mirror of
https://github.com/overte-org/overte.git
synced 2025-04-25 03:54:09 +02:00
integrated Philip's mohawk colors into my hair code and added a switch to test each version
This commit is contained in:
parent
1e4771fe27
commit
9f7e05d407
2 changed files with 60 additions and 61 deletions
|
@ -13,6 +13,7 @@
|
|||
using namespace std;
|
||||
|
||||
const int MOHAWK_TRIANGLES = 50;
|
||||
const bool USING_PHYSICAL_MOHAWK = true;
|
||||
const float EYE_RIGHT_OFFSET = 0.27f;
|
||||
const float EYE_UP_OFFSET = 0.36f;
|
||||
const float EYE_FRONT_OFFSET = 0.8f;
|
||||
|
@ -23,7 +24,6 @@ const float HEAD_MOTION_DECAY = 0.1;
|
|||
const float MINIMUM_EYE_ROTATION_DOT = 0.5f; // based on a dot product: 1.0 is straight ahead, 0.0 is 90 degrees off
|
||||
const float EYEBALL_RADIUS = 0.017;
|
||||
const float EYEBALL_COLOR[3] = { 0.9f, 0.9f, 0.8f };
|
||||
const float HAIR_COLOR[3] = { 0.8f, 0.6f, 0.5f };
|
||||
const float HAIR_SPRING_FORCE = 10.0f;
|
||||
const float HAIR_TORQUE_FORCE = 0.1f;
|
||||
const float HAIR_GRAVITY_FORCE = 0.05f;
|
||||
|
@ -65,26 +65,29 @@ Head::Head(Avatar* owningAvatar) :
|
|||
_mohawkTriangleFan(NULL),
|
||||
_mohawkColors(NULL),
|
||||
_renderLookatVectors(false) {
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
_hairTuft[t].length = HAIR_LENGTH;
|
||||
_hairTuft[t].thickness = HAIR_THICKNESS;
|
||||
_hairTuft[t].basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
_hairTuft[t].basePosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].midPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].endPosition = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].midVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
_hairTuft[t].endVelocity = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
if (USING_PHYSICAL_MOHAWK) {
|
||||
resetHairPhysics();
|
||||
}
|
||||
}
|
||||
|
||||
void Head::reset() {
|
||||
_yaw = _pitch = _roll = 0.0f;
|
||||
_leanForward = _leanSideways = 0.0f;
|
||||
|
||||
if (USING_PHYSICAL_MOHAWK) {
|
||||
resetHairPhysics();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void Head::resetHairPhysics() {
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
_hairTuft[t].length = HAIR_LENGTH;
|
||||
_hairTuft[t].thickness = HAIR_THICKNESS;
|
||||
_hairTuft[t].basePosition = _position + _orientation.getUp() * _scale * 0.9f;
|
||||
_hairTuft[t].midPosition = _hairTuft[t].basePosition + _orientation.getUp() * _hairTuft[t].length * ONE_HALF;
|
||||
_hairTuft[t].endPosition = _hairTuft[t].midPosition + _orientation.getUp() * _hairTuft[t].length * ONE_HALF;
|
||||
|
@ -93,6 +96,7 @@ void Head::reset() {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void Head::simulate(float deltaTime, bool isMine) {
|
||||
|
||||
const float HEAD_MOTION_DECAY = 0.00;
|
||||
|
@ -141,7 +145,9 @@ void Head::simulate(float deltaTime, bool isMine) {
|
|||
// based on the nature of the lookat position, determine if the eyes can look / are looking at it.
|
||||
determineIfLookingAtSomething();
|
||||
|
||||
updateHair(deltaTime);
|
||||
if (USING_PHYSICAL_MOHAWK) {
|
||||
updateHairPhysics(deltaTime);
|
||||
}
|
||||
}
|
||||
|
||||
void Head::determineIfLookingAtSomething() {
|
||||
|
@ -207,19 +213,19 @@ void Head::render(bool lookingInMirror, glm::vec3 cameraPosition) {
|
|||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_RESCALE_NORMAL);
|
||||
|
||||
renderMohawk(lookingInMirror);
|
||||
renderMohawk(lookingInMirror, cameraPosition);
|
||||
renderHeadSphere();
|
||||
renderEyeBalls();
|
||||
renderEars();
|
||||
renderMouth();
|
||||
renderEyeBrows();
|
||||
renderHair(cameraPosition);
|
||||
|
||||
if (_renderLookatVectors && _lookingAtSomething) {
|
||||
renderLookatVectors(_leftEyePosition, _rightEyePosition, _lookAtPosition);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Head::createMohawk() {
|
||||
uint16_t agentId = 0;
|
||||
if (_owningAvatar->getOwningAgent()) {
|
||||
|
@ -251,9 +257,41 @@ void Head::createMohawk() {
|
|||
}
|
||||
}
|
||||
|
||||
void Head::renderMohawk(bool lookingInMirror) {
|
||||
void Head::renderMohawk(bool lookingInMirror, glm::vec3 cameraPosition) {
|
||||
|
||||
if (!_mohawkTriangleFan) {
|
||||
createMohawk();
|
||||
}
|
||||
|
||||
if (USING_PHYSICAL_MOHAWK) {
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition;
|
||||
|
||||
glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector));
|
||||
glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector));
|
||||
|
||||
glm::vec3 base1 = _hairTuft[t].basePosition - basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
|
||||
glm::vec3 base2 = _hairTuft[t].basePosition + basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
|
||||
glm::vec3 mid1 = _hairTuft[t].midPosition - midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
|
||||
glm::vec3 mid2 = _hairTuft[t].midPosition + midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
|
||||
|
||||
glColor3f(_mohawkColors[t].x, _mohawkColors[t].y, _mohawkColors[t].z);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
glVertex3f(base1.x, base1.y, base1.z );
|
||||
glVertex3f(base2.x, base2.y, base2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(base2.x, base2.y, base2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(mid2.x, mid2.y, mid2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(mid2.x, mid2.y, mid2.z );
|
||||
glVertex3f(_hairTuft[t].endPosition.x, _hairTuft[t].endPosition.y, _hairTuft[t].endPosition.z );
|
||||
glEnd();
|
||||
}
|
||||
} else {
|
||||
glPushMatrix();
|
||||
glTranslatef(_position.x, _position.y, _position.z);
|
||||
|
@ -269,7 +307,7 @@ void Head::renderMohawk(bool lookingInMirror) {
|
|||
}
|
||||
glEnd();
|
||||
glPopMatrix();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -526,7 +564,7 @@ void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosi
|
|||
}
|
||||
|
||||
|
||||
void Head::updateHair(float deltaTime) {
|
||||
void Head::updateHairPhysics(float deltaTime) {
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
|
@ -618,41 +656,3 @@ void Head::updateHair(float deltaTime) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Head::renderHair(glm::vec3 cameraPosition) {
|
||||
|
||||
for (int t = 0; t < NUM_HAIR_TUFTS; t ++) {
|
||||
|
||||
glm::vec3 baseAxis = _hairTuft[t].midPosition - _hairTuft[t].basePosition;
|
||||
glm::vec3 midAxis = _hairTuft[t].endPosition - _hairTuft[t].midPosition;
|
||||
glm::vec3 viewVector = _hairTuft[t].basePosition - cameraPosition;
|
||||
|
||||
glm::vec3 basePerpendicular = glm::normalize(glm::cross(baseAxis, viewVector));
|
||||
glm::vec3 midPerpendicular = glm::normalize(glm::cross(midAxis, viewVector));
|
||||
|
||||
glm::vec3 base1 = _hairTuft[t].basePosition - basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
|
||||
glm::vec3 base2 = _hairTuft[t].basePosition + basePerpendicular * _hairTuft[t].thickness * ONE_HALF;
|
||||
glm::vec3 mid1 = _hairTuft[t].midPosition - midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
|
||||
glm::vec3 mid2 = _hairTuft[t].midPosition + midPerpendicular * _hairTuft[t].thickness * ONE_HALF * ONE_HALF;
|
||||
|
||||
glColor3fv(HAIR_COLOR);
|
||||
|
||||
glBegin(GL_TRIANGLES);
|
||||
|
||||
glVertex3f(base1.x, base1.y, base1.z );
|
||||
glVertex3f(base2.x, base2.y, base2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
|
||||
glVertex3f(base2.x, base2.y, base2.z );
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(mid2.x, mid2.y, mid2.z );
|
||||
|
||||
glVertex3f(mid1.x, mid1.y, mid1.z );
|
||||
glVertex3f(mid2.x, mid2.y, mid2.z );
|
||||
glVertex3f(_hairTuft[t].endPosition.x, _hairTuft[t].endPosition.y, _hairTuft[t].endPosition.z );
|
||||
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -25,7 +25,6 @@ enum eyeContactTargets
|
|||
};
|
||||
|
||||
const int NUM_HAIR_TUFTS = 4;
|
||||
const int NUM_HAIR_SEGMENTS = 4;
|
||||
|
||||
class Avatar;
|
||||
|
||||
|
@ -36,7 +35,7 @@ public:
|
|||
void reset();
|
||||
void simulate(float deltaTime, bool isMine);
|
||||
void render(bool lookingInMirror, glm::vec3 cameraPosition);
|
||||
void renderMohawk(bool lookingInMirror);
|
||||
void renderMohawk(bool lookingInMirror, glm::vec3 cameraPosition);
|
||||
|
||||
void setScale (float scale ) { _scale = scale; }
|
||||
void setPosition (glm::vec3 position ) { _position = position; }
|
||||
|
@ -110,8 +109,8 @@ private:
|
|||
void renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition);
|
||||
void calculateGeometry( bool lookingInMirror);
|
||||
void determineIfLookingAtSomething();
|
||||
void updateHair(float deltaTime);
|
||||
void renderHair(glm::vec3 cameraPosition);
|
||||
void resetHairPhysics();
|
||||
void updateHairPhysics(float deltaTime);
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue