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); }
static void shadeCube(Mesh& mesh) { Cvec3 normal = Cvec3(0, 0, 0); for (int i = 0; i < mesh.getNumVertices(); ++i) { mesh.getVertex(i).setNormal(normal); } for (int i = 0; i < mesh.getNumFaces(); ++i) { const Mesh::Face f = mesh.getFace(i); Cvec3 facenorm = f.getNormal(); for (int j = 0; j < f.getNumVertices(); ++j) { const Mesh::Vertex v = f.getVertex(j); v.setNormal(facenorm + v.getNormal()); } } for (int i = 0; i < mesh.getNumVertices(); ++i) { const Mesh::Vertex v = mesh.getVertex(i); if (norm2(v.getNormal()) > .001) { v.setNormal(normalize(v.getNormal())); } } }
// 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); }
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(); } }
// 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); }
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()); } }
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); }