]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/cloth.js
add cloth-cloth collision
[cloth_sim] / Scripts / cloth.js
index aaa9d249a25a9702d3abd95d46a1d317f5a95f76..ff55549b740bd9dd129c4a51c142c31be42751f6 100644 (file)
@@ -1,6 +1,6 @@
 const DAMPING = 0.03;\r
 const DRAG = 1 - DAMPING;\r
-const MASS = 0.35;\r
+const MASS = 0.1;\r
 const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);\r
 const K = 1;\r
 \r
@@ -25,18 +25,23 @@ class Constraint {
     correction.multiplyScalar(K);\r
     correction.clampLength(0, 1);\r
     const correctionHalf = correction.multiplyScalar(0.5);\r
-    if (this.p1.movable && this.p2.movable) {\r
+\r
+    let p1movable = this.p1.movable && this.p1.movableTmp;\r
+    let p2movable = this.p2.movable && this.p2.movableTmp;\r
+\r
+    if (p1movable && p2movable) {\r
       this.p1.position.add(correctionHalf);\r
       this.p2.position.sub(correctionHalf);\r
-    } else if (! this.p1.movable && this.p2.movable) {\r
+    } else if (! p1movable && p2movable) {\r
       this.p2.position.sub(correction);\r
-    } else if (this.p1.movable && ! this.p2.movable) {\r
+    } else if (p1movable && ! p2movable) {\r
       this.p1.position.add(correction);\r
     }\r
   }\r
 }\r
 \r
 class Particle {\r
+  movableTmp = true;\r
   movable = true;\r
 \r
   constructor(x, y, z, mass) {\r
@@ -59,7 +64,7 @@ class Particle {
     nextPosition.add(this.position);\r
     nextPosition.add(this.acceleration.multiplyScalar(dt*dt));\r
 \r
-    if (this.movable) {\r
+    if (this.movable && this.movableTmp) {\r
       this.previous = this.position;\r
       this.position = nextPosition;\r
     }\r
@@ -74,7 +79,7 @@ class Cloth {
     this.height = height;\r
     this.numPointsWidth = numPointsWidth;\r
     this.numPointsHeight = numPointsHeight;\r
-    this.windFactor = new THREE.Vector3(5, 2, 2);\r
+    this.windFactor = new THREE.Vector3(3, 2, 2);\r
 \r
     /**\r
      * distance between two vertices horizontally/vertically\r
@@ -103,8 +108,8 @@ class Cloth {
 \r
     //this.particles[this.getVertexIndex(0, 0)].movable = false;\r
     const n = 3;\r
-    for (let i = 0; i <= n; i++)\r
-      this.particles[this.getVertexIndex(0, Math.floor((numPointsHeight-1)*(i/n)))].movable = false;\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
 \r
@@ -213,8 +218,42 @@ class Cloth {
     for (let constraint of this.constraints) {\r
       constraint.satisfy();\r
     }\r
-    //console.log(tmpCorrection);\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
+\r
   /**\r
    * helper function to calculate index of vertex\r
    * in "vertices" array based on its x and y positions\r