/* * Copyright (C) 2016 Google, Inc. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include <cassert> #include <cmath> #include <array> #include <glm/gtc/matrix_transform.hpp> #include "Simulation.h" namespace { class MeshPicker { public: MeshPicker() : pattern_({ Meshes::MESH_PYRAMID, Meshes::MESH_ICOSPHERE, Meshes::MESH_TEAPOT, Meshes::MESH_PYRAMID, Meshes::MESH_ICOSPHERE, Meshes::MESH_PYRAMID, Meshes::MESH_PYRAMID, Meshes::MESH_PYRAMID, Meshes::MESH_PYRAMID, Meshes::MESH_PYRAMID, }), cur_(-1) { } Meshes::Type pick() { cur_ = (cur_ + 1) % pattern_.size(); return pattern_[cur_]; } float scale(Meshes::Type type) const { float base = 0.005f; switch (type) { case Meshes::MESH_PYRAMID: default: return base * 1.0f; case Meshes::MESH_ICOSPHERE: return base * 3.0f; case Meshes::MESH_TEAPOT: return base * 10.0f; } } private: const std::array<Meshes::Type, 10> pattern_; int cur_; }; class ColorPicker { public: ColorPicker(unsigned int rng_seed) : rng_(rng_seed), red_(0.0f, 1.0f), green_(0.0f, 1.0f), blue_(0.0f, 1.0f) { } glm::vec3 pick() { return glm::vec3{ red_(rng_), green_(rng_), blue_(rng_) }; } private: std::mt19937 rng_; std::uniform_real_distribution<float> red_; std::uniform_real_distribution<float> green_; std::uniform_real_distribution<float> blue_; }; } // namespace Animation::Animation(unsigned int rng_seed, float scale) : rng_(rng_seed), dir_(-1.0f, 1.0f), speed_(0.1f, 1.0f) { float x = dir_(rng_); float y = dir_(rng_); float z = dir_(rng_); if (std::abs(x) + std::abs(y) + std::abs(z) == 0.0f) x = 1.0f; current_.axis = glm::normalize(glm::vec3(x, y, z)); current_.speed = speed_(rng_); current_.scale = scale; current_.matrix = glm::scale(glm::mat4(1.0f), glm::vec3(current_.scale)); } glm::mat4 Animation::transformation(float t) { current_.matrix = glm::rotate(current_.matrix, current_.speed * t, current_.axis); return current_.matrix; } class Curve { public: virtual ~Curve() {} virtual glm::vec3 evaluate(float t) = 0; }; namespace { enum CurveType { CURVE_RANDOM, CURVE_CIRCLE, CURVE_COUNT, }; class RandomCurve : public Curve { public: RandomCurve(unsigned int rng_seed) : rng_(rng_seed), direction_(-0.3f, 0.3f), duration_(1.0f, 5.0f), segment_start_(0.0f), segment_direction_(0.0f), time_start_(0.0f), time_duration_(0.0f) { } glm::vec3 evaluate(float t) { if (t >= time_start_ + time_duration_) new_segment(t); pos_ += unit_dir_ * (t - last_); last_ = t; return pos_; } private: void new_segment(float time_start) { segment_start_ += segment_direction_; segment_direction_ = glm::vec3(direction_(rng_), direction_(rng_), direction_(rng_)); time_start_ = time_start; time_duration_ = duration_(rng_); unit_dir_ = segment_direction_ / time_duration_; pos_ = segment_start_; last_ = time_start_; } std::mt19937 rng_; std::uniform_real_distribution<float> direction_; std::uniform_real_distribution<float> duration_; glm::vec3 segment_start_; glm::vec3 segment_direction_; float time_start_; float time_duration_; glm::vec3 unit_dir_; glm::vec3 pos_; float last_; }; class CircleCurve : public Curve { public: CircleCurve(float radius, glm::vec3 axis) : r_(radius) { glm::vec3 a; if (axis.x != 0.0f) { a.x = -axis.z / axis.x; a.y = 0.0f; a.z = 1.0f; } else if (axis.y != 0.0f) { a.x = 1.0f; a.y = -axis.x / axis.y; a.z = 0.0f; } else { a.x = 1.0f; a.y = 0.0f; a.z = -axis.x / axis.z; } a_ = glm::normalize(a); b_ = glm::normalize(glm::cross(a_, axis)); } glm::vec3 evaluate(float t) { return (a_ * (glm::vec3(std::cos(t)) - glm::vec3(1.0f)) + b_ * glm::vec3(std::sin(t))) * glm::vec3(r_); } private: float r_; glm::vec3 a_; glm::vec3 b_; }; } // namespace Path::Path(unsigned int rng_seed) : rng_(rng_seed), type_(0, CURVE_COUNT - 1), duration_(5.0f, 20.0f) { // trigger a subpath generation current_.end = -1.0f; current_.now = 0.0f; } glm::vec3 Path::position(float t) { current_.now += t; while (current_.now >= current_.end) generate_subpath(); return current_.origin + current_.curve->evaluate(current_.now - current_.start); } void Path::generate_subpath() { float duration = duration_(rng_); CurveType type = static_cast<CurveType>(type_(rng_)); if (current_.curve) { current_.origin += current_.curve->evaluate(current_.end - current_.start); current_.start = current_.end; } else { std::uniform_real_distribution<float> origin(0.0f, 2.0f); current_.origin = glm::vec3(origin(rng_), origin(rng_), origin(rng_)); current_.start = current_.now; } current_.end = current_.start + duration; Curve *curve; switch (type) { case CURVE_RANDOM: curve = new RandomCurve(rng_()); break; case CURVE_CIRCLE: { std::uniform_real_distribution<float> dir(-1.0f, 1.0f); glm::vec3 axis(dir(rng_), dir(rng_), dir(rng_)); if (axis.x == 0.0f && axis.y == 0.0f && axis.z == 0.0f) axis.x = 1.0f; std::uniform_real_distribution<float> radius_(0.02f, 0.2f); curve = new CircleCurve(radius_(rng_), axis); } break; default: assert(!"unreachable"); curve = nullptr; break; } current_.curve.reset(curve); } Simulation::Simulation(int object_count) : random_dev_() { MeshPicker mesh; ColorPicker color(random_dev_()); objects_.reserve(object_count); for (int i = 0; i < object_count; i++) { Meshes::Type type = mesh.pick(); float scale = mesh.scale(type); objects_.emplace_back(Object{ type, glm::vec3(0.5f + 0.5f * (float)i / object_count), color.pick(), Animation(random_dev_(), scale), Path(random_dev_()), }); } } void Simulation::set_frame_data_size(uint32_t size) { uint32_t offset = 0; for (auto &obj : objects_) { obj.frame_data_offset = offset; offset += size; } } void Simulation::update(float time, int begin, int end) { for (int i = begin; i < end; i++) { auto &obj = objects_[i]; glm::vec3 pos = obj.path.position(time); glm::mat4 trans = obj.animation.transformation(time); obj.model = glm::translate(glm::mat4(1.0f), pos) * trans; } }