]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/main.js
reorganize code into separate files
[cloth_sim] / Scripts / main.js
index 1f26606ebe8b0d325ca067c033bfe41558170f22..a0387ac5943e08126bf531f98936ba15248d8e6a 100644 (file)
-function init() {\r
-  class Point {\r
-    constructor(x, y) {\r
-      this.x = x;\r
-      this.y = y;\r
-    }\r
-\r
-    add(that) {\r
-      return new Point(\r
-        this.x + that.x,\r
-        this.y + that.y\r
-      );\r
-    }\r
-\r
-    sub(that) {\r
-      return new Point(\r
-        this.x - that.x,\r
-        this.y - that.y\r
-      );\r
-    }\r
-\r
-    dist(that) {\r
-      let a = this.x - that.x;\r
-      let b = this.y - that.y;\r
-      return Math.sqrt(a * a + b * b)\r
-    }\r
-  }\r
+import { Face, Spring, Cloth } from './cloth.js';\r
 \r
-  function vectorLength(a, b) {\r
-    let v1 = new THREE.Vector3();\r
-    v1.set(a.x, a.y, a.z);\r
-    let v2 = new THREE.Vector3();\r
-    v2.set(b.x, b.y, b.z);\r
 \r
-    return v1.sub(v2).length();\r
+class Point {\r
+  constructor(x, y) {\r
+    this.x = x;\r
+    this.y = y;\r
   }\r
 \r
-  class Face {\r
-    a;\r
-    b;\r
-    c;\r
-    d;\r
-\r
-    springs = [];\r
-\r
-    constructor(a, b, c, d) {\r
-      this.a = a;\r
-      this.b = b;\r
-      this.c = c;\r
-      this.d = d;\r
-    }\r
+  add(that) {\r
+    return new Point(\r
+      this.x + that.x,\r
+      this.y + that.y\r
+    );\r
   }\r
 \r
-  class Spring {\r
-    restLength;\r
-    currentLength;\r
-    index1;\r
-    index2;\r
-\r
-    constructor(vertices, index1, index2) {\r
-      this.index1 = index1;\r
-      this.index2 = index2;\r
-\r
-      let length = vectorLength(vertices[index1], vertices[index2]);\r
-      this.restLength = length;\r
-      this.currentLength = length;\r
-    }\r
+  sub(that) {\r
+    return new Point(\r
+      this.x - that.x,\r
+      this.y - that.y\r
+    );\r
   }\r
 \r
-  class Cloth {\r
-    VertexWeight = 1;\r
-\r
-    geometry = new THREE.Geometry();\r
-\r
-    faces = [];\r
-\r
-    vertexWeights = [];\r
-\r
-    static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
-      let vertices = [];\r
-      let faces = [];\r
-\r
-      let stepWidth = width / (numPointsWidth - 1);\r
-      let stepHeight = height / (numPointsHeight - 1);\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 * stepWidth, height - y * stepHeight, 0)\r
-          );\r
-        }\r
-      }\r
-\r
-      function getVertexIndex(x, y) {\r
-        return y * numPointsWidth + x;\r
-      }\r
-      \r
-      for (let y = 0; y < numPointsHeight - 1; y++) {\r
-        for (let x = 0; x < numPointsWidth - 1; x++) {\r
-          let newFace = new Face(\r
-            getVertexIndex(x, y),\r
-            getVertexIndex(x, y + 1),\r
-            getVertexIndex(x + 1, y),\r
-            getVertexIndex(x + 1, y + 1),\r
-          );\r
-\r
-          newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y)));\r
-          newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1)));\r
-          newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1)));\r
-          newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1)));\r
-          newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1)));\r
-          newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1)));\r
-          \r
-          faces.push(newFace);\r
-        }\r
-      }\r
-\r
-      return this.CreateExplicit(vertices, faces);\r
-    }\r
-\r
-    static CreateExplicit(vertices, faces) {\r
-      let result = new Cloth();\r
-\r
-      for (let i in vertices) {\r
-        result.geometry.vertices.push(vertices[i]);\r
-        result.vertexWeights.push(0);\r
-      }\r
-      console.log(vertices);\r
-      for (let i in faces) {\r
-        let face = faces[i];\r
-\r
-        result.geometry.faces.push(new THREE.Face3(\r
-          face.a, face.b, face.c\r
-        ));\r
-        result.geometry.faces.push(new THREE.Face3(\r
-          face.c, face.b, face.d\r
-        ));\r
-\r
-        console.log(face);\r
-        \r
-        let xLength = vectorLength(result.geometry.vertices[face.b], result.geometry.vertices[face.a]);\r
-        let yLength = vectorLength(result.geometry.vertices[face.c], result.geometry.vertices[face.a]);\r
-        let weight = xLength * yLength / 2;\r
-\r
-        xLength = vectorLength(result.geometry.vertices[face.b], result.geometry.vertices[face.d]);\r
-        yLength = vectorLength(result.geometry.vertices[face.c], result.geometry.vertices[face.d]);\r
-        weight += xLength * yLength / 2;\r
-\r
-        result.vertexWeights[face.a] += weight / 4;\r
-        result.vertexWeights[face.b] += weight / 4;\r
-        result.vertexWeights[face.c] += weight / 4;\r
-        result.vertexWeights[face.d] += weight / 4;\r
-      }\r
-\r
-      result.geometry.computeBoundingSphere();\r
-\r
-      return result;\r
-    }\r
+  dist(that) {\r
+    let a = this.x - that.x;\r
+    let b = this.y - that.y;\r
+    return Math.sqrt(a * a + b * b)\r
   }\r
+}\r
 \r
-  let mousePos = new Point();\r
-\r
-  const canvasSpace = 200;\r
 \r
+/**\r
+ * setup THREE JS Scene, Camera and Renderer\r
+ */\r
+function setup_scene(canvasSpace) {\r
   const scene = new THREE.Scene();\r
   const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);\r
-\r
   const renderer = new THREE.WebGLRenderer();\r
+  /** size canvas to leave some space for UI */\r
   renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
+  /** embed canvas in HTML */\r
   document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
 \r
+  /** add global light */\r
   const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
   scene.add(directionalLight);\r
 \r
-  let cloth = Cloth.CreateBasic(10, 10, 5, 5);\r
-  const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });\r
-  const mesh = new THREE.Mesh(cloth.geometry, material);\r
-  scene.add(mesh);\r
-\r
+  /** position camera */\r
   camera.position.y = 5;\r
   camera.position.z = 10;\r
 \r
+  return [scene, camera, renderer];\r
+}\r
+\r
+/** call "init" when document is fully loaded */\r
+document.body.onload = init;\r
+\r
+function init() {\r
+  let mousePos = new Point();\r
+\r
+  /**\r
+   * Space left empty under canvas\r
+   * for UI elements\r
+   */\r
+  const canvasSpace = 200;\r
+\r
+  /** Setup scene */\r
+  let [scene, camera, renderer] = setup_scene(canvasSpace);\r
+  \r
+  /** setup cloth and generate debug mesh */\r
+  let cloth = new Cloth();\r
+  cloth.createBasic(10, 10, 5, 5);\r
+  cloth.createDebugMesh(scene);\r
+\r
+  const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });\r
+  const mesh = new THREE.Mesh(cloth.geometry, material);\r
+  scene.add(mesh);\r
+\r
+  /**\r
+   * function called every frame\r
+   * @param {number} dt - time passed since last frame\r
+   */\r
   function animate(dt) {\r
     requestAnimationFrame(animate);\r
     renderer.render(scene, camera);\r
   }\r
 \r
+  /** add callback for window resize */\r
   let canvas = document.getElementsByTagName("canvas")[0];\r
   let resize = function () {\r
-    w = window.innerWidth;\r
-    h = window.innerHeight - 200;\r
+    let w = window.innerWidth;\r
+    let h = window.innerHeight - 200;\r
     canvas.width = w;\r
     canvas.height = h;\r
   }\r
   window.onresize = resize;\r
   resize();\r
+\r
+  /**\r
+   * if canvas has been successfully initialized\r
+   * start rendering\r
+   */\r
   if (canvas.getContext) {\r
-    ctx = canvas.getContext('2d');\r
     animate(performance.now());\r
   }\r
+\r
+  /** add mouse move callback */\r
   canvas.onmousemove = (evt) => {\r
     mousePos.x = evt.clientX;\r
     mousePos.y = evt.clientY;\r