-import { Face, Spring, Cloth } from './cloth.js';\r
\r
\r
-/**\r
- * rendering\r
- * Einheiten konsistent\r
- * Wind\r
- * evtl. an Stoff ziehen\r
- */\r
+function addLights(scene){\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
* setup THREE JS Scene, Camera and Renderer\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 THREE.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.y = 5;\r
- camera.position.z = 10;\r
-\r
+ camera.position.z = 2;\r
+ addLights(scene);\r
return [scene, camera, renderer];\r
}\r
\r
\r
function init() {\r
let mousePos = new THREE.Vector2();\r
- let previousClothSimulation;\r
\r
/**\r
* Space left empty under canvas\r
const canvasSpace = 200;\r
\r
/** Constant Frame Time */\r
- const frameTime = 1000.0 / 60.0;\r
+ const frameTime = 1000.0 / 200.0;\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(10, 10, 50, 50);\r
- //cloth.createDebugMesh(scene);\r
-\r
- //const material = new THREE.MeshBasicMaterial({ color: 0x0000ff, side: THREE.DoubleSide });\r
- const material = new THREE.MeshStandardMaterial({ color: 0x0000ff, side: THREE.DoubleSide, flatShading: false });\r
- const mesh = new THREE.Mesh(cloth.geometry, material);\r
- //const mesh = new THREE.WireframeGeometry(cloth.geometry);\r
- //const line = new THREE.LineSegments(mesh);\r
- //line.material.depthTest = false;\r
- //line.material.opacity = 0.25;\r
- //line.material.transparent = true;\r
- scene.add(mesh);\r
-\r
- scene.add( new THREE.AmbientLight( 0x222222 ) );\r
-\r
- const light1 = new THREE.PointLight( 0xffffff, 1, 100 );\r
- light1.position.set( 2, 1, 80 );\r
- scene.add( light1 );\r
- const light2 = new THREE.PointLight( 0xffffff, 1, 100 );\r
- light2.position.set( -2, 1, 80 );\r
- scene.add( light2 );\r
- const light3 = new THREE.PointLight( 0xffffff, 1, 100 );\r
- light3.position.set( 0, -1, 80 );\r
- scene.add( light3 );\r
+ const loader = new THREE.TextureLoader();\r
+ //Red color: 0xC70039\r
+\r
+ const cloth = new Cloth(1, 0.5, 20, 20);\r
+ const clothGeometry = cloth.generateGeometry();\r
+ const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm.jpg'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false});\r
+ //const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
+ const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial);\r
+ scene.add(clothMesh);\r
\r
- let raycaster = new THREE.Raycaster();\r
+ document.getElementById("windToggle").checked = options.wind;\r
+ document.getElementById("windToggle").onchange = (e) => {\r
+ options.wind = e.target.checked;\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
+ cloth.simulate(dt / 1000);\r
\r
+ cloth.updateGeometry(clothGeometry);\r
+ \r
raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
\r
- const intersects = raycaster.intersectObject( mesh );\r
+ // intersects = raycaster.intersectObject( mesh );\r
\r
- if ( intersects.length > 0 ) {\r
- cloth.wind(intersects);\r
- }\r
+ // if ( intersects.length > 0 && rightMousePressed) {\r
+ // // Cloth mouse interaction\r
+ // }\r
setTimeout(() => {\r
animate(frameTime);\r
}, frameTime);\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
}
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