//// Balls.cpp// hifi//// Created by Philip on 4/25/13.//// A cloud of spring-mass spheres to simulate the avatar body/skin. Each ball// connects to as many as 4 neighbors, and executes motion according to a damped// spring, while responding physically to other avatars. // #include "Balls.h" Balls::Balls(int numberOfBalls) { _numberOfBalls = numberOfBalls; _balls = new Ball[_numberOfBalls]; for (unsigned int i = 0; i < _numberOfBalls; ++i) { _balls[i].position = glm::vec3(1.0 + randFloat() * 0.5, 0.5 + randFloat() * 0.5, 1.0 + randFloat() * 0.5); _balls[i].radius = 0.02 + randFloat() * 0.06; for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { _balls[i].links[j] = rand() % (numberOfBalls + 1); if (_balls[i].links[j]-1 == i) { _balls[i].links[j] = 0; } _balls[i].springLength[j] = 0.5; } }} const bool RENDER_SPRINGS = true; void Balls::render() { // Render Balls NOTE: This needs to become something other that GlutSpheres! glColor3f(0.62,0.74,0.91); for (unsigned int i = 0; i < _numberOfBalls; ++i) { glPushMatrix(); glTranslatef(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z); glutSolidSphere(_balls[i].radius, 15, 15); glPopMatrix(); } // Render springs if (RENDER_SPRINGS) { glColor3f(0.74, 0.91, 0.62); for (unsigned int i = 0; i < _numberOfBalls; ++i) { glBegin(GL_LINES); for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { if(_balls[i].links[j] > 0) { glVertex3f(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z); glVertex3f(_balls[_balls[i].links[j]-1].position.x, _balls[_balls[i].links[j]-1].position.y, _balls[_balls[i].links[j]-1].position.z); } } glEnd(); } } } const float CONSTANT_VELOCITY_DAMPING = 1.0f;const float NOISE_SCALE = 0.00;const float SPRING_FORCE = 1.0;const float SPRING_DAMPING = 1.0; void Balls::simulate(float deltaTime) { for (unsigned int i = 0; i < _numberOfBalls; ++i) { // Move particles _balls[i].position += _balls[i].velocity * deltaTime; // Drag: decay velocity _balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING * deltaTime); // Add noise _balls[i].velocity += glm::vec3((randFloat() - 0.5) * NOISE_SCALE, (randFloat() - 0.5) * NOISE_SCALE, (randFloat() - 0.5) * NOISE_SCALE); // Spring Force for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { if(_balls[i].links[j] > 0) { float separation = glm::distance(_balls[i].position, _balls[_balls[i].links[j]-1].position); _balls[i].velocity += glm::normalize(_balls[i].position - _balls[_balls[i].links[j]-1].position) * deltaTime * SPRING_FORCE * (_balls[i].springLength[j] - separation); //_balls[i].velocity *= (1.f - SPRING_DAMPING*deltaTime); } } }}
//
// Balls.cpp
// hifi
//
// Created by Philip on 4/25/13.
//
// A cloud of spring-mass spheres to simulate the avatar body/skin. Each ball
// connects to as many as 4 neighbors, and executes motion according to a damped
// spring, while responding physically to other avatars.
//
#include "Balls.h"
Balls::Balls(int numberOfBalls) {
_numberOfBalls = numberOfBalls;
_balls = new Ball[_numberOfBalls];
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
_balls[i].position = glm::vec3(1.0 + randFloat() * 0.5,
0.5 + randFloat() * 0.5,
1.0 + randFloat() * 0.5);
_balls[i].radius = 0.02 + randFloat() * 0.06;
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
_balls[i].links[j] = rand() % (numberOfBalls + 1);
if (_balls[i].links[j]-1 == i) { _balls[i].links[j] = 0; }
_balls[i].springLength[j] = 0.5;
}
}
}
const bool RENDER_SPRINGS = true;
void Balls::render() {
// Render Balls NOTE: This needs to become something other that GlutSpheres!
glColor3f(0.62,0.74,0.91);
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
glPushMatrix();
glTranslatef(_balls[i].position.x, _balls[i].position.y, _balls[i].position.z);
glutSolidSphere(_balls[i].radius, 15, 15);
glPopMatrix();
}
// Render springs
if (RENDER_SPRINGS) {
glColor3f(0.74, 0.91, 0.62);
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
glBegin(GL_LINES);
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
if(_balls[i].links[j] > 0) {
glVertex3f(_balls[i].position.x,
_balls[i].position.y,
_balls[i].position.z);
glVertex3f(_balls[_balls[i].links[j]-1].position.x,
_balls[_balls[i].links[j]-1].position.y,
_balls[_balls[i].links[j]-1].position.z);
}
}
glEnd();
}
}
}
const float CONSTANT_VELOCITY_DAMPING = 1.0f;
const float NOISE_SCALE = 0.00;
const float SPRING_FORCE = 1.0;
const float SPRING_DAMPING = 1.0;
void Balls::simulate(float deltaTime) {
for (unsigned int i = 0; i < _numberOfBalls; ++i) {
// Move particles
_balls[i].position += _balls[i].velocity * deltaTime;
// Drag: decay velocity
_balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING * deltaTime);
// Add noise
_balls[i].velocity += glm::vec3((randFloat() - 0.5) * NOISE_SCALE,
(randFloat() - 0.5) * NOISE_SCALE,
(randFloat() - 0.5) * NOISE_SCALE);
// Spring Force
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
if(_balls[i].links[j] > 0) {
float separation = glm::distance(_balls[i].position,
_balls[_balls[i].links[j]-1].position);
_balls[i].velocity += glm::normalize(_balls[i].position -
_balls[_balls[i].links[j]-1].position) *
deltaTime *
SPRING_FORCE *
(_balls[i].springLength[j] - separation);
//_balls[i].velocity *= (1.f - SPRING_DAMPING*deltaTime);
}
}
}
}