\r
vertexRigidness = [];\r
\r
+ fixedPoints = [];\r
+\r
externalForces = [];\r
- windForce = 0;\r
+ windForce = 50;\r
+\r
+ windFactor = new THREE.Vector3(0, 0, 0);\r
\r
/**\r
* creates a rectangular piece of cloth\r
let vertices = [];\r
let faces = [];\r
\r
+ this.width = width;\r
+ this.height = height;\r
this.numPointsWidth = numPointsWidth;\r
this.numPointsHeight = numPointsHeight;\r
\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
vertices.push(\r
- new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0)\r
+ new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0)\r
);\r
}\r
}\r
/**\r
* hand cloth from left and right upper corners\r
*/\r
- this.vertexRigidness[0] = true;\r
- this.vertexRigidness[numPointsWidth-1] = true;\r
+ this.fixedPoints.push(getVertexIndex(0, 0));\r
+ this.fixedPoints.push(getVertexIndex(0, 19));\r
}\r
\r
/**\r
yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);\r
weight += xLength * yLength / 2;\r
\r
+ weight *= 10;\r
+\r
/**\r
* split weight equally between four surrounding vertices\r
*/\r
this.previousPositions[i].copy(this.geometry.vertices[i]);\r
this.geometry.vertices[i].copy(currentPosition);\r
}\r
- //console.log(this.getAcceleration(1, dt));\r
+ \r
+ this.checkIntersect();\r
\r
this.time += dt;\r
\r
\r
}\r
\r
-\r
+checkIntersect() {\r
+ let npw = this.numPointsWidth;\r
+ function getX(i, ) { return i % npw; }\r
+ function getY(i) { return Math.floor(i / npw); }\r
+ for (let i in this.geometry.vertices) {\r
+ for (let j in this.geometry.vertices) {\r
+ this.vertexRigidness[i] = false;\r
+ this.vertexRigidness[j] = false;\r
+ if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1))\r
+ continue;\r
+ let posI = this.geometry.vertices[i];\r
+ let posJ = this.geometry.vertices[j];\r
+ let dist = posI.distanceTo(posJ);\r
+ const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+ if (dist < collisionDistance) {\r
+ this.vertexRigidness[i] = true;\r
+ this.vertexRigidness[j] = true;\r
+ let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ if (!(this.fixedPoints.includes(i) || this.fixedPoints.includes(j))) {\r
+ this.geometry.vertices[i].add(diff);\r
+ this.geometry.vertices[j].sub(diff);\r
+ }\r
+ }\r
+ }\r
+ }\r
+}\r
\r
/**\r
* Equation of motion for each vertex which represents the acceleration \r
* @param {number} dt The time passed since last frame\r
*/\r
getAcceleration(vertexIndex, dt) {\r
- if (this.vertexRigidness[vertexIndex])\r
+ if (this.fixedPoints.includes(parseInt(vertexIndex)) ||\r
+ this.vertexRigidness[vertexIndex]) {\r
return new THREE.Vector3(0, 0, 0);\r
+ }\r
\r
let externalForce = this.externalForces[vertexIndex];\r
let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);\r
\r
// Wind vector\r
let fWind = new THREE.Vector3(\r
- Math.sin(vertex.x * vertex.y * this.time),\r
- Math.cos(vertex.z * this.time),\r
- Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
+ this.windFactor.x * (Math.sin(vertex.x * vertex.y * this.time)+1),\r
+ this.windFactor.y * Math.cos(vertex.z * this.time),\r
+ this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
+ //console.log(fWind);\r
\r
/**\r
* constant determined by the properties of the surrounding fluids (air)\r
// next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
// acceleration (dv/dt) = F(net)\r
// Dependency for one vertex: gravity, fluids/air, springs\r
- const DRAG = 0.96;\r
+ const DRAG = 0.97;\r
let nextPosition = new THREE.Vector3(\r
(currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),\r
(currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),\r