wind: true,\r
};\r
\r
-class Constraint {\r
+class Spring {\r
constructor(p1, p2, restDist) {\r
this.p1 = p1;\r
this.p2 = p2;\r
}\r
}\r
\r
-class Particle {\r
+class Mass {\r
movableTmp = true;\r
movable = true;\r
\r
\r
/**\r
* iterate over the number of vertices in x/y axis\r
- * and add a new Particle to "particles"\r
+ * and add a new Particle to "masses"\r
*/\r
- this.particles = [];\r
+ this.masses = [];\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
- this.particles.push(\r
- new Particle(\r
+ this.masses.push(\r
+ new Mass(\r
(x - ((numPointsWidth-1)/2)) * stepWidth,\r
height - (y + ((numPointsHeight-1)/2)) * stepHeight,\r
0,\r
}\r
}\r
\r
- //this.particles[this.getVertexIndex(0, 0)].movable = false;\r
+ //this.masses[this.getVertexIndex(0, 0)].movable = false;\r
const n = 3;\r
for (let i = 0; i < numPointsHeight; i++)\r
- this.particles[this.getVertexIndex(0, i)].movable = false;\r
- //this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false;\r
- //this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;\r
+ this.masses[this.getVertexIndex(0, i)].movable = false;\r
+ //this.masses[this.getVertexIndex(0, numPointsHeight-1)].movable = false;\r
+ //this.masses[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;\r
\r
const REST_DIST_X = width / (numPointsWidth-1);\r
const REST_DIST_Y = height / (numPointsHeight-1);\r
\r
/**\r
- * generate constraints (springs)\r
+ * generate springs (springs)\r
*/\r
- this.constraints = [];\r
+ this.springs = [];\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
if (x < numPointsWidth-1) {\r
- this.constraints.push(new Constraint(\r
- this.particles[this.getVertexIndex(x, y)],\r
- this.particles[this.getVertexIndex(x+1, y)],\r
+ this.springs.push(new Spring(\r
+ this.masses[this.getVertexIndex(x, y)],\r
+ this.masses[this.getVertexIndex(x+1, y)],\r
REST_DIST_X\r
));\r
}\r
if (y < numPointsHeight-1) {\r
- this.constraints.push(new Constraint(\r
- this.particles[this.getVertexIndex(x, y)],\r
- this.particles[this.getVertexIndex(x, y+1)],\r
+ this.springs.push(new Spring(\r
+ this.masses[this.getVertexIndex(x, y)],\r
+ this.masses[this.getVertexIndex(x, y+1)],\r
REST_DIST_Y\r
));\r
}\r
const indices = [];\r
const uvs = [];\r
\r
- for (let i in this.particles) {\r
- let particle = this.particles[i];\r
+ for (let i in this.masses) {\r
+ let particle = this.masses[i];\r
vertices.push(\r
particle.position.x,\r
particle.position.y,\r
}\r
updateGeometry(geometry) {\r
const positions = geometry.attributes.position.array;\r
- for (let i in this.particles) {\r
- let p = this.particles[i];\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
simulate(dt) {\r
let now = performance.now();\r
- for (let particle of this.particles) {\r
- let vertex = particle.position;\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
);\r
// normalize then multiply?\r
if (options.wind)\r
- particle.addForce(fWind);\r
+ mass.addForce(fWind);\r
// calculate wind with normal?\r
\r
- particle.addForce(GRAVITY);\r
+ mass.addForce(GRAVITY);\r
\r
- particle.verlet(dt);\r
+ mass.verlet(dt);\r
}\r
\r
\r
- for (let constraint of this.constraints) {\r
+ for (let constraint of this.springs) {\r
constraint.satisfy();\r
}\r
\r
}\r
\r
intersect() {\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
+ 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
blow(camPos, intersects) {\r
let face = intersects[0].face;\r
let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100);\r
- this.particles[face.a].addForce(dir);\r
- this.particles[face.b].addForce(dir);\r
- this.particles[face.c].addForce(dir);\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.particles[index].position).multiplyScalar(200);\r
- this.particles[index].addForce(dir);\r
+ let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200);\r
+ this.masses[index].addForce(dir);\r
}\r
\r
/**\r