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