// // 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 #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(); }