANDS * HAIR_LINKS];
|
||||
glm::vec3 _hairColors[HAIR_STRANDS * HAIR_LINKS];
|
||||
int _hairIsMoveable[HAIR_STRANDS * HAIR_LINKS];
|
||||
int _hairConstraints[HAIR_STRANDS * HAIR_LINKS * 2]; // Hair can link to two others
|
||||
void renderHair();
|
||||
void simulateHair(float deltaTime);
|
||||
void initializeHair();
|
||||
|
||||
private:
|
||||
|
||||
|
@ -211,6 +234,7 @@ private:
|
|||
void renderBillboard();
|
||||
|
||||
float getBillboardSize() const;
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_Avatar_h
|
||||
|
|
|
@ -188,6 +188,8 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
head->setScale(_scale);
|
||||
head->simulate(deltaTime, true);
|
||||
}
|
||||
|
||||
simulateHair(deltaTime);
|
||||
|
||||
// now that we're done stepping the avatar forward in time, compute new collisions
|
||||
if (_collisionGroups != 0) {
|
||||
|
@ -814,6 +816,7 @@ void MyAvatar::renderBody(RenderMode renderMode, float glowLevel) {
|
|||
getHead()->render(1.0f, modelRenderMode);
|
||||
}
|
||||
getHand()->render(true, modelRenderMode);
|
||||
renderHair();
|
||||
}
|
||||
|
||||
const float RENDER_HEAD_CUTOFF_DISTANCE = 0.50f;
|
||||
|
@ -955,6 +958,7 @@ void MyAvatar::updatePosition(float deltaTime) {
|
|||
} else {
|
||||
_position += _velocity * deltaTime;
|
||||
}
|
||||
updateAcceleration(deltaTime);
|
||||
}
|
||||
|
||||
// update moving flag based on speed
|
||||
|
|
Loading…
Reference in a new issue