示例#1
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);
}
示例#2
0
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()));
    }
  }
}
示例#3
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);
}
示例#4
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();
  }
}
示例#5
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);
}
示例#6
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());
  }
}
示例#7
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);
}