void renderTriangleModels() { // Draw simulation model const ParticleData &pd = model.getParticles(); float surfaceColor[4] = { 0.2f, 0.5f, 1.0f, 1 }; if (shader) { shader->begin(); glUniform3fv(shader->getUniform("surface_color"), 1, surfaceColor); glUniform1f(shader->getUniform("shininess"), 5.0f); glUniform1f(shader->getUniform("specular_factor"), 0.2f); GLfloat matrix[16]; glGetFloatv(GL_MODELVIEW_MATRIX, matrix); glUniformMatrix4fv(shader->getUniform("modelview_matrix"), 1, GL_FALSE, matrix); GLfloat pmatrix[16]; glGetFloatv(GL_PROJECTION_MATRIX, pmatrix); glUniformMatrix4fv(shader->getUniform("projection_matrix"), 1, GL_FALSE, pmatrix); } for (unsigned int i = 0; i < model.getTriangleModels().size(); i++) { // mesh TriangleModel *triModel = model.getTriangleModels()[i]; const IndexedFaceMesh &mesh = triModel->getParticleMesh(); Visualization::drawTexturedMesh(pd, mesh, triModel->getIndexOffset(), surfaceColor); } if (shader) shader->end(); }
void timeStep () { if (doPause) return; // Simulation code for (unsigned int i = 0; i < 8; i++) sim.step(model); for (unsigned int i = 0; i < model.getTriangleModels().size(); i++) model.getTriangleModels()[i]->updateMeshNormals(model.getParticles()); }
void renderTriangleModels() { // Draw simulation model const ParticleData &pd = model.getParticles(); for (unsigned int i = 0; i < model.getTriangleModels().size(); i++) { // mesh const IndexedFaceMesh &mesh = model.getTriangleModels()[i]->getParticleMesh(); const unsigned int *faces = mesh.getFaces().data(); const unsigned int nFaces = mesh.numFaces(); const Eigen::Vector3f *vertexNormals = mesh.getVertexNormals().data(); const Eigen::Vector2f *uvs = mesh.getUVs().data(); float surfaceColor[4] = { 0.2f, 0.5f, 1.0f, 1 }; float speccolor[4] = { 1.0, 1.0, 1.0, 1.0 }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, surfaceColor); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, surfaceColor); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, speccolor); glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 100.0); glColor3fv(surfaceColor); MiniGL::bindTexture(); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 0, &pd.getPosition(model.getTriangleModels()[i]->getIndexOffset())[0]); glTexCoordPointer(2, GL_FLOAT, 0, &uvs[0][0]); glNormalPointer(GL_FLOAT, 0, &vertexNormals[0][0]); glDrawElements(GL_TRIANGLES, (GLsizei)3 * mesh.numFaces(), GL_UNSIGNED_INT, mesh.getFaces().data()); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); MiniGL::unbindTexture(); } }
void renderTriangleModels() { // Draw simulation model const ParticleData &pd = model.getParticles(); float surfaceColor[4] = { 0.2f, 0.5f, 1.0f, 1 }; if (shaderTex) { shaderTex->begin(); glUniform3fv(shaderTex->getUniform("surface_color"), 1, surfaceColor); glUniform1f(shaderTex->getUniform("shininess"), 5.0f); glUniform1f(shaderTex->getUniform("specular_factor"), 0.2f); GLfloat matrix[16]; glGetFloatv(GL_MODELVIEW_MATRIX, matrix); glUniformMatrix4fv(shaderTex->getUniform("modelview_matrix"), 1, GL_FALSE, matrix); GLfloat pmatrix[16]; glGetFloatv(GL_PROJECTION_MATRIX, pmatrix); glUniformMatrix4fv(shaderTex->getUniform("projection_matrix"), 1, GL_FALSE, pmatrix); } for (unsigned int i = 0; i < model.getTriangleModels().size(); i++) { // mesh const IndexedFaceMesh &mesh = model.getTriangleModels()[i]->getParticleMesh(); Visualization::drawTexturedMesh(pd, mesh, surfaceColor); } if (shaderTex) shaderTex->end(); float red[4] = { 0.8f, 0.0f, 0.0f, 1 }; for (unsigned int j = 0; j < selectedParticles.size(); j++) { MiniGL::drawSphere(pd.getPosition(selectedParticles[j]), 0.08f, red); } }
/** Create a particle model mesh */ void createMesh() { TriangleModel::ParticleMesh::UVs uvs; uvs.resize(nRows*nCols); const Real dy = width / (Real)(nCols - 1); const Real dx = height / (Real)(nRows - 1); Vector3r points[nRows*nCols]; for (int i = 0; i < nRows; i++) { for (int j = 0; j < nCols; j++) { const Real y = (Real)dy*j; const Real x = (Real)dx*i; points[i*nCols + j] = Vector3r(x, 1.0, y); uvs[i*nCols + j][0] = x/width; uvs[i*nCols + j][1] = y/height; } } const int nIndices = 6 * (nRows - 1)*(nCols - 1); TriangleModel::ParticleMesh::UVIndices uvIndices; uvIndices.resize(nIndices); unsigned int indices[nIndices]; int index = 0; for (int i = 0; i < nRows - 1; i++) { for (int j = 0; j < nCols - 1; j++) { int helper = 0; if (i % 2 == j % 2) helper = 1; indices[index] = i*nCols + j; indices[index + 1] = i*nCols + j + 1; indices[index + 2] = (i + 1)*nCols + j + helper; uvIndices[index] = i*nCols + j; uvIndices[index + 1] = i*nCols + j + 1; uvIndices[index + 2] = (i + 1)*nCols + j + helper; index += 3; indices[index] = (i + 1)*nCols + j + 1; indices[index + 1] = (i + 1)*nCols + j; indices[index + 2] = i*nCols + j + 1 - helper; uvIndices[index] = (i + 1)*nCols + j + 1; uvIndices[index + 1] = (i + 1)*nCols + j; uvIndices[index + 2] = i*nCols + j + 1 - helper; index += 3; } } model.addTriangleModel(nRows*nCols, nIndices / 3, &points[0], &indices[0], uvIndices, uvs); ParticleData &pd = model.getParticles(); for (unsigned int i = 0; i < pd.getNumberOfParticles(); i++) { pd.setMass(i, 1.0); } // Set mass of points to zero => make it static pd.setMass(0, 0.0); pd.setMass((nRows-1)*nCols, 0.0); // init constraints for (unsigned int cm = 0; cm < model.getTriangleModels().size(); cm++) { if (simulationMethod == 1) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); const unsigned int nEdges = model.getTriangleModels()[cm]->getParticleMesh().numEdges(); const IndexedFaceMesh::Edge *edges = model.getTriangleModels()[cm]->getParticleMesh().getEdges().data(); for (unsigned int i = 0; i < nEdges; i++) { const unsigned int v1 = edges[i].m_vert[0] + offset; const unsigned int v2 = edges[i].m_vert[1] + offset; model.addDistanceConstraint(v1, v2); } } else if (simulationMethod == 2) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); TriangleModel::ParticleMesh &mesh = model.getTriangleModels()[cm]->getParticleMesh(); const unsigned int *tris = mesh.getFaces().data(); const unsigned int nFaces = mesh.numFaces(); for (unsigned int i = 0; i < nFaces; i++) { const unsigned int v1 = tris[3 * i] + offset; const unsigned int v2 = tris[3 * i + 1] + offset; const unsigned int v3 = tris[3 * i + 2] + offset; model.addFEMTriangleConstraint(v1, v2, v3); } } else if (simulationMethod == 3) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); TriangleModel::ParticleMesh &mesh = model.getTriangleModels()[cm]->getParticleMesh(); const unsigned int *tris = mesh.getFaces().data(); const unsigned int nFaces = mesh.numFaces(); for (unsigned int i = 0; i < nFaces; i++) { const unsigned int v1 = tris[3 * i] + offset; const unsigned int v2 = tris[3 * i + 1] + offset; const unsigned int v3 = tris[3 * i + 2] + offset; model.addStrainTriangleConstraint(v1, v2, v3); } } if (bendingMethod != 0) { const unsigned int offset = model.getTriangleModels()[cm]->getIndexOffset(); TriangleModel::ParticleMesh &mesh = model.getTriangleModels()[cm]->getParticleMesh(); unsigned int nEdges = mesh.numEdges(); const TriangleModel::ParticleMesh::Edge *edges = mesh.getEdges().data(); const unsigned int *tris = mesh.getFaces().data(); for (unsigned int i = 0; i < nEdges; i++) { const int tri1 = edges[i].m_face[0]; const int tri2 = edges[i].m_face[1]; if ((tri1 != 0xffffffff) && (tri2 != 0xffffffff)) { // Find the triangle points which do not lie on the axis const int axisPoint1 = edges[i].m_vert[0]; const int axisPoint2 = edges[i].m_vert[1]; int point1 = -1; int point2 = -1; for (int j = 0; j < 3; j++) { if ((tris[3 * tri1 + j] != axisPoint1) && (tris[3 * tri1 + j] != axisPoint2)) { point1 = tris[3 * tri1 + j]; break; } } for (int j = 0; j < 3; j++) { if ((tris[3 * tri2 + j] != axisPoint1) && (tris[3 * tri2 + j] != axisPoint2)) { point2 = tris[3 * tri2 + j]; break; } } if ((point1 != -1) && (point2 != -1)) { const unsigned int vertex1 = point1 + offset; const unsigned int vertex2 = point2 + offset; const unsigned int vertex3 = edges[i].m_vert[0] + offset; const unsigned int vertex4 = edges[i].m_vert[1] + offset; if (bendingMethod == 1) model.addDihedralConstraint(vertex1, vertex2, vertex3, vertex4); else if (bendingMethod == 2) model.addIsometricBendingConstraint(vertex1, vertex2, vertex3, vertex4); } } } } } std::cout << "Number of triangles: " << nIndices / 3 << "\n"; std::cout << "Number of vertices: " << nRows*nCols << "\n"; }