import { Face, Spring, Cloth } from './cloth.js';\r
\r
+function addLights(scene){\r
+ \r
+ scene.add( new THREE.AmbientLight( 0x222222 ) );\r
\r
-/**\r
- * rendering\r
- * Einheiten konsistent\r
- * Wind\r
- * evtl. an Stoff ziehen\r
- */\r
-\r
-\r
-class Point {\r
- constructor(x, y) {\r
- this.x = x;\r
- this.y = y;\r
- }\r
-\r
- add(that) {\r
- return new Point(\r
- this.x + that.x,\r
- this.y + that.y\r
- );\r
- }\r
+ const light1 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light1.position.set( 15, 1, 40 );\r
+ scene.add( light1 );\r
\r
- sub(that) {\r
- return new Point(\r
- this.x - that.x,\r
- this.y - that.y\r
- );\r
- }\r
+ const light2 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light2.position.set( -15, 0, 40 );\r
+ scene.add( light2 );\r
\r
- dist(that) {\r
- let a = this.x - that.x;\r
- let b = this.y - that.y;\r
- return Math.sqrt(a * a + b * b)\r
- }\r
+ const light3 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light3.position.set( 0, -1, 40 );\r
+ scene.add( light3 );\r
+ \r
}\r
\r
-\r
/**\r
* setup THREE JS Scene, Camera and Renderer\r
*/\r
/** position camera */\r
camera.position.y = 5;\r
camera.position.z = 10;\r
-\r
+ addLights(scene);\r
return [scene, camera, renderer];\r
}\r
\r
document.body.onload = init;\r
\r
function init() {\r
- let mousePos = new Point();\r
+ let mousePos = new THREE.Vector2();\r
let previousClothSimulation;\r
\r
/**\r
cloth.createBasic(10, 10, 10, 10);\r
//cloth.createDebugMesh(scene);\r
\r
- const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });\r
+\r
+ const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
- //const mesh = new THREE.WireframeGeometry(cloth.geometry);\r
- //const line = new THREE.LineSegments(mesh);\r
- //line.material.depthTest = false;\r
- //line.material.opacity = 0.25;\r
- //line.material.transparent = true;\r
+\r
scene.add(mesh);\r
\r
+\r
+ \r
+ let raycaster = new THREE.Raycaster();\r
+ let intersects;\r
+ let rightMousePressed;\r
/**\r
* function called every frame\r
* @param {number} dt - time passed since last frame in ms\r
function animate(dt) {\r
cloth.simulate(dt/1000);\r
\r
+ raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
+\r
+ intersects = raycaster.intersectObject( mesh );\r
+\r
+ if ( intersects.length > 0 && rightMousePressed) {\r
+ cloth.wind(intersects);\r
+ }\r
setTimeout(() => {\r
animate(frameTime);\r
}, frameTime);\r
renderer.render(scene, camera);\r
}\r
\r
+\r
/** add callback for window resize */\r
let canvas = document.getElementsByTagName("canvas")[0];\r
+ let w = window.innerWidth;\r
+ let h = window.innerHeight - canvasSpace;\r
let resize = function () {\r
- let w = window.innerWidth;\r
- let h = window.innerHeight - 200;\r
+ w = window.innerWidth;\r
+ h = window.innerHeight - canvasSpace;\r
canvas.width = w;\r
canvas.height = h;\r
}\r
animate(performance.now());\r
}\r
\r
+ \r
+\r
/** add mouse move callback */\r
canvas.onmousemove = (evt) => {\r
mousePos.x = evt.clientX;\r
mousePos.y = evt.clientY;\r
+\r
+ cloth.mouseMove(calculateMousePosToWorld(evt));\r
};\r
+\r
+ /**\r
+ * Prevent context menu while blowing wind\r
+ */\r
+ canvas.addEventListener('contextmenu', function(evt) { \r
+ evt.preventDefault();\r
+ }, false);\r
+\r
+\r
+ canvas.onmousedown = (evt) => {\r
+\r
+ // Check mouse click\r
+ rightMousePressed = evt.button == 2;\r
+ \r
+ if(intersects.length > 0 && evt.button == 0){\r
+ cloth.mousePress(intersects);\r
+ } \r
+ }\r
+ \r
+ canvas.onmouseup = (evt) => {\r
+ cloth.mouseRelease();\r
+ rightMousePressed = false;\r
+ }\r
+\r
+ function calculateMousePosToWorld(evt){\r
+ var vec = new THREE.Vector3(); // create once and reuse\r
+ var pos = new THREE.Vector3(); // create once and reuse\r
+\r
+ vec.set(\r
+ ( evt.clientX / window.innerWidth ) * 2 - 1,\r
+ - ( evt.clientY / window.innerHeight ) * 2 + 1,\r
+ 0.5 );\r
+\r
+ vec.unproject( camera );\r
+\r
+ vec.sub( camera.position ).normalize();\r
+\r
+ var distance = - camera.position.z / vec.z;\r
+\r
+ pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );\r
+ return pos;\r
+ }\r
}
\ No newline at end of file