+ const positions = geometry.attributes.position.array;\r
+ for (let i in this.particles) {\r
+ let p = this.particles[i];\r
+ positions[i*3+0] = p.position.x;\r
+ positions[i*3+1] = p.position.y;\r
+ positions[i*3+2] = p.position.z;\r
+ }\r
+ geometry.attributes.position.needsUpdate = true;\r
+ geometry.computeBoundingSphere();\r
+ geometry.computeVertexNormals();\r
+ }\r
+ simulate(dt) {\r
+ let now = performance.now();\r
+ for (let particle of this.particles) {\r
+ let vertex = particle.position;\r
+ let fWind = new THREE.Vector3(\r
+ this.windFactor.x * (Math.sin(vertex.x * vertex.y * now)+1),\r
+ this.windFactor.y * Math.cos(vertex.z * now),\r
+ this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
+ );\r
+ // normalize then multiply?\r
+ if (options.wind)\r
+ particle.addForce(fWind);\r
+ // calculate wind with normal?\r
+\r
+ particle.addForce(GRAVITY);\r
+\r
+ particle.verlet(dt);\r
+ }\r
+\r
+ \r
+ for (let constraint of this.constraints) {\r
+ constraint.satisfy();\r
+ }\r
+\r
+ this.intersect();\r
+ }\r
+\r
+ intersect() {\r
+ let npw = this.numPointsWidth;\r
+ function getX(i) { return i % npw; }\r
+ function getY(i) { return Math.floor(i / npw); }\r
+\r
+ for (let i in this.particles) {\r
+ for (let j in this.particles) { \r
+ let p1 = this.particles[i];\r
+ let p2 = this.particles[j];\r
+\r
+ p1.movableTmp = true;\r
+ p2.movableTmp = true;\r
+\r
+ if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1))\r
+ continue;\r
+\r
+ let dist = p1.position.distanceTo(p2.position);\r
+ const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+ if (dist < collisionDistance) {\r
+ p1.movableTmp = false;\r
+ p2.movableTmp = false;\r
+ let diff = p1.position.clone().sub(p2.position).normalize();\r
+ diff.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ if (p1.movable)\r
+ p1.position.add(diff);\r
+ if (p2.movable)\r
+ p2.position.sub(diff);\r
+ }\r
+ }\r
+ }\r
+ }\r