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/*
* 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_.origin = glm::mod(current_.origin, glm::vec3(2.0f));
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;
}
}