Add moving fish with error

This commit is contained in:
Mateusz Walas 2021-12-30 13:05:52 +01:00
parent cad4a437de
commit ac7f096101
3 changed files with 93 additions and 4 deletions

View File

@ -10,6 +10,8 @@
namespace Core
{
struct RenderContext
{
GLuint vertexArray;
@ -22,6 +24,11 @@ namespace Core
void initFromAssimpMesh(aiMesh* mesh);
};
struct Node {
std::vector<RenderContext> renderContexts;
glm::mat4 matrix;
int parent;
};
// vertexArray - jednowymiarowa tablica zawierajaca wartosci opisujace pozycje kolejnych wierzcholkow w jednym ciagu (x1, y1, z1, w1, x2, y2, z2, w2, ...)
// numVertices - liczba wierzcholkow do narysowania
// elementSize - liczba wartosci opisujacych pojedynczy wierzcholek (np. 3 gdy wierzcholek opisany jest trojka (x, y, z))

View File

@ -34,6 +34,29 @@ glm::mat4 cameraMatrix, perspectiveMatrix;
Core::Shader_Loader shaderLoader;
Core::RenderContext fishContext;
std::vector<glm::vec3> keyPoints({
glm::vec3(5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, 5.0f),
glm::vec3(5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, -5.0f),
glm::vec3(-5.0f, 5.0f, 5.0f),
});
std::vector<glm::quat> keyRotation;
std::vector<Core::Node> fish;
std::string skyboxTextures[6] = {
"models/skybox/right.jpg",
"models/skybox/left.jpg",
@ -161,6 +184,44 @@ glm::mat4 createCameraMatrix()
return Core::createViewMatrixQuat(cameraPos, rotation);
}
glm::mat4 animationMatrix(float time) {
float speed = 2.;
time = time * speed;
std::vector<float> distances;
float timeStep = 0;
for (int i = 0; i < keyPoints.size() - 1; i++) {
timeStep += (keyPoints[i] - keyPoints[i + 1]).length();
distances.push_back((keyPoints[i] - keyPoints[i + 1]).length());
}
time = fmod(time, timeStep);
//index of first keyPoint
int index = 0;
while (distances[index] <= time) {
time = time - distances[index];
index += 1;
}
float t = time / distances[index];
int size = keyPoints.size() - 1;
int rotationSize = keyRotation.size() - 1;
glm::vec3 pos = glm::catmullRom(keyPoints[index - 1], keyPoints[index], keyPoints[index + 1], keyPoints[index + 2], t);
glm::quat divideByFour = glm::quat(0.25f, 0.25f, 0.25f, 0.25f);
auto a1 = keyRotation[index] * glm::exp(-(glm::log(glm::inverse(keyRotation[index]) * keyRotation[index - 1]) + glm::log(glm::inverse(keyRotation[index]) * keyRotation[index + 1])) * divideByFour);
auto a2 = keyRotation[index + 1] * glm::exp(-(glm::log(glm::inverse(keyRotation[index + 1]) * keyRotation[index]) + glm::log(glm::inverse(keyRotation[index + 1]) * keyRotation[index + 2])) * divideByFour);
auto animationRotation = glm::squad(keyRotation[index], keyRotation[index + 1], a1, a2, t);
glm::mat4 result = glm::translate(pos) * glm::mat4_cast(animationRotation);
return result;
}
void drawObjectColor(Core::RenderContext context, glm::mat4 modelMatrix, glm::vec3 color)
{
GLuint program = programColor;
@ -203,7 +264,7 @@ void renderScene()
perspectiveMatrix = Core::createPerspectiveMatrix();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
float time = glutGet(GLUT_ELAPSED_TIME) / 1000.f;
glUseProgram(skyboxProgram);
glUniform1i(glGetUniformLocation(skyboxProgram, "skybox"), 0);
glm::mat4 transformation = perspectiveMatrix * cameraMatrix;
@ -214,9 +275,9 @@ void renderScene()
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(-1, 0, -0.5)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
glm::mat4 fishModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * fishInitialTransformation;
//drawObjectColor(fishContext, fishModelMatrix, glm::vec3(0.6f));
glm::mat4 fishInitialTransformation = glm::translate(glm::vec3(0, -0.5, -0.4)) * glm::rotate(glm::radians(180.0f), glm::vec3(0, 1, 0)) * glm::scale(glm::vec3(0.25f));
glm::mat4 fishModelMatrix = glm::translate(cameraPos + cameraDir) * glm::mat4_cast(glm::inverse(rotation)) * animationMatrix(time);
drawObjectTexture(fishContext, fishModelMatrix, textureFish);
glutSwapBuffers();
}
@ -284,6 +345,26 @@ void initSkybox()
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
}
void initKeyRotation() {
glm::vec3 oldDirection = glm::vec3(0, 0, 1);
glm::quat oldRotationCamera = glm::quat(1, 0, 0, 0);
glm::vec3 direction;
glm::quat rotation;
for (int i = 0; i < keyPoints.size() - 1; i++) {
//3.1
direction = glm::normalize(keyPoints[i + 1] - keyPoints[i]);
//3.2
rotation = glm::normalize(glm::rotationCamera(oldDirection, direction) * oldRotationCamera);
//3.3
keyRotation.push_back(rotation);
//3.4
oldDirection = direction;
oldRotationCamera = rotation;
}
keyRotation.push_back(glm::quat(1, 0, 0, 0));
keyRotation.push_back(glm::quat(1, -1, 1, 1));
}
void init()
{
glEnable(GL_DEPTH_TEST);
@ -293,6 +374,7 @@ void init()
cubemapTexture = loadCubemap();
loadModelToContext("models/submarine.obj", fishContext);
textureFish = Core::LoadTexture("textures/submarine.png");
initKeyRotation();
initSkybox();
}