2 * Convenience Function for calculating the distance between two vectors
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3 * because THREE JS Vector functions mutate variables
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4 * @param {Vector3} a - Vector A
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5 * @param {Vector3} b - Vector B
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7 function vectorLength(a, b) {
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8 let v1 = new THREE.Vector3();
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10 let v2 = new THREE.Vector3();
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13 return v1.sub(v2).length();
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17 * Class representing a quad face
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18 * Each face consists of two triangular mesh faces
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19 * containts four indices for determining vertices
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20 * and six springs, one between each of the vertices
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30 constructor(a, b, c, d) {
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39 * Class representing a single spring
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40 * has a current and resting length
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41 * and indices to the two connected vertices
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43 export class Spring {
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51 * set vertex indices
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52 * and calculate inital length based on the
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54 * @param {Array<Vector3>} vertices
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55 * @param {number} index1
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56 * @param {number} index2
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58 constructor(vertices, index1, index2) {
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59 this.index1 = index1;
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60 this.index2 = index2;
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62 let length = vectorLength(vertices[index1], vertices[index2]);
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63 this.restLength = length;
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64 this.currentLength = length;
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67 getDirection(vertices) {
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68 let direction = new THREE.Vector3();
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69 direction.copy(vertices[this.index1]);
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71 direction.sub(vertices[this.index2]);
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72 direction.divideScalar(vectorLength(vertices[this.index1], vertices[this.index2]));
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78 let length = vectorLength(vertices[this.index1], vertices[this.index2]);
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79 this.currentLength = length;
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84 * Class representing a single piece of cloth
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85 * contains THREE JS geometry,
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86 * logically represented by an array of adjacent faces
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87 * and vertex weights which are accessed by the same
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88 * indices as the vertices in the Mesh
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90 export class Cloth {
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93 geometry = new THREE.Geometry();
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99 vertexRigidness = [];
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101 externalForces = [];
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105 * creates a rectangular piece of cloth
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106 * takes the size of the cloth
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107 * and the number of vertices it should be composed of
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108 * @param {number} width - width of the cloth
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109 * @param {number} height - height of the cloth
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110 * @param {number} numPointsWidth - number of vertices in horizontal direction
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111 * @param {number} numPointsHeight - number of vertices in vertical direction
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113 createBasic(width, height, numPointsWidth, numPointsHeight) {
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114 /** resulting vertices and faces */
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118 this.numPointsWidth = numPointsWidth;
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119 this.numPointsHeight = numPointsHeight;
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122 * distance between two vertices horizontally/vertically
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123 * divide by the number of points minus one
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124 * because there are (n - 1) lines between n vertices
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126 let stepWidth = width / (numPointsWidth - 1);
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127 let stepHeight = height / (numPointsHeight - 1);
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130 * iterate over the number of vertices in x/y axis
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131 * and add a new Vector3 to "vertices"
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133 for (let y = 0; y < numPointsHeight; y++) {
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134 for (let x = 0; x < numPointsWidth; x++) {
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136 new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0)
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142 * helper function to calculate index of vertex
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143 * in "vertices" array based on its x and y positions
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145 * @param {number} x - x index of vertex
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146 * @param {number} y - y index of vertex
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148 function getVertexIndex(x, y) {
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149 return y * numPointsWidth + x;
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153 * generate faces based on 4 vertices
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154 * and 6 springs each
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156 for (let y = 0; y < numPointsHeight - 1; y++) {
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157 for (let x = 0; x < numPointsWidth - 1; x++) {
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158 let newFace = new Face(
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159 getVertexIndex(x, y),
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160 getVertexIndex(x, y + 1),
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161 getVertexIndex(x + 1, y),
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162 getVertexIndex(x + 1, y + 1),
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165 newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y))); // oben
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166 newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1))); // links
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167 newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1))); // oben links -> unten rechts diagonal
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168 newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1))); // oben rechts -> unten links diagonal
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169 newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); // rechts
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170 newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1))); // unten
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172 faces.push(newFace);
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177 * call createExplicit
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178 * with generated vertices and faces
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180 this.createExplicit(vertices, faces);
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183 * hand cloth from left and right upper corners
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185 this.vertexRigidness[0] = true;
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186 this.vertexRigidness[numPointsWidth-1] = true;
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190 * Generate THREE JS Geometry
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191 * (list of vertices and list of indices representing triangles)
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192 * and calculate the weight of each face and split it between
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193 * surrounding vertices
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194 * @param {Array<Vector3>} vertices
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195 * @param {Array<Face>} faces
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197 createExplicit(vertices, faces) {
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200 * Copy vertices and initialize vertex weights to 0
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202 for (let i in vertices) {
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203 this.geometry.vertices.push(vertices[i].clone());
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204 this.previousPositions.push(vertices[i].clone());
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205 // this.geometry.vertices.push(vertices[i]);
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206 // this.previousPositions.push(vertices[i]);
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207 this.vertexWeights.push(0);
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208 this.vertexRigidness.push(false);
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209 this.externalForces.push(new THREE.Vector3(0,0,0));
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213 * generate two triangles per face,
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214 * calculate weight of face as its area
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215 * and split between the 4 vertices
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217 for (let i in faces) {
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218 let face = faces[i];
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220 /** copy faces to class member */
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221 this.faces.push(face);
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223 /** generate triangles */
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224 this.geometry.faces.push(new THREE.Face3(
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225 face.a, face.b, face.c
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227 this.geometry.faces.push(new THREE.Face3(
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228 face.c, face.b, face.d
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232 * calculate area of face as combined area of
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233 * its two composing triangles
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235 let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]);
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236 let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]);
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237 let weight = xLength * yLength / 2;
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239 xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]);
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240 yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);
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241 weight += xLength * yLength / 2;
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244 * split weight equally between four surrounding vertices
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246 this.vertexWeights[face.a] += weight / 4;
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247 this.vertexWeights[face.b] += weight / 4;
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248 this.vertexWeights[face.c] += weight / 4;
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249 this.vertexWeights[face.d] += weight / 4;
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253 * let THREE JS compute bounding sphere around generated mesh
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254 * needed for View Frustum Culling internally
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256 this.geometry.computeBoundingSphere();
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257 this.geometry.computeFaceNormals();
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258 this.geometry.computeVertexNormals();
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262 * generate a debug mesh for visualizing
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263 * vertices and springs of the cloth
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264 * and add it to scene for rendering
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265 * @param {Scene} scene - Scene to add Debug Mesh to
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267 createDebugMesh(scene) {
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269 * helper function to generate a single line
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270 * between two Vertices with a given color
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271 * @param {Vector3} from
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272 * @param {Vector3} to
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273 * @param {number} color
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275 function addLine(from, to, color) {
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276 let geometry = new THREE.Geometry();
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277 geometry.vertices.push(from);
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278 geometry.vertices.push(to);
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279 let material = new THREE.LineBasicMaterial({ color: color, linewidth: 10 });
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280 let line = new THREE.Line(geometry, material);
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281 line.renderOrder = 1;
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285 * helper function to generate a small sphere
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286 * at a given Vertex Position with color
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287 * @param {Vector3} point
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288 * @param {number} color
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290 function addPoint(point, color) {
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291 const geometry = new THREE.SphereGeometry(0.05, 32, 32);
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292 const material = new THREE.MeshBasicMaterial({ color: color });
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293 const sphere = new THREE.Mesh(geometry, material);
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294 sphere.position.set(point.x, point.y, point.z);
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298 let lineColor = 0x000000;
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299 let pointColor = 0xff00000;
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302 * generate one line for each of the 6 springs
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303 * and one point for each of the 4 vertices
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304 * for all of the faces
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306 for (let i in this.faces) {
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307 let face = this.faces[i];
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308 addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor);
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309 addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor);
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310 addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor);
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311 addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor);
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312 addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor);
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313 addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor);
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315 addPoint(this.geometry.vertices[face.a], pointColor);
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316 addPoint(this.geometry.vertices[face.b], pointColor);
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317 addPoint(this.geometry.vertices[face.c], pointColor);
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318 addPoint(this.geometry.vertices[face.d], pointColor);
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322 previousPositions = [];
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326 * @param {number} dt time in seconds since last frame
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329 for (let i in this.geometry.vertices) {
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330 let acceleration = this.getAcceleration(i, dt);
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332 //acceleration.clampLength(0, 10);
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334 if (Math.abs(acceleration.length()) <= 10e-4) {
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335 acceleration.set(0, 0, 0);
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338 let currentPosition = this.verlet(this.geometry.vertices[i].clone(), this.previousPositions[i].clone(), acceleration, dt);
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339 //let currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt);
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341 this.previousPositions[i].copy(this.geometry.vertices[i]);
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342 this.geometry.vertices[i].copy(currentPosition);
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344 //console.log(this.getAcceleration(1, dt));
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348 for (let face of this.faces) {
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349 for (let spring of face.springs) {
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350 spring.update(this.geometry.vertices);
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355 * let THREE JS compute bounding sphere around generated mesh
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356 * needed for View Frustum Culling internally
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359 this.geometry.verticesNeedUpdate = true;
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360 this.geometry.elementsNeedUpdate = true;
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361 this.geometry.computeBoundingSphere();
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362 this.geometry.computeFaceNormals();
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363 this.geometry.computeVertexNormals();
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370 * Equation of motion for each vertex which represents the acceleration
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371 * @param {number} vertexIndex The index of the current vertex whose acceleration should be calculated
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372 * @param {number} dt The time passed since last frame
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374 getAcceleration(vertexIndex, dt) {
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375 if (this.vertexRigidness[vertexIndex])
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376 return new THREE.Vector3(0, 0, 0);
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378 let externalForce = this.externalForces[vertexIndex];
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379 let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);
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382 let M = this.vertexWeights[vertexIndex];
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383 // constant gravity
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384 let g = new THREE.Vector3(0, -9.8, 0);
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389 let fWind = new THREE.Vector3(
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390 Math.sin(vertex.x * vertex.y * this.time),
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391 Math.cos(vertex.z * this.time),
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392 Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))
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396 * constant determined by the properties of the surrounding fluids (air)
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397 * achievement of cloth effects through try out
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401 let velocity = new THREE.Vector3(
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402 (this.previousPositions[vertexIndex].x - vertex.x) / dt,
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403 (this.previousPositions[vertexIndex].y - vertex.y) / dt,
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404 (this.previousPositions[vertexIndex].z - vertex.z) / dt
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407 //console.log(velocity, vertex, this.previousPositions[vertexIndex]);
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409 let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);
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411 let springSum = new THREE.Vector3(0, 0, 0);
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413 // Get the bounding springs and add them to the needed springs
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416 const numPointsX = this.numPointsWidth;
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417 const numPointsY = this.numPointsHeight;
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418 const numFacesX = numPointsX - 1;
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419 const numFacesY = numPointsY - 1;
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421 function getFaceIndex(x, y) {
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422 return y * numFacesX + x;
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425 let indexX = vertexIndex % numPointsX;
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426 let indexY = Math.floor(vertexIndex / numPointsX);
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432 // 2 oben links -> unten rechts diagonal
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433 // 3 oben rechts -> unten links diagonal
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437 let ul = indexX > 0 && indexY < numPointsY - 1;
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438 let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1;
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439 let ol = indexX > 0 && indexY > 0;
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440 let or = indexX < numPointsX - 1 && indexY > 0;
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443 let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)];
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444 springs.push(faceUL.springs[3]);
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446 springs.push(faceUL.springs[0]);
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447 springs.push(faceUL.springs[4]);
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450 let faceUR = this.faces[getFaceIndex(indexX, indexY)];
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451 springs.push(faceUR.springs[2]);
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453 springs.push(faceUR.springs[0]);
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455 springs.push(faceUR.springs[1]);
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458 let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)];
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459 springs.push(faceOL.springs[2]);
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460 springs.push(faceOL.springs[4]);
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461 springs.push(faceOL.springs[5]);
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464 let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)];
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465 springs.push(faceOR.springs[3]);
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467 springs.push(faceOR.springs[1]);
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468 springs.push(faceOR.springs[5]);
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471 for (let spring of springs) {
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472 let springDirection = spring.getDirection(this.geometry.vertices);
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474 if (spring.index1 == vertexIndex)
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475 springDirection.multiplyScalar(-1);
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477 springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength)));
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480 let result = new THREE.Vector3(1, 1, 1);
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481 result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);
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483 document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);
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486 let forceReduktion = 0.8;
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487 if(Math.abs(externalForce.z) > threshold){
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488 externalForce.z *= forceReduktion;
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490 externalForce.z = 0;
\r
493 if(Math.abs(externalForce.y) > threshold){
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494 externalForce.y *= forceReduktion;
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496 externalForce.y = 0;
\r
499 if(Math.abs(externalForce.x) > threshold){
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500 externalForce.x *= forceReduktion;
\r
502 externalForce.x = 0;
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511 * The Verlet algorithm as an integrator
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512 * to get the next position of a vertex
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513 * @param {Vector3} currentPosition
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514 * @param {Vector3} previousPosition
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515 * @param {Vector3} acceleration
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516 * @param {number} passedTime The delta time since last frame
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518 verlet(currentPosition, previousPosition, acceleration, passedTime) {
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519 // verlet algorithm
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520 // next position = 2 * current Position - previous position + acceleration * (passed time)^2
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521 // acceleration (dv/dt) = F(net)
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522 // Dependency for one vertex: gravity, fluids/air, springs
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524 let nextPosition = new THREE.Vector3(
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525 (currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),
\r
526 (currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),
\r
527 (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),
\r
530 // let nextPosition = new THREE.Vector3(
\r
531 // (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),
\r
532 // (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),
\r
533 // (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),
\r
536 return nextPosition;
\r
539 euler(currentPosition, acceleration, passedTime) {
\r
540 let nextPosition = new THREE.Vector3(
\r
541 currentPosition.x + acceleration.x * passedTime,
\r
542 currentPosition.y + acceleration.y * passedTime,
\r
543 currentPosition.z + acceleration.z * passedTime,
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546 return nextPosition;
\r
550 let intersect = intersects[0];
\r
551 this.externalForces[intersect.face.a].z -= this.windForce;
\r
552 this.externalForces[intersect.face.b].z -= this.windForce;
\r
553 this.externalForces[intersect.face.c].z -= this.windForce;
\r
556 mousePressed = false;
\r
557 mouseMoved = false;
\r
560 mousePress(intersects){
\r
561 this.mousePressed = true;
\r
562 this.intersects = intersects;
\r
566 mouseMove(mousePos){
\r
567 this.mouseMoved = true;
\r
568 if(this.mousePressed){
\r
569 let intersect = this.intersects[0];
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570 this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));
\r
572 this.geometry.vertices[intersect.face.a].x = mousePos.x;
\r
573 this.geometry.vertices[intersect.face.a].y = mousePos.y;
\r
574 this.geometry.vertices[intersect.face.a].z = mousePos.z;
\r
580 this.mousePressed = false;
\r