const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);\r
const K = 1;\r
\r
+// Flag Texture\r
+\r
const options = {\r
wind: true,\r
};\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
}\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
if (dist < collisionDistance) {\r
- p1.movableTmp = false;\r
- p2.movableTmp = false;\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
if (p1.movable)\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