mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2025-01-26 02:07:26 +00:00
9fd024dadd
+ entity_exertHairSegmentForce + entity_setHairTextureFlip + entity_setHairWidth Sadly obj_fh() doesn't work on hairs for some reason and it just turns invisible
175 lines
3.7 KiB
C++
175 lines
3.7 KiB
C++
/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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Aquaria is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "../BBGE/MathFunctions.h"
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#include "Hair.h"
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#include "DSQ.h"
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#include "RenderBase.h"
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Hair::Hair(int nodes, float segmentLength, float hairWidth) : RenderObject()
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{
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this->segmentLength = segmentLength;
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this->hairWidth = hairWidth;
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this->_hairfh = false;
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cull = false;
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hairNodes.resize(nodes);
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for (size_t i = 0; i < hairNodes.size(); i++)
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{
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float perc = (float(i)/(float(hairNodes.size())));
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if (perc < 0)
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perc = 0;
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hairNodes[i].percent = 1.0f-perc;
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Vector p(0, i*segmentLength, 0);
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hairNodes[i].position = p;
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hairNodes[i].defaultPosition = p;
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}
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}
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void Hair::setHeadPosition(const Vector &vec)
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{
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hairNodes[0].position = vec;
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}
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HairNode *Hair::getHairNode(int idx)
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{
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HairNode *h = 0;
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int sz = hairNodes.size();
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if (!(idx < 0 || idx >= sz))
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{
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h = &hairNodes[idx];
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}
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return h;
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}
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void Hair::onRender(const RenderState& rs) const
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{
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glBegin(GL_QUAD_STRIP);
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const float texBits = 1.0f / (hairNodes.size()-1);
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const Vector mul = !_hairfh ? Vector(1, 1) : Vector(-1, -1);
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Vector pl, pr;
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for (size_t i = 0; i < hairNodes.size(); i++)
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{
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if (i != hairNodes.size()-1)
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{
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Vector diffVec = hairNodes[i+1].position - hairNodes[i].position;
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diffVec.setLength2D(hairWidth);
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pl = diffVec.getPerpendicularLeft() * mul;
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pr = diffVec.getPerpendicularRight() * mul;
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}
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Vector p = hairNodes[i].position;
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glTexCoord2f(0, texBits*i);
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glVertex3f(p.x + pl.x, p.y + pl.y, 0);
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glTexCoord2f(1, texBits*i);
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glVertex3f(p.x + pr.x, p.y + pr.y, 0);
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}
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glEnd();
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}
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void Hair::updatePositions()
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{
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for (size_t i = 1; i < hairNodes.size(); i++)
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{
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Vector diff = hairNodes[i].position - hairNodes[i-1].position;
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if (diff.getLength2D() < segmentLength)
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{
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diff.setLength2D(segmentLength);
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hairNodes[i].position = hairNodes[i-1].position + diff;
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}
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else if (diff.getLength2D() > segmentLength)
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{
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diff.setLength2D(segmentLength);
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hairNodes[i].position = hairNodes[i-1].position + diff;
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}
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}
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}
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void Hair::returnToDefaultPositions(float dt)
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{
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for (size_t i = 0; i < hairNodes.size(); i++)
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{
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Vector mov = hairNodes[i].defaultPosition - hairNodes[i].position;
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if (!mov.isLength2DIn(2))
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{
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if (mov.x != 0 || mov.y != 0)
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{
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mov *= dt;
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hairNodes[i].position += mov;
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}
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}
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}
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}
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void Hair::exertForce(const Vector &force, float dt, int usePerc)
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{
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const Vector f = force * dt;
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for (int i = hairNodes.size()-1; i >= 1; i--)
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{
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switch (usePerc)
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{
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case 0:
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hairNodes[i].position += f * hairNodes[i].percent;
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break;
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case 1:
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hairNodes[i].position += f * (1.0f-hairNodes[i].percent);
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break;
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case 2:
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default:
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hairNodes[i].position += f;
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break;
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}
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}
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}
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void Hair::exertNodeForce(size_t i, const Vector& force, float dt, int usePerc)
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{
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const Vector f = force * dt;
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if(i >= hairNodes.size())
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return;
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switch (usePerc)
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{
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case 0:
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hairNodes[i].position += f * hairNodes[i].percent;
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break;
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case 1:
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hairNodes[i].position += f * (1.0f-hairNodes[i].percent);
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break;
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case 2:
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default:
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hairNodes[i].position += f;
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break;
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}
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}
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