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
};\r
\r
-class Constraint {\r
+class Spring {\r
constructor(p1, p2, restDist) {\r
this.p1 = p1;\r
this.p2 = p2;\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
}\r
}\r
\r
-class Particle {\r
+class Mass {\r
movableTmp = true;\r
movable = true;\r
\r
\r
/**\r
* iterate over the number of vertices in x/y axis\r
- * and add a new Particle to "particles"\r
+ * and add a new Particle to "masses"\r
*/\r
- this.particles = [];\r
+ this.masses = [];\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
- this.particles.push(\r
- new Particle(\r
+ this.masses.push(\r
+ new Mass(\r
(x - ((numPointsWidth-1)/2)) * stepWidth,\r
height - (y + ((numPointsHeight-1)/2)) * stepHeight,\r
0,\r
}\r
}\r
\r
- //this.particles[this.getVertexIndex(0, 0)].movable = false;\r
+ //this.masses[this.getVertexIndex(0, 0)].movable = false;\r
const n = 3;\r
for (let i = 0; i < numPointsHeight; i++)\r
- this.particles[this.getVertexIndex(0, i)].movable = false;\r
- //this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false;\r
- //this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;\r
+ this.masses[this.getVertexIndex(0, i)].movable = false;\r
+ //this.masses[this.getVertexIndex(0, numPointsHeight-1)].movable = false;\r
+ //this.masses[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;\r
\r
const REST_DIST_X = width / (numPointsWidth-1);\r
const REST_DIST_Y = height / (numPointsHeight-1);\r
\r
/**\r
- * generate constraints (springs)\r
+ * generate springs (springs)\r
*/\r
- this.constraints = [];\r
+ this.springs = [];\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
if (x < numPointsWidth-1) {\r
- this.constraints.push(new Constraint(\r
- this.particles[this.getVertexIndex(x, y)],\r
- this.particles[this.getVertexIndex(x+1, y)],\r
+ this.springs.push(new Spring(\r
+ this.masses[this.getVertexIndex(x, y)],\r
+ this.masses[this.getVertexIndex(x+1, y)],\r
REST_DIST_X\r
));\r
}\r
if (y < numPointsHeight-1) {\r
- this.constraints.push(new Constraint(\r
- this.particles[this.getVertexIndex(x, y)],\r
- this.particles[this.getVertexIndex(x, y+1)],\r
+ this.springs.push(new Spring(\r
+ this.masses[this.getVertexIndex(x, y)],\r
+ this.masses[this.getVertexIndex(x, y+1)],\r
REST_DIST_Y\r
));\r
}\r
const indices = [];\r
const uvs = [];\r
\r
- for (let i in this.particles) {\r
- let particle = this.particles[i];\r
+ for (let i in this.masses) {\r
+ let particle = this.masses[i];\r
vertices.push(\r
particle.position.x,\r
particle.position.y,\r
}\r
updateGeometry(geometry) {\r
const positions = geometry.attributes.position.array;\r
- for (let i in this.particles) {\r
- let p = this.particles[i];\r
+ for (let i in this.masses) {\r
+ let p = this.masses[i];\r
positions[i*3+0] = p.position.x;\r
positions[i*3+1] = p.position.y;\r
positions[i*3+2] = p.position.z;\r
}\r
simulate(dt) {\r
let now = performance.now();\r
- for (let particle of this.particles) {\r
- let vertex = particle.position;\r
+ for (let mass of this.masses) {\r
+ let vertex = mass.position;\r
let fWind = new THREE.Vector3(\r
this.windFactor.x * (Math.sin(vertex.x * vertex.y * now)+1),\r
this.windFactor.y * Math.cos(vertex.z * now),\r
);\r
// normalize then multiply?\r
if (options.wind)\r
- particle.addForce(fWind);\r
+ mass.addForce(fWind);\r
// calculate wind with normal?\r
\r
- particle.addForce(GRAVITY);\r
+ mass.addForce(GRAVITY);\r
\r
- particle.verlet(dt);\r
+ mass.verlet(dt);\r
}\r
\r
\r
- for (let constraint of this.constraints) {\r
+ for (let constraint of this.springs) {\r
constraint.satisfy();\r
}\r
\r
}\r
\r
intersect() {\r
- for (let i in this.particles) {\r
- for (let j in this.particles) { \r
- let p1 = this.particles[i];\r
- let p2 = this.particles[j];\r
+ for (let i in this.masses) {\r
+ for (let j in this.masses) { \r
+ let p1 = this.masses[i];\r
+ let p2 = this.masses[j];\r
\r
p1.movableTmp = true;\r
p2.movableTmp = true;\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
+ 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.masses[face.a].addForce(dir);\r
+ this.masses[face.b].addForce(dir);\r
+ this.masses[face.c].addForce(dir);\r
+ }\r
+ drag(mousePosWorld, index) {\r
+ let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200);\r
+ this.masses[index].addForce(dir);\r
+ }\r
\r
/**\r
* helper function to calculate index of vertex\r