// cloth rendering // simulate // setup scene const MASS = 0.1; class Particle { constructor(x, y, z, mass) { this.position = new THREE.Vector3(x, y, z); this.previous = new THREE.Vector3(x, y, z); this.acceleration = new THREE.Vector3(0, 0, 0); this.mass = mass; } addForce(force) { } verlet(dt) { } } class Cloth { constructor(width, height, numPointsWidth, numPointsHeight) { this.width = width; this.height = height; this.numPointsWidth = numPointsWidth; this.numPointsHeight = numPointsHeight; /** * distance between two vertices horizontally/vertically * divide by the number of points minus one * because there are (n - 1) lines between n vertices */ let stepWidth = width / (numPointsWidth - 1); let stepHeight = height / (numPointsHeight - 1); /** * iterate over the number of vertices in x/y axis * and add a new Particle to "particles" */ this.particles = []; for (let y = 0; y < numPointsHeight; y++) { for (let x = 0; x < numPointsWidth; x++) { this.particles.push( new Particle( (x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0, MASS) ); } } } generateGeometry() { const geometry = new THREE.BufferGeometry(); const vertices = []; const normals = []; const indices = []; for (let particle of this.particles) { vertices.push( particle.position.x, particle.position.y, particle.position.z); } const numPointsWidth = this.numPointsWidth; const numPointsHeight = this.numPointsHeight; /** * helper function to calculate index of vertex * in "vertices" array based on its x and y positions * in the mesh * @param {number} x - x index of vertex * @param {number} y - y index of vertex */ function getVertexIndex(x, y) { return y * numPointsWidth + x; } /** * generate faces based on 4 vertices * and 6 springs each */ for (let y = 0; y < numPointsHeight - 1; y++) { for (let x = 0; x < numPointsWidth - 1; x++) { indices.push( getVertexIndex(x, y), getVertexIndex(x+1, y), getVertexIndex(x+1, y+1) ); indices.push( getVertexIndex(x, y), getVertexIndex(x+1, y+1), getVertexIndex(x, y+1) ); } } geometry.setIndex(indices); geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)); geometry.computeBoundingSphere(); geometry.computeVertexNormals(); return geometry; } updateGeometry(geometry) { } }