Ejemplo n.º 1
0
// Specifying shell geometries based on g_tipPos, g_furHeight, and g_numShells.
// You need to call this function whenver the shell needs to be updated
static void updateShellGeometry() {
  // TASK 1 and 3 TODO: finish this function as part of Task 1 and Task 3
  int numVertices = g_bunnyMesh.getNumVertices();
  
  g_bunnyMeshCopy = Mesh(g_bunnyMesh);

  createSmoothNormals(g_bunnyMeshCopy);
  RigTForm path = getPathAccumRbt(g_world, g_bunnyNode);

  for(int i = 0; i < g_numShells; i++) {

    // iterate through each vertex in the mesh
    for(int j = 0; j < numVertices; j++) {

      Cvec3 normal = g_bunnyMesh.getVertex(j).getNormal();
      Cvec3 n = normal * (((double) g_furHeight) / g_numShells);

      Cvec3 s = (path * RigTForm(g_tipAtRest[j])).getTranslation();
      Cvec3 d = (g_tipPos[j] - s) * (2.0 / (g_numShells * (g_numShells - 1)));

      Mesh::Vertex v = g_bunnyMeshCopy.getVertex(j);
      Cvec3 vPos = v.getPosition();
      Cvec3 newPos = vPos + (n + (d * (i+1)));

      v.setPosition(newPos);
      v.setNormal(newPos - vPos);
    }
    uploadMeshToSimpleGeometryPNX(g_bunnyMeshCopy, *(g_bunnyShellGeometries[i]), g_hairyness);
  }

}
Ejemplo n.º 2
0
static void initCubeMesh() {
  if (!meshLoaded) {
    cubeMesh.load("./cube.mesh");
    meshLoaded = true;
  }

  // set normals
  shadeCube(cubeMesh);

  // collect vertices from each face and map quads to triangles
  vector<VertexPN> verts;
  for (int i = 0; i < cubeMesh.getNumFaces(); ++i) {
    const Mesh::Face f = cubeMesh.getFace(i);
    Cvec3 pos;
    Cvec3 normal;

    if (g_flat)
      normal = f.getNormal();

    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      pos = v.getPosition();

      if (!g_flat)
        normal = v.getNormal();

      verts.push_back(VertexPN(pos, normal));
      if (j == 2) {
        verts.push_back(VertexPN(pos, normal));
      }
    }
    const Mesh::Vertex v = f.getVertex(0);
    pos = v.getPosition();

    if (!g_flat)
      normal = v.getNormal();

    verts.push_back(VertexPN(pos, normal));
  }

  // add vertices to cube geometry
  int numVertices = verts.size();
  if (!g_cubeGeometryPN) {
    g_cubeGeometryPN.reset(new SimpleGeometryPN());
  }
  g_cubeGeometryPN->upload(&verts[0], numVertices);
}
Ejemplo n.º 3
0
static void applySubdivs(Mesh &mesh, int subdivLevel) {
  for (int i = 0; i < subdivLevel; i++) {
    // subdivide faces
    for (int j = 0, n = mesh.getNumFaces(); j < n; j++) {
      Mesh::Face face = mesh.getFace(j);
      int verticesAroundFace = face.getNumVertices();
      Cvec3 vertexSum = Cvec3();
      for (int k = 0; k < verticesAroundFace; k++) {
        vertexSum += face.getVertex(k).getPosition();
      }
      vertexSum = vertexSum * (1.0 / verticesAroundFace); 
      mesh.setNewFaceVertex(face, vertexSum);
    }

    // subdivide edges
    for (int j = 0, n = mesh.getNumEdges(); j < n; j++) {
      Mesh::Edge edge = mesh.getEdge(j);
      Cvec3 vertexSum = (edge.getVertex(0).getPosition() +
        edge.getVertex(1).getPosition() +
        mesh.getNewFaceVertex(edge.getFace(0)) +
        mesh.getNewFaceVertex(edge.getFace(1))) * 0.25;
      mesh.setNewEdgeVertex(edge, vertexSum); 
    }

    // subdivide vertices
    for (int j = 0, n = mesh.getNumVertices(); j < n; j++) {
      Mesh::Vertex v = mesh.getVertex(j);
      int numOfVertices = 0;
      
      Mesh::VertexIterator vertexIter(v.getIterator()), iterOrigin(vertexIter);
      Cvec3 accumVertices = Cvec3();
      Cvec3 accumFaceVertices = Cvec3();

      do {
        accumVertices += vertexIter.getVertex().getPosition();
        accumFaceVertices += mesh.getNewFaceVertex(vertexIter.getFace());
        
        numOfVertices++;
      } while (++vertexIter != iterOrigin);
      
      double factor = 1.0 / (numOfVertices * numOfVertices);

      Cvec3 vertexVertex = 
        v.getPosition() * ((numOfVertices - 2.0) / numOfVertices) +
        accumVertices * factor +
        accumFaceVertices * factor; 
      mesh.setNewVertexVertex(mesh.getVertex(j), vertexVertex);
    }
    
    // subdivide for each level of subdivision we need 
    mesh.subdivide();
  }
}
Ejemplo n.º 4
0
void collectVertexVertices(Mesh& m) {
  vector<vector<Cvec3> > vertexVertices;
  for (int i = 0; i < m.getNumVertices(); ++i) {
    const Mesh::Vertex v = m.getVertex(i);
    Mesh::VertexIterator it(v.getIterator()), it0(it);
    vector<Cvec3> vertices;
    vector<Cvec3> faces;
    do {
      vertices.push_back(it.getVertex().getPosition());
      faces.push_back(m.getNewFaceVertex(it.getFace()));
    }
    while (++it != it0);                                  // go around once the 1ring
    Cvec3 vertex = getVertexVertex(v.getPosition(), vertices, faces);
    m.setNewVertexVertex(v, vertex);
  }
}
Ejemplo n.º 5
0
// New function that initialize the dynamics simulation
static void initSimulation() {
  g_tipPos.resize(g_bunnyMesh.getNumVertices(), Cvec3(0));
  g_tipVelocity = g_tipPos;
  g_tipAtRest = g_tipPos;

  // TASK 1 TODO: initialize g_tipPos to "at-rest" hair tips in world coordinates
  int numVertices = g_bunnyMesh.getNumVertices();
  for(int i = 0; i < numVertices; i++) {
    Mesh::Vertex v = g_bunnyMesh.getVertex(i);
    g_tipAtRest[i] = v.getPosition() + (v.getNormal() * g_furHeight);
    g_tipPos[i] = (getPathAccumRbt(g_world, g_bunnyNode) * RigTForm(g_tipAtRest[i])).getTranslation();
  }

  // Starts hair tip simulation
  hairsSimulationCallback(0);
}
Ejemplo n.º 6
0
static void updateShellGeometry() {
  float xs[] = {0, g_hairyness, 0};
  float ys[] = {0, 0, g_hairyness};


  vector<Cvec3> prevPos;
  prevPos.resize(g_bunnyMesh.getNumFaces() * 3);

  for (int level = 0; level < g_numShells; ++level) {
    int counter = 0;
    vector<VertexPNX> verts;
    for (int i = 0; i < g_bunnyMesh.getNumFaces(); ++i) {
      const Mesh::Face f = g_bunnyMesh.getFace(i);
      for (int j = 0; j < f.getNumVertices(); ++j) {
        const Mesh::Vertex v = f.getVertex(j);
        int index = v.getIndex();
        Cvec3 pos = v.getPosition();
        Cvec3 normal = v.getNormal();
        Cvec2 c = Cvec2(xs[j], ys[j]);

        Cvec3 n = normal * g_furHeight / g_numShells;
        Cvec3 s = pos + (n * g_numShells);
        Cvec3 t = world2bunny(g_tipPos[index]);
        Cvec3 d = (t - s) / ((g_numShells + 1) * g_numShells / 2);
        /* Cvec3 d = (world2bunny(g_tipPos[index]) - (normal * g_furHeight)) / (g_numShells - 1); */

        if (level == 0) {
          prevPos[counter] = pos;
          verts.push_back(VertexPNX(pos, n, c));
        }
        else {
          Cvec3 new_position = prevPos[counter] + n + (d * level);
          verts.push_back(VertexPNX(new_position, new_position - prevPos[counter], c));
          prevPos[counter] = new_position;
        }
        ++counter;
      }
    }
    int numVertices = verts.size();
    g_bunnyShellGeometries[level]->upload(&verts[0], numVertices);
    verts.clear();
  }
}
Ejemplo n.º 7
0
//animation timer for mesh
static void animateMeshCallback(int whocares) {

  g_meshObject = Mesh(g_meshObjectCopy);

  //update animation data, geometry
  for(int i = 0; i < 8; ++i){

    float ang = g_meshAnimationAngle[i];
    ang += (g_meshAnimationSpeed * g_meshAngleSpeed[i]);

    //between 0 and PI
    if(ang >= M_PI)
      ang = 0;
    g_meshAnimationAngle[i] = ang;

    //between 0 and 1
    float scale = sin(ang);

    //between 0.5 and 3
    float lowerBound = 0.5, upperBound = 3.0;
    scale = lowerBound + (scale * (upperBound - lowerBound));

    //update geometry
    Mesh::Vertex v = g_meshObject.getVertex(i);
    Cvec3 vPos = v.getPosition();

    //multiply by scale
    v.setPosition(vPos * scale);
  }

  //subdivide modified g_meshObject
  subdivideMesh(g_meshObject, g_meshSubdivisionLvl);

  //upload geometry
  uploadMeshGeometry();

  //redraw!
  glutPostRedisplay();

  glutTimerFunc(1000/g_animateFramesPerSecond,
    animateMeshCallback, 0);
}
Ejemplo n.º 8
0
// New function that initialize the dynamics simulation
static void initSimulation() {
  bunnyTransformSet = true;
  bunnyTransform = (getPathAccumRbt(g_world, g_bunnyNode));
  g_tipPos.resize(g_bunnyMesh.getNumVertices(), Cvec3(0));
  g_tipStartPos.resize(g_bunnyMesh.getNumVertices(), Cvec3(0));
  g_tipVelocity = g_tipPos;

  // TASK 1 TODO: initialize g_tipPos to "at-rest" hair tips in world coordinates

  for (int i = 0; i < g_bunnyMesh.getNumVertices(); ++i) {
    const Mesh::Vertex v = g_bunnyMesh.getVertex(i);
    Cvec3 pos = v.getPosition();
    Cvec3 normal = v.getNormal();
    g_tipPos[i] = bunny2world(pos + normal * g_furHeight);
    g_tipStartPos[i] = bunny2world(pos + normal * g_furHeight);
  }

  // Starts hair tip simulation
  hairsSimulationCallback(0);
}
Ejemplo n.º 9
0
static void initBunnyMeshes() {
  g_bunnyMesh.load("bunny.mesh");

  // TODO: Init the per vertex normal of g_bunnyMesh, using codes from asst7
  // ...
  shadeCube(g_bunnyMesh);
  // cout << "Finished shading bunny" << endl;
  // TODO: Initialize g_bunnyGeometry from g_bunnyMesh, similar to
  vector<VertexPN> verts;
  for (int i = 0; i < g_bunnyMesh.getNumFaces(); ++i) {
    const Mesh::Face f = g_bunnyMesh.getFace(i);
    Cvec3 pos;
    Cvec3 normal;

    if (g_flat)
      normal = f.getNormal();

    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      pos = v.getPosition();

      if (!g_flat)
        normal = v.getNormal();

      verts.push_back(VertexPN(pos, normal));
    }
  }

  // add vertices to bunny geometry
  int numVertices = verts.size();

  g_bunnyGeometry.reset(new SimpleGeometryPN());
  g_bunnyGeometry->upload(&verts[0], numVertices);

  // Now allocate array of SimpleGeometryPNX to for shells, one per layer
  g_bunnyShellGeometries.resize(g_numShells);
  for (int i = 0; i < g_numShells; ++i) {
    g_bunnyShellGeometries[i].reset(new SimpleGeometryPNX());
  }
}
Ejemplo n.º 10
0
static void loadMeshGeometry(Mesh& m, GeometryPX& g) {
	vector<GLfloat> pos, tex;
	for (int i = 0; i < m.getNumFaces(); ++i) {
		const Mesh::Face f = m.getFace(i);
		for (int j = 0; j < f.getNumVertices(); ++j) {
			const Mesh::Vertex v = f.getVertex(j);
			pos.push_back((GLfloat)(v.getPosition()[0]));
			pos.push_back((GLfloat)(v.getPosition()[1]));
			tex.push_back((GLfloat)v.getTexCoords()[0]);
			tex.push_back((GLfloat)v.getTexCoords()[1]);
		}
	}

	const unsigned int size = pos.size() * sizeof(GLfloat);
	glBindBuffer(GL_ARRAY_BUFFER, g.posVbo);
	glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
	glBufferSubData(GL_ARRAY_BUFFER, 0, size, &pos[0]);
	checkGlErrors();

	glBindBuffer(GL_ARRAY_BUFFER, g.texVbo);
	glBufferData(GL_ARRAY_BUFFER, size, NULL, GL_DYNAMIC_DRAW);
	glBufferSubData(GL_ARRAY_BUFFER, 0, size, &tex[0]);
	checkGlErrors();
}
Ejemplo n.º 11
0
static void animateCube(int ms) {
  float t = (float) ms / (float) g_msBetweenKeyFrames;

  // scale all vertices in cube
  for (int i = 0; i < cubeMesh.getNumVertices(); ++i) {
    const Mesh::Vertex v = cubeMesh.getVertex(i);
    Cvec3 pos = v.getPosition();
    double factor = (1 + (float(g_div_level)/10)) * ((-1 * sin((double) (g_horiz_scale * ms) / (1000 * (vertex_speeds[i] + .5))) + 1) / 2 + .5);
    pos[0] = vertex_signs[i][0] * (factor / sqrt(3));
    pos[1] = vertex_signs[i][1] * (factor / sqrt(3));
    pos[2] = vertex_signs[i][2] * (factor / sqrt(3));
    v.setPosition(pos);

  }

  // copy mesh to temporary mesh for rendering
  Mesh renderMesh = cubeMesh;

  // subdivision
  for (int i = 0; i < g_div_level; ++i) {
    collectFaceVertices(renderMesh);
    collectEdgeVertices(renderMesh);
    collectVertexVertices(renderMesh);
    renderMesh.subdivide();

  }

  // set normals
  shadeCube(renderMesh);

  // collect vertices for each face
  vector<VertexPN> verts;
  int q = 0;
  for (int i = 0; i < renderMesh.getNumFaces(); ++i) {
    const Mesh::Face f = renderMesh.getFace(i);
    Cvec3 pos;
    Cvec3 normal;
    for (int j = 0; j < f.getNumVertices(); ++j) {
      const Mesh::Vertex v = f.getVertex(j);
      pos = v.getPosition();

      if (!g_flat)
        normal = v.getNormal();
      else
        normal = f.getNormal();

      verts.push_back(VertexPN(pos, normal));
      if (j == 2) {
        verts.push_back(VertexPN(pos, normal));
      }
    }
    const Mesh::Vertex v = f.getVertex(0);
    pos = v.getPosition();
    if (!g_flat)
      normal = v.getNormal();
    else
      normal = f.getNormal();
    verts.push_back(VertexPN(pos, normal));
  }

  // dump into geometry
  int numVertices = verts.size();
  g_cubeGeometryPN->upload(&verts[0], numVertices);
  glutPostRedisplay();
  glutTimerFunc(1000/g_animateFramesPerSecond,
      animateCube,
      ms + 1000/g_animateFramesPerSecond);
}