\r
vertexRigidness = [];\r
\r
+ externalForces = [];\r
+ windForce = 0;\r
+\r
/**\r
* creates a rectangular piece of cloth\r
* takes the size of the cloth\r
let vertices = [];\r
let faces = [];\r
\r
+ this.numPointsWidth = numPointsWidth;\r
+ this.numPointsHeight = numPointsHeight;\r
+\r
/**\r
* distance between two vertices horizontally/vertically\r
* divide by the number of points minus one\r
// this.previousPositions.push(vertices[i]);\r
this.vertexWeights.push(0);\r
this.vertexRigidness.push(false);\r
+ this.externalForces.push(new THREE.Vector3(0,0,0));\r
}\r
/**\r
* copy faces,\r
*/\r
this.geometry.computeBoundingSphere();\r
this.geometry.computeFaceNormals();\r
+ this.geometry.computeVertexNormals();\r
}\r
\r
/**\r
this.geometry.elementsNeedUpdate = true;\r
this.geometry.computeBoundingSphere();\r
this.geometry.computeFaceNormals();\r
+ this.geometry.computeVertexNormals();\r
\r
}\r
\r
if (this.vertexRigidness[vertexIndex])\r
return new THREE.Vector3(0, 0, 0);\r
\r
- let vertex = this.geometry.vertices[vertexIndex];\r
+ let externalForce = this.externalForces[vertexIndex];\r
+ let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);\r
\r
// Mass of vertex\r
let M = this.vertexWeights[vertexIndex];\r
// constant gravity\r
let g = new THREE.Vector3(0, -9.8, 0);\r
// stiffness\r
- let k = 500;\r
+ let k = 1000;\r
\r
// Wind vector\r
let fWind = new THREE.Vector3(\r
Math.cos(vertex.z * this.time),\r
Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
- fWind.set(0, 0, 0);\r
\r
/**\r
* constant determined by the properties of the surrounding fluids (air)\r
* achievement of cloth effects through try out\r
* */\r
- let a = 0.01;\r
+ let a = 0.1;\r
\r
let velocity = new THREE.Vector3(\r
(this.previousPositions[vertexIndex].x - vertex.x) / dt,\r
// Get the bounding springs and add them to the needed springs\r
// TODO: optimize\r
\r
- const numPointsX = 10;\r
- const numPointsY = 10;\r
+ const numPointsX = this.numPointsWidth;\r
+ const numPointsY = this.numPointsHeight;\r
const numFacesX = numPointsX - 1;\r
const numFacesY = numPointsY - 1;\r
\r
}\r
\r
let result = new THREE.Vector3(1, 1, 1);\r
+ result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);\r
+\r
+ document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);\r
+\r
+ let threshold = 1;\r
+ let forceReduktion = 0.8;\r
+ if(Math.abs(externalForce.z) > threshold){\r
+ externalForce.z *= forceReduktion;\r
+ } else {\r
+ externalForce.z = 0;\r
+ }\r
+\r
+ if(Math.abs(externalForce.y) > threshold){\r
+ externalForce.y *= forceReduktion;\r
+ } else {\r
+ externalForce.y = 0;\r
+ }\r
\r
- let temp = result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).clone();\r
- result.sub(springSum);\r
- document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y) + "\nTemp: " + Math.floor(temp.y);\r
+ if(Math.abs(externalForce.x) > threshold){\r
+ externalForce.x *= forceReduktion;\r
+ } else {\r
+ externalForce.x = 0;\r
+ }\r
+ \r
+ \r
\r
return result;\r
}\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
-\r
+ const DRAG = 0.96;\r
let nextPosition = new THREE.Vector3(\r
- (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
- (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
- (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\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
+ (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),\r
);\r
\r
+ // let nextPosition = new THREE.Vector3(\r
+ // (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
+ // (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
+ // (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\r
+ // );\r
+\r
return nextPosition;\r
}\r
\r
return nextPosition;\r
}\r
\r
+wind(intersects) {\r
+ let intersect = intersects[0];\r
+ this.externalForces[intersect.face.a].z -= this.windForce;\r
+ this.externalForces[intersect.face.b].z -= this.windForce;\r
+ this.externalForces[intersect.face.c].z -= this.windForce;\r
+}\r
+\r
+mousePressed = false;\r
+mouseMoved = false;\r
+intersects;\r
+\r
+mousePress(intersects){\r
+ this.mousePressed = true;\r
+ this.intersects = intersects;\r
+\r
+}\r
+\r
+mouseMove(mousePos){\r
+ this.mouseMoved = true;\r
+ if(this.mousePressed){\r
+ let intersect = this.intersects[0];\r
+ this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));\r
+ /*\r
+ this.geometry.vertices[intersect.face.a].x = mousePos.x;\r
+ this.geometry.vertices[intersect.face.a].y = mousePos.y;\r
+ this.geometry.vertices[intersect.face.a].z = mousePos.z;\r
+ */ \r
+ }\r
+}\r
+\r
+mouseRelease(){\r
+ this.mousePressed = false;\r
+}\r
+\r
}\r
\r