-import { Face, Spring, Cloth } from './cloth.js';\r
-import { OrbitControls } from './OrbitControls.js';\r
-\r
-function addLights(scene){\r
- \r
- scene.add( new THREE.AmbientLight( 0x222222 ) );\r
-\r
- const light1 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light1.position.set( 15, 1, 40 );\r
- scene.add( light1 );\r
-\r
- const light2 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light2.position.set( -15, 0, 40 );\r
- scene.add( light2 );\r
-\r
- const light3 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light3.position.set( 0, -1, 40 );\r
- scene.add( light3 );\r
- \r
-}\r
-\r
-/**\r
- * setup THREE JS Scene, Camera and Renderer\r
- */\r
-function setup_scene(canvasSpace) {\r
- const scene = new THREE.Scene();\r
- const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);\r
- const renderer = new THREE.WebGLRenderer();\r
- /** size canvas to leave some space for UI */\r
- renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
- renderer.antialias = true;\r
- /** embed canvas in HTML */\r
- document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
-\r
- /** add orbit controls */\r
- const controls = new OrbitControls(camera, renderer.domElement);\r
- controls.target.set(0, 0, 0);\r
- controls.update();\r
-\r
- /** add scene background */\r
- const loader = new THREE.TextureLoader();\r
- const texture = loader.load(\r
- 'Textures/tears_of_steel_bridge_2k.jpg',\r
- () => {\r
- const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);\r
- rt.fromEquirectangularTexture(renderer, texture);\r
- scene.background = rt;\r
- });\r
-\r
- /** add flag pole */\r
- const geometry = new THREE.CylinderGeometry( 0.02, 0.02, 5, 32 );\r
- const material = new THREE.MeshStandardMaterial( {color: 0xffffff} );\r
- const cylinder = new THREE.Mesh( geometry, material );\r
- cylinder.position.set(-0.5, -2.25, 0);\r
- scene.add( cylinder );\r
-\r
- /** add global light */\r
- const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
- scene.add(directionalLight);\r
-\r
- /** position camera */\r
- camera.position.z = 2;\r
- addLights(scene);\r
- return [scene, camera, renderer];\r
-}\r
-\r
-/** call "init" when document is fully loaded */\r
-document.body.onload = init;\r
-\r
-function init() {\r
- let mousePos = new THREE.Vector2();\r
- let previousClothSimulation;\r
- \r
- /**\r
- * Space left empty under canvas\r
- * for UI elements\r
- */\r
- const canvasSpace = 200;\r
-\r
- /** Constant Frame Time */\r
- const frameTime = 1000.0 / 60.0;\r
-\r
- /** Setup scene */\r
- let [scene, camera, renderer] = setup_scene(canvasSpace);\r
- \r
- /** setup cloth and generate debug mesh */\r
- let cloth = new Cloth();\r
- cloth.createBasic(1, 0.5, 20, 20);\r
- document.getElementById("windToggle").onchange = (e) => {\r
- if (e.target.checked)\r
- cloth.windFactor.set(0.5, 0.2, 0.2);\r
- else\r
- cloth.windFactor.set(0, 0, 0);\r
- };\r
- //cloth.createDebugMesh(scene);\r
-\r
-\r
- const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
- const mesh = new THREE.Mesh(cloth.geometry, material);\r
-\r
- scene.add(mesh);\r
-\r
-\r
- \r
- let raycaster = new THREE.Raycaster();\r
- let intersects;\r
- let rightMousePressed;\r
- /**\r
- * function called every frame\r
- * @param {number} dt - time passed since last frame in ms\r
- */\r
- function animate(dt) {\r
- cloth.simulate(dt/1000);\r
-\r
- raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
-\r
- intersects = raycaster.intersectObject( mesh );\r
-\r
- if ( intersects.length > 0 && rightMousePressed) {\r
- cloth.wind(intersects);\r
- }\r
- setTimeout(() => {\r
- animate(frameTime);\r
- }, frameTime);\r
- renderer.render(scene, camera);\r
- }\r
-\r
-\r
- /** add callback for window resize */\r
- let canvas = document.getElementsByTagName("canvas")[0];\r
- let w = window.innerWidth;\r
- let h = window.innerHeight - canvasSpace;\r
- let resize = function () {\r
- w = window.innerWidth;\r
- h = window.innerHeight - canvasSpace;\r
- canvas.width = w;\r
- canvas.height = h;\r
- }\r
- window.onresize = resize;\r
- resize();\r
-\r
- /**\r
- * if canvas has been successfully initialized\r
- * start rendering\r
- */\r
- if (canvas.getContext) {\r
- animate(performance.now());\r
- }\r
-\r
- \r
-\r
- /** add mouse move callback */\r
- canvas.onmousemove = (evt) => {\r
- mousePos.x = evt.clientX;\r
- mousePos.y = evt.clientY;\r
-\r
- cloth.mouseMove(calculateMousePosToWorld(evt));\r
- };\r
-\r
- /**\r
- * Prevent context menu while blowing wind\r
- */\r
- canvas.addEventListener('contextmenu', function(evt) { \r
- evt.preventDefault();\r
- }, false);\r
-\r
-\r
- canvas.onmousedown = (evt) => {\r
-\r
- // Check mouse click\r
- rightMousePressed = evt.button == 2;\r
- \r
- if(intersects.length > 0 && evt.button == 0){\r
- cloth.mousePress(intersects);\r
- } \r
- }\r
- \r
- canvas.onmouseup = (evt) => {\r
- cloth.mouseRelease();\r
- rightMousePressed = false;\r
- }\r
-\r
- function calculateMousePosToWorld(evt){\r
- var vec = new THREE.Vector3(); // create once and reuse\r
- var pos = new THREE.Vector3(); // create once and reuse\r
-\r
- vec.set(\r
- ( evt.clientX / window.innerWidth ) * 2 - 1,\r
- - ( evt.clientY / window.innerHeight ) * 2 + 1,\r
- 0.5 );\r
-\r
- vec.unproject( camera );\r
-\r
- vec.sub( camera.position ).normalize();\r
-\r
- var distance = - camera.position.z / vec.z;\r
-\r
- pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );\r
- return pos;\r
- }\r
-}
\ No newline at end of file