+ const positions = geometry.attributes.position.array;\r
+ for (let i in this.masses) {\r
+ let p = this.masses[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 mass of this.masses) {\r
+ let vertex = mass.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
+ mass.addForce(fWind);\r
+ // calculate wind with normal?\r
+\r
+ mass.addForce(GRAVITY);\r
+\r
+ mass.verlet(dt);\r
+ }\r
+\r
+ \r
+ for (let constraint of this.springs) {\r
+ constraint.satisfy();\r
+ }\r
+\r
+ this.intersect();\r
+ }\r
+\r
+ intersect() {\r
+ for (let i in this.masses) {\r
+ for (let j in this.masses) { \r
+ let p1 = this.masses[i];\r
+ let p2 = this.masses[j];\r
+\r
+ p1.movableTmp = true;\r
+ p2.movableTmp = true;\r
+\r
+ if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1))\r
+ continue;\r
+\r
+ let dist = p1.position.distanceTo(p2.position);\r
+ let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+ // collisionDistance /= 2;\r
+ if (dist < collisionDistance) {\r
+ // p1.movableTmp = false;\r
+ // p2.movableTmp = false;\r
+ let diffP2P1 = p1.position.clone().sub(p2.position).normalize();\r
+ diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ let diffP1P2 = diffP2P1.clone().multiplyScalar(-1);\r
+\r
+ // let v1 = p1.position.clone().sub(p1.previous).normalize();\r
+ // let v2 = p2.position.clone().sub(p2.previous).normalize();\r
+\r
+ // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2;\r
+ // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2;\r
+\r
+ if (p1.movable)\r
+ p1.position.add(diffP2P1);\r
+ //p1.position.add(diffP2P1.multiplyScalar(factor1));\r
+ if (p2.movable)\r
+ p2.position.add(diffP1P2);\r
+ //p2.position.add(diffP1P2.multiplyScalar(factor2));\r
+ }\r
+ }\r
+ }\r
+ }\r
+ blow(camPos, intersects) {\r
+ let face = intersects[0].face;\r
+ let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100);\r
+ this.masses[face.a].addForce(dir);\r
+ this.masses[face.b].addForce(dir);\r
+ this.masses[face.c].addForce(dir);\r
+ }\r
+ drag(mousePosWorld, index) {\r
+ let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200);\r
+ this.masses[index].addForce(dir);\r
+ }\r