#include "kdtree.h"
#include "hair.h"
+/* spring constant */
+
+#define K_ANC 4.0
+#define DAMPING 1.5
+
struct Triangle {
Vec3 v[3];
Vec3 n[3];
};
-Hair::Hair() {}
-Hair::~Hair() {}
+Hair::Hair()
+{
+ hair_length = 0.5;
+}
+
+Hair::~Hair()
+{
+}
static Vec3 calc_rand_point(const Triangle &tr, Vec3 *bary)
{
bary->y = v;
bary->z = c;
-// printf("u %f v %f c %f sum: %f\n", u, v, c, u+v+c);
return rp;
}
faces->push_back(t);
}
}
- printf("spawn tri AABB: min y: %f max y: %f\n", min_y, max_y);
+/* printf("spawn tri AABB: min y: %f max y: %f\n", min_y, max_y);*/
}
bool Hair::init(const Mesh *m, int max_num_spawns, float thresh)
continue;
}
+ HairStrand strand;
/* weighted sum of the triangle's vertex normals */
- Vec3 spawn_dir = rtriangle.n[0] * bary.x + rtriangle.n[1] * bary.y + rtriangle.n[2] * bary.z;
- spawn_directions.push_back(normalize(spawn_dir));
- spawn_points.push_back(rpoint);
+ strand.spawn_dir = normalize(rtriangle.n[0] * bary.x + rtriangle.n[1] * bary.y + rtriangle.n[2] * bary.z);
+ strand.spawn_pt = rpoint;
+ hair.push_back(strand);
+
kd_insert3f(kd, rpoint.x, rpoint.y, rpoint.z, 0);
}
kd_free(kd);
+
+ for(size_t i=0; i<hair.size(); i++) {
+ hair[i].pos = hair[i].spawn_pt + hair[i].spawn_dir * hair_length;
+ }
return true;
}
+static Vec3 dbg_force;
void Hair::draw() const
{
glPushAttrib(GL_ENABLE_BIT);
- glDisable(GL_DEPTH_TEST);
+// glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
- glPointSize(2);
- glBegin(GL_POINTS);
- for(size_t i = 0; i < spawn_points.size(); i++) {
+ glPointSize(5);
+ glLineWidth(3);
+
+ glBegin(GL_LINES);
+ for(size_t i=0; i<hair.size(); i++) {
+ glColor3f(1, 0, 1);
+ Vec3 p = xform * hair[i].spawn_pt;
+ glVertex3f(p.x, p.y, p.z);
+ Vec3 dir = normalize(hair[i].pos - p) * hair_length;
+ Vec3 end = p + dir;
+ glVertex3f(end.x, end.y, end.z);
+/*
glColor3f(1, 1, 0);
- glVertex3f(spawn_points[i].x, spawn_points[i].y, spawn_points[i].z);
+ glVertex3f(hair[i].pos.x, hair[i].pos.y, hair[i].pos.z);
+ Vec3 fend = hair[i].pos + dbg_force * 2.0;
+ glVertex3f(fend.x, fend.y, fend.z);
+ */
}
glEnd();
+
+ /*
+ glBegin(GL_POINTS);
+ glColor3f(0.5, 1.0, 0.5);
+ for(size_t i = 0; i < hair.size(); i++) {
+ Vec3 p = xform * (hair[i].spawn_pt + hair[i].spawn_dir * hair_length);
+ glVertex3f(p.x, p.y, p.z);
+ }
+ glEnd();*/
+
glPopAttrib();
}
+
+void Hair::set_transform(Mat4 &xform)
+{
+ this->xform = xform;
+}
+
+void Hair::update(float dt)
+{
+ for(size_t i = 0; i < hair.size(); i++) {
+ /* in local space */
+ Vec3 hair_end = hair[i].spawn_pt + hair[i].spawn_dir * hair_length;
+ Vec3 anchor = xform * hair_end;
+
+ Vec3 force = (anchor - hair[i].pos) * K_ANC;
+
+ Vec3 accel = force; /* mass 1 */
+ hair[i].velocity += ((-hair[i].velocity * DAMPING) + accel) * dt;
+ Vec3 new_pos = hair[i].pos + hair[i].velocity * dt;
+
+ hair[i].pos = handle_collision(new_pos);
+
+ dbg_force = force;
+ }
+}
+
+void Hair::add_collider(CollSphere *cobj) {
+ colliders.push_back(cobj);
+}
+
+Vec3 Hair::handle_collision(const Vec3 &v) const
+{
+ /* if we transform the center and the radius of the collider sphere
+ * we might end up with a spheroid, so better just multiply the
+ * position with the inverse transform before check for collisions :*/
+
+ Vec3 new_v = inverse(xform) * v;
+
+ for(size_t i=0; i<colliders.size(); i++) {
+ if(colliders[i]->contains(new_v)) {
+ new_v = colliders[i]->project_surf(new_v);
+ }
+ }
+ return xform * new_v;
+}