]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/cloth.js
fix exploding behaviour
[cloth_sim] / Scripts / cloth.js
index 5a7a0f214a7573b5f360215c680aafba4412b570..c77fb1c911a444746845901c7a7d411f86631494 100644 (file)
@@ -3,8 +3,11 @@ const DRAG = 1 - DAMPING;
 const MASS = 0.1;\r
 const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);\r
 const K = 1;\r
+const MAX_STRETCH = 1.5;\r
 \r
-// Flag Texture\r
+// Explosion am Anfang\r
+// Intersect mit Velocity?\r
+// Wind/Ziehen\r
 \r
 const options = {\r
   wind: true,\r
@@ -25,7 +28,10 @@ class Constraint {
     //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist));\r
     const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist);\r
     correction.multiplyScalar(K);\r
-    correction.clampLength(0, 1);\r
+    if (currentDist >= this.restDist * MAX_STRETCH) {\r
+\r
+    }\r
+    //correction.clampLength(0, 1);\r
     const correctionHalf = correction.multiplyScalar(0.5);\r
 \r
     let p1movable = this.p1.movable && this.p1.movableTmp;\r
@@ -223,7 +229,7 @@ class Cloth {
       constraint.satisfy();\r
     }\r
 \r
-    this.intersect();\r
+    //this.intersect();\r
   }\r
 \r
   intersect() {\r
@@ -239,20 +245,42 @@ class Cloth {
           continue;\r
 \r
         let dist = p1.position.distanceTo(p2.position);\r
-        const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+        let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+        // collisionDistance /= 2;\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
+          let diffP2P1 = p1.position.clone().sub(p2.position).normalize();\r
+          diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+          let diffP1P2 = diffP2P1.clone().multiplyScalar(-1);\r
+\r
+          // let v1 = p1.position.clone().sub(p1.previous).normalize();\r
+          // let v2 = p2.position.clone().sub(p2.previous).normalize();\r
+\r
+          // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2;\r
+          // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2;\r
+\r
           if (p1.movable)\r
-            p1.position.add(diff);\r
+            p1.position.add(diffP2P1);\r
+            //p1.position.add(diffP2P1.multiplyScalar(factor1));\r
           if (p2.movable)\r
-            p2.position.sub(diff);\r
+            p2.position.add(diffP1P2);\r
+            //p2.position.add(diffP1P2.multiplyScalar(factor2));\r
         }\r
       }\r
     }\r
   }\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
+  }\r
+  drag(mousePosWorld, index) {\r
+    let dir = mousePosWorld.clone().sub(this.particles[index].position).multiplyScalar(200);\r
+    this.particles[index].addForce(dir);\r
+  }\r
 \r
   /**\r
    * helper function to calculate index of vertex\r