Merge pull request #3582 from PhilipRosedale/master

'Ribbons' that are driven by audio loudness and tuned/draped for mask avatars
This commit is contained in:
AndrewMeadows 2014-10-15 14:08:20 -07:00
commit 8372975bad
9 changed files with 46 additions and 224 deletions

View file

@ -26,7 +26,6 @@
#include "AudioSourceTone.h"
#include "AudioSourceNoise.h"
#include "AudioGain.h"
#include "AudioPan.h"
#include "AudioFilter.h"
#include "AudioFilterBank.h"

View file

@ -35,7 +35,6 @@ BuckyBalls::BuckyBalls() {
colors[1] = glm::vec3(0.64f, 0.16f, 0.16f);
colors[2] = glm::vec3(0.31f, 0.58f, 0.80f);
qDebug("Creating buckyballs...");
for (int i = 0; i < NUM_BBALLS; i++) {
_bballPosition[i] = CORNER_BBALLS + randVector() * RANGE_BBALLS;
int element = (rand() % NUM_ELEMENTS);

View file

@ -17,13 +17,13 @@
const float HAIR_DAMPING = 0.99f;
const float CONSTRAINT_RELAXATION = 10.0f;
const float HAIR_ACCELERATION_COUPLING = 0.025f;
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.01f;
const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.001f;
const float HAIR_ACCELERATION_COUPLING = 0.045f;
const float HAIR_ANGULAR_VELOCITY_COUPLING = 0.020f;
const float HAIR_ANGULAR_ACCELERATION_COUPLING = 0.003f;
const float HAIR_MAX_LINEAR_ACCELERATION = 4.0f;
const float HAIR_STIFFNESS = 0.005f;
const glm::vec3 HAIR_COLOR1(0.98f, 0.92f, 0.843f);
const glm::vec3 HAIR_COLOR2(0.545f, 0.533f, 0.47f);
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,
@ -38,7 +38,8 @@ Hair::Hair(int strands,
_acceleration(0.0f),
_angularVelocity(0.0f),
_angularAcceleration(0.0f),
_gravity(0.0f)
_gravity(0.0f),
_loudness()
{
_hairPosition = new glm::vec3[_strands * _links];
_hairOriginalPosition = new glm::vec3[_strands * _links];
@ -48,12 +49,15 @@ Hair::Hair(int strands,
_hairColors = new glm::vec3[_strands * _links];
_hairIsMoveable = new int[_strands * _links];
_hairConstraints = new int[_strands * _links * HAIR_CONSTRAINTS]; // Hair can link to two others
const float FACE_WIDTH = PI / 4.0f;
glm::vec3 thisVertex;
for (int strand = 0; strand < _strands; strand++) {
float strandAngle = randFloat() * PI;
float azimuth = FACE_WIDTH / 2.0f + (randFloat() * (2.0 * PI - FACE_WIDTH));
float elevation = PI_OVER_TWO - (randFloat() * 0.75 * PI);
float azimuth;
float elevation = PI_OVER_TWO - (randFloat() * 0.10f * PI);
azimuth = PI_OVER_TWO;
if (randFloat() < 0.5f) {
azimuth *= -1.0f;
}
glm::vec3 thisStrand(sinf(azimuth) * cosf(elevation), sinf(elevation), -cosf(azimuth) * cosf(elevation));
thisStrand *= _radius;
@ -77,7 +81,7 @@ Hair::Hair(int strands,
_hairOriginalPosition[vertexIndex] = _hairLastPosition[vertexIndex] = _hairPosition[vertexIndex] = thisVertex;
_hairQuadDelta[vertexIndex] = glm::vec3(cos(strandAngle) * _hairThickness, 0.f, sin(strandAngle) * _hairThickness);
_hairQuadDelta[vertexIndex] *= 1.f - ((float)link / _links);
_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);
@ -114,9 +118,15 @@ void Hair::simulate(float deltaTime) {
_hairPosition[vertexIndex] += glm::normalize(_hairPosition[vertexIndex]) *
(_radius - glm::length(_hairPosition[vertexIndex]));
}
// Add random thing driven by loudness
const float LOUD_BASE = 0.0005f;
float loudnessFactor = (_loudness > 0.0f) ? logf(_loudness) / 2000.0f : 0.0f;
_hairPosition[vertexIndex] += randVector() * (LOUD_BASE + loudnessFactor) * ((float)link / (float)_links);
// Add gravity
_hairPosition[vertexIndex] += _gravity * deltaTime;
const float SCALE_GRAVITY = 0.10f;
_hairPosition[vertexIndex] += _gravity * deltaTime * SCALE_GRAVITY;
// Add linear acceleration
_hairPosition[vertexIndex] -= acceleration * HAIR_ACCELERATION_COUPLING * deltaTime;
@ -179,11 +189,23 @@ void Hair::render() {
//
// Before calling this function, translate/rotate to the origin of the owning object
//
float loudnessFactor = (_loudness > 0.0f) ? logf(_loudness) / 16.0f : 0.0f;
const int SPARKLE_EVERY = 5;
const float HAIR_SETBACK = 0.125f;
int sparkleIndex = (int) (randFloat() * SPARKLE_EVERY);
glPushMatrix();
glTranslatef(0.f, 0.f, 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;
glColor3fv(&_hairColors[vertexIndex].x);
glm::vec3 thisColor = _hairColors[vertexIndex];
if (sparkleIndex % SPARKLE_EVERY == 0) {
thisColor.x += (1.f - thisColor.x) * loudnessFactor;
thisColor.y += (1.f - thisColor.y) * loudnessFactor;
thisColor.z += (1.f - thisColor.z) * loudnessFactor;
}
glColor3fv(&thisColor.x);
glNormal3fv(&_hairNormals[vertexIndex].x);
glVertex3f(_hairPosition[vertexIndex].x - _hairQuadDelta[vertexIndex].x,
_hairPosition[vertexIndex].y - _hairQuadDelta[vertexIndex].y,
@ -198,9 +220,11 @@ void Hair::render() {
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

@ -23,11 +23,11 @@
const int HAIR_CONSTRAINTS = 2;
const int DEFAULT_HAIR_STRANDS = 50;
const int DEFAULT_HAIR_STRANDS = 20;
const int DEFAULT_HAIR_LINKS = 10;
const float DEFAULT_HAIR_RADIUS = 0.15f;
const float DEFAULT_HAIR_LINK_LENGTH = 0.03f;
const float DEFAULT_HAIR_THICKNESS = 0.015f;
const float DEFAULT_HAIR_LINK_LENGTH = 0.04f;
const float DEFAULT_HAIR_THICKNESS = 0.025f;
class Hair {
public:
@ -42,6 +42,7 @@ public:
void setAngularVelocity(const glm::vec3& angularVelocity) { _angularVelocity = angularVelocity; }
void setAngularAcceleration(const glm::vec3& angularAcceleration) { _angularAcceleration = angularAcceleration; }
void setGravity(const glm::vec3& gravity) { _gravity = gravity; }
void setLoudness(const float loudness) { _loudness = loudness; }
private:
int _strands;
@ -61,7 +62,7 @@ private:
glm::vec3 _angularVelocity;
glm::vec3 _angularAcceleration;
glm::vec3 _gravity;
float _loudness;
};

View file

@ -37,92 +37,7 @@ using namespace std;
#define WORKAROUND_BROKEN_GLUT_STROKES
// see http://www.opengl.org/resources/libraries/glut/spec3/node78.html
void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * front, glm::vec3 * right, glm::vec3 * up) {
//
// Converts from three euler angles to the associated orthonormal vectors
//
// Angles contains (pitch, yaw, roll) in radians
//
// First, create the quaternion associated with these euler angles
glm::quat q(glm::vec3(angles->x, -(angles->y), angles->z));
// Next, create a rotation matrix from that quaternion
glm::mat4 rotation;
rotation = glm::mat4_cast(q);
// Transform the original vectors by the rotation matrix to get the new vectors
glm::vec4 qup(0,1,0,0);
glm::vec4 qright(-1,0,0,0);
glm::vec4 qfront(0,0,1,0);
glm::vec4 upNew = qup*rotation;
glm::vec4 rightNew = qright*rotation;
glm::vec4 frontNew = qfront*rotation;
// Copy the answers to output vectors
up->x = upNew.x; up->y = upNew.y; up->z = upNew.z;
right->x = rightNew.x; right->y = rightNew.y; right->z = rightNew.z;
front->x = frontNew.x; front->y = frontNew.y; front->z = frontNew.z;
}
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);
}
// Return the angle (in radians) between the head and an object in the scene.
// The value is zero if you are looking right at it.
// The angle is negative if the object is to your right.
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw) {
return atan2(head_pos.x - source_pos.x, head_pos.z - source_pos.z) + render_yaw + head_yaw;
}
// Draw a 3D vector floating in space
void drawVector(glm::vec3 * vector) {
glDisable(GL_LIGHTING);
glEnable(GL_POINT_SMOOTH);
glPointSize(3.0);
glLineWidth(2.0);
// Draw axes
glBegin(GL_LINES);
glColor3f(1,0,0);
glVertex3f(0,0,0);
glVertex3f(1,0,0);
glColor3f(0,1,0);
glVertex3f(0,0,0);
glVertex3f(0, 1, 0);
glColor3f(0,0,1);
glVertex3f(0,0,0);
glVertex3f(0, 0, 1);
glEnd();
// Draw the vector itself
glBegin(GL_LINES);
glColor3f(1,1,1);
glVertex3f(0,0,0);
glVertex3f(vector->x, vector->y, vector->z);
glEnd();
// Draw spheres for magnitude
glPushMatrix();
glColor3f(1,0,0);
glTranslatef(vector->x, 0, 0);
Application::getInstance()->getGeometryCache()->renderSphere(0.02f, 10, 10);
glColor3f(0,1,0);
glTranslatef(-vector->x, vector->y, 0);
Application::getInstance()->getGeometryCache()->renderSphere(0.02f, 10, 10);
glColor3f(0,0,1);
glTranslatef(0, -vector->y, vector->z);
Application::getInstance()->getGeometryCache()->renderSphere(0.02f, 10, 10);
glPopMatrix();
}
void renderWorldBox() {
// Show edge of world
@ -201,10 +116,6 @@ int widthText(float scale, int mono, char const* string) {
return textRenderer(mono)->computeWidth(string) * (scale / 0.10);
}
float widthChar(float scale, int mono, char ch) {
return textRenderer(mono)->computeWidth(ch) * (scale / 0.10);
}
void drawText(int x, int y, float scale, float radians, int mono,
char const* string, const float* color) {
//
@ -219,29 +130,6 @@ void drawText(int x, int y, float scale, float radians, int mono,
glPopMatrix();
}
void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec, float r, float g, float b) {
//
// Draws vec3 on screen as stroked so it can be resized
//
char vectext[20];
sprintf(vectext,"%3.1f,%3.1f,%3.1f", vec.x, vec.y, vec.z);
int len, i;
glPushMatrix();
glTranslatef(static_cast<float>(x), static_cast<float>(y), 0);
glColor3f(r,g,b);
glRotated(180.0 + double(radians * DEGREES_PER_RADIAN), 0.0, 0.0, 1.0);
glRotated(180.0, 0.0, 1.0, 0.0);
glLineWidth(thick);
glScalef(scale, scale, 1.f);
len = (int) strlen(vectext);
for (i = 0; i < len; i++) {
if (!mono) glutStrokeCharacter(GLUT_STROKE_ROMAN, int(vectext[i]));
else glutStrokeCharacter(GLUT_STROKE_MONO_ROMAN, int(vectext[i]));
}
glPopMatrix();
}
void renderCollisionOverlay(int width, int height, float magnitude, float red, float blue, float green) {
const float MIN_VISIBLE_COLLISION = 0.01f;
if (magnitude > MIN_VISIBLE_COLLISION) {
@ -255,27 +143,6 @@ void renderCollisionOverlay(int width, int height, float magnitude, float red, f
}
}
void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition) {
glm::vec3 vectorToPosition(glm::normalize(position - cameraPosition));
glm::vec3 right = glm::cross(vectorToPosition, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 up = glm::cross(right, vectorToPosition);
glBegin(GL_LINE_STRIP);
for (int i=0; i<numSides+1; i++) {
float r = ((float)i / (float)numSides) * TWO_PI;
float s = radius * sinf(r);
float c = radius * cosf(r);
glVertex3f
(
position.x + right.x * s + up.x * c,
position.y + right.y * s + up.y * c,
position.z + right.z * s + up.z * c
);
}
glEnd();
}
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides) {
@ -321,54 +188,6 @@ void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistan
glEnd();
}
void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner) {
#define MAX_POINTS_CORNER 50
// At least "2" is needed
if (numPointsCorner <= 1) {
return;
}
if (numPointsCorner > MAX_POINTS_CORNER) {
numPointsCorner = MAX_POINTS_CORNER;
}
// Precompute sin and cos for [0, PI/2) for the number of points (numPointCorner)
double radiusTimesSin[MAX_POINTS_CORNER];
double radiusTimesCos[MAX_POINTS_CORNER];
int i = 0;
for (int i = 0; i < numPointsCorner; i++) {
double t = (double)i * (double)PI_OVER_TWO / (double)(numPointsCorner - 1);
radiusTimesSin[i] = radius * sin(t);
radiusTimesCos[i] = radius * cos(t);
}
glm::dvec2 cornerCenter;
glBegin(GL_POINTS);
// Top left corner
cornerCenter = glm::vec2(x + radius, y + height - radius);
for (i = 0; i < numPointsCorner; i++) {
glVertex2d(cornerCenter.x - radiusTimesCos[i], cornerCenter.y + radiusTimesSin[i]);
}
// Top rigth corner
cornerCenter = glm::vec2(x + width - radius, y + height - radius);
for (i = 0; i < numPointsCorner; i++) {
glVertex2d(cornerCenter.x + radiusTimesSin[i], cornerCenter.y + radiusTimesCos[i]);
}
// Bottom right
cornerCenter = glm::vec2(x + width - radius, y + radius);
for (i = 0; i < numPointsCorner; i++) {
glVertex2d(cornerCenter.x + radiusTimesCos[i], cornerCenter.y - radiusTimesSin[i]);
}
// Bottom left
cornerCenter = glm::vec2(x + radius, y + radius);
for (i = 0; i < numPointsCorner; i++) {
glVertex2d(cornerCenter.x - radiusTimesSin[i], cornerCenter.y - radiusTimesCos[i]);
}
glEnd();
}
void renderOrientationDirections(glm::vec3 position, const glm::quat& orientation, float size) {
@ -395,12 +214,6 @@ void renderOrientationDirections(glm::vec3 position, const glm::quat& orientatio
glEnd();
}
bool closeEnoughForGovernmentWork(float a, float b) {
float distance = std::abs(a-b);
//qDebug("closeEnoughForGovernmentWork() a=%1.10f b=%1.10f distance=%1.10f\n",a,b,distance);
return (distance < 0.00001f);
}
// Do some basic timing tests and report the results
void runTimingTests() {
// How long does it take to make a call to get the time?

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@ -16,35 +16,20 @@
#include <glm/gtc/quaternion.hpp>
#include <QSettings>
void eulerToOrthonormals(glm::vec3 * angles, glm::vec3 * fwd, glm::vec3 * left, glm::vec3 * up);
float azimuth_to(glm::vec3 head_pos, glm::vec3 source_pos);
float angle_to(glm::vec3 head_pos, glm::vec3 source_pos, float render_yaw, float head_yaw);
float randFloat();
const glm::vec3 randVector();
void renderWorldBox();
int widthText(float scale, int mono, char const* string);
float widthChar(float scale, int mono, char ch);
void drawText(int x, int y, float scale, float radians, int mono,
char const* string, const float* color);
void drawvec3(int x, int y, float scale, float radians, float thick, int mono, glm::vec3 vec,
float r=1.0, float g=1.0, float b=1.0);
void drawVector(glm::vec3* vector);
void printVector(glm::vec3 vec);
void renderCollisionOverlay(int width, int height, float magnitude, float red = 0, float blue = 0, float green = 0);
void renderOrientationDirections( glm::vec3 position, const glm::quat& orientation, float size );
void renderSphereOutline(glm::vec3 position, float radius, int numSides, glm::vec3 cameraPosition);
void renderCircle(glm::vec3 position, float radius, glm::vec3 surfaceNormal, int numSides );
void renderRoundedCornersRect(int x, int y, int width, int height, int radius, int numPointsCorner);
void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance);
void runTimingTests();

View file

@ -192,6 +192,7 @@ void Avatar::simulate(float deltaTime) {
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setLoudness((float) getHeadData()->getAudioLoudness());
_hair.simulate(deltaTime);
}
}

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@ -218,6 +218,7 @@ void MyAvatar::simulate(float deltaTime) {
_hair.setAngularVelocity((getAngularVelocity() + getHead()->getAngularVelocity()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setAngularAcceleration(getAngularAcceleration() * getHead()->getFinalOrientationInWorldFrame());
_hair.setGravity(Application::getInstance()->getEnvironment()->getGravity(getPosition()) * getHead()->getFinalOrientationInWorldFrame());
_hair.setLoudness((float)getHeadData()->getAudioLoudness());
_hair.simulate(deltaTime);
}
}

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@ -13,6 +13,5 @@
#define hifi_world_h
const float GRAVITY_EARTH = 9.80665f;
const float EDGE_SIZE_GROUND_PLANE = 20.f;
#endif // hifi_world_h