1 import { Face, Spring, Cloth } from './cloth.js';
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3 function addLights(scene){
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5 scene.add( new THREE.AmbientLight( 0x222222 ) );
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7 const light1 = new THREE.PointLight( 0xffffff, 1, 50 );
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8 light1.position.set( 15, 1, 40 );
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11 const light2 = new THREE.PointLight( 0xffffff, 1, 50 );
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12 light2.position.set( -15, 0, 40 );
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13 scene.add( light2 );
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15 const light3 = new THREE.PointLight( 0xffffff, 1, 50 );
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16 light3.position.set( 0, -1, 40 );
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17 scene.add( light3 );
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22 * setup THREE JS Scene, Camera and Renderer
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24 function setup_scene(canvasSpace) {
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25 const scene = new THREE.Scene();
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26 const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);
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27 const renderer = new THREE.WebGLRenderer();
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28 /** size canvas to leave some space for UI */
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29 renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);
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30 /** embed canvas in HTML */
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31 document.getElementById("threejscontainer").appendChild(renderer.domElement);
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33 /** add global light */
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34 const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
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35 scene.add(directionalLight);
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37 /** position camera */
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38 camera.position.y = 5;
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39 camera.position.z = 10;
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41 return [scene, camera, renderer];
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44 /** call "init" when document is fully loaded */
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45 document.body.onload = init;
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48 let mousePos = new THREE.Vector2();
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49 let previousClothSimulation;
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52 * Space left empty under canvas
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55 const canvasSpace = 200;
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57 /** Constant Frame Time */
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58 const frameTime = 1000.0 / 60.0;
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61 let [scene, camera, renderer] = setup_scene(canvasSpace);
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63 /** setup cloth and generate debug mesh */
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64 let cloth = new Cloth();
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65 cloth.createBasic(10, 10, 10, 10);
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66 //cloth.createDebugMesh(scene);
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69 const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });
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70 const mesh = new THREE.Mesh(cloth.geometry, material);
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76 let raycaster = new THREE.Raycaster();
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78 let rightMousePressed;
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80 * function called every frame
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81 * @param {number} dt - time passed since last frame in ms
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83 function animate(dt) {
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84 cloth.simulate(dt/1000);
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86 raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );
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88 intersects = raycaster.intersectObject( mesh );
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90 if ( intersects.length > 0 && rightMousePressed) {
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91 cloth.wind(intersects);
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96 renderer.render(scene, camera);
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100 /** add callback for window resize */
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101 let canvas = document.getElementsByTagName("canvas")[0];
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102 let w = window.innerWidth;
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103 let h = window.innerHeight - canvasSpace;
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104 let resize = function () {
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105 w = window.innerWidth;
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106 h = window.innerHeight - canvasSpace;
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110 window.onresize = resize;
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114 * if canvas has been successfully initialized
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117 if (canvas.getContext) {
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118 animate(performance.now());
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123 /** add mouse move callback */
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124 canvas.onmousemove = (evt) => {
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125 mousePos.x = evt.clientX;
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126 mousePos.y = evt.clientY;
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128 cloth.mouseMove(calculateMousePosToWorld(evt));
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132 * Prevent context menu while blowing wind
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134 canvas.addEventListener('contextmenu', function(evt) {
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135 evt.preventDefault();
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139 canvas.onmousedown = (evt) => {
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141 // Check mouse click
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142 rightMousePressed = evt.button == 2;
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144 if(intersects.length > 0 && evt.button == 0){
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145 cloth.mousePress(intersects);
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149 canvas.onmouseup = (evt) => {
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150 cloth.mouseRelease();
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151 rightMousePressed = false;
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154 function calculateMousePosToWorld(evt){
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155 var vec = new THREE.Vector3(); // create once and reuse
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156 var pos = new THREE.Vector3(); // create once and reuse
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159 ( evt.clientX / window.innerWidth ) * 2 - 1,
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160 - ( evt.clientY / window.innerHeight ) * 2 + 1,
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163 vec.unproject( camera );
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165 vec.sub( camera.position ).normalize();
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167 var distance = - camera.position.z / vec.z;
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169 pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );
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