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
+// Explosion am Anfang\r
+// Intersect mit Velocity?\r
+// Wind/Ziehen\r
\r
const options = {\r
wind: true,\r
//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
const geometry = new THREE.BufferGeometry();\r
\r
const vertices = [];\r
- const normals = [];\r
const indices = [];\r
+ const uvs = [];\r
\r
- for (let particle of this.particles) {\r
+ for (let i in this.particles) {\r
+ let particle = this.particles[i];\r
vertices.push(\r
particle.position.x,\r
particle.position.y,\r
particle.position.z);\r
+ uvs.push(\r
+ this.getX(i) / (this.numPointsWidth-1),\r
+ 1 - (this.getY(i) / (this.numPointsHeight-1))\r
+ );\r
}\r
\r
- const numPointsWidth = this.numPointsWidth;\r
- const numPointsHeight = this.numPointsHeight;\r
-\r
/**\r
* generate faces based on 4 vertices\r
* and 6 springs each\r
*/\r
- for (let y = 0; y < numPointsHeight - 1; y++) {\r
- for (let x = 0; x < numPointsWidth - 1; x++) {\r
+ for (let y = 0; y < this.numPointsHeight - 1; y++) {\r
+ for (let x = 0; x < this.numPointsWidth - 1; x++) {\r
indices.push(\r
this.getVertexIndex(x, y),\r
this.getVertexIndex(x+1, y),\r
\r
geometry.setIndex(indices);\r
geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));\r
- //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));\r
+ geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2));\r
geometry.computeBoundingSphere();\r
geometry.computeVertexNormals();\r
\r
constraint.satisfy();\r
}\r
\r
- this.intersect();\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
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
+ if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.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
+ 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
+ // p1.movableTmp = false;\r
+ // p2.movableTmp = false;\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
getVertexIndex(x, y) {\r
return y * this.numPointsWidth + x;\r
}\r
+ getX(i) { return i % this.numPointsWidth; }\r
+ getY(i) { return Math.floor(i / this.numPointsWidth); }\r
}
\ No newline at end of file