externalForces = [];\r
windForce = 50;\r
\r
+ windFactor = new THREE.Vector3(0, 0, 0);\r
+\r
/**\r
* creates a rectangular piece of cloth\r
* takes the size of the cloth\r
let vertices = [];\r
let faces = [];\r
\r
+ this.width = width;\r
+ this.height = height;\r
this.numPointsWidth = numPointsWidth;\r
this.numPointsHeight = numPointsHeight;\r
\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
vertices.push(\r
- new THREE.Vector3((x - (numPointsWidth/2)) * stepWidth, height - y * stepHeight, 0)\r
+ new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0)\r
);\r
}\r
}\r
/**\r
* hand cloth from left and right upper corners\r
*/\r
- //this.vertexRigidness[0] = true;\r
- //this.vertexRigidness[numPointsWidth * (numPointsHeight - 1)] = true;\r
- this.fixedPoints.push(getVertexIndex(8, 10));\r
- this.fixedPoints.push(getVertexIndex(12, 9));\r
+ this.fixedPoints.push(getVertexIndex(0, 0));\r
+ this.fixedPoints.push(getVertexIndex(0, 19));\r
}\r
\r
/**\r
yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);\r
weight += xLength * yLength / 2;\r
\r
+ weight *= 10;\r
+\r
/**\r
* split weight equally between four surrounding vertices\r
*/\r
let posI = this.geometry.vertices[i];\r
let posJ = this.geometry.vertices[j];\r
let dist = posI.distanceTo(posJ);\r
- const collisionDistance = 0.5;\r
+ const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
if (dist < collisionDistance) {\r
this.vertexRigidness[i] = true;\r
this.vertexRigidness[j] = true;\r
let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
- this.geometry.vertices[i].add(diff);\r
- this.geometry.vertices[j].sub(diff);\r
- console.log(this.geometry.vertices[i].distanceTo(this.geometry.vertices[j]));\r
+ if (!(this.fixedPoints.includes(i) || this.fixedPoints.includes(j))) {\r
+ this.geometry.vertices[i].add(diff);\r
+ this.geometry.vertices[j].sub(diff);\r
+ }\r
}\r
}\r
}\r
// constant gravity\r
let g = new THREE.Vector3(0, -9.8, 0);\r
// stiffness\r
- let k = 500;\r
+ let k = 1000;\r
\r
// Wind vector\r
let fWind = new THREE.Vector3(\r
- Math.sin(vertex.x * vertex.y * this.time),\r
- Math.cos(vertex.z * this.time),\r
- Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
+ this.windFactor.x * (Math.sin(vertex.x * vertex.y * this.time)+1),\r
+ this.windFactor.y * Math.cos(vertex.z * this.time),\r
+ this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
+ //console.log(fWind);\r
\r
/**\r
* constant determined by the properties of the surrounding fluids (air)\r
// next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
// acceleration (dv/dt) = F(net)\r
// Dependency for one vertex: gravity, fluids/air, springs\r
- const DRAG = 0.96;\r
+ const DRAG = 0.97;\r
let nextPosition = new THREE.Vector3(\r
(currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),\r
(currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),\r