const DAMPING = 0.03;\r
const DRAG = 1 - DAMPING;\r
-const MASS = 0.1;\r
+const MASS = 0.35;\r
const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);\r
const K = 1;\r
\r
-let tmpCorrection;\r
+const options = {\r
+ wind: true,\r
+};\r
\r
class Constraint {\r
constructor(p1, p2, restDist) {\r
const currentDist = diff.length();\r
if (currentDist == 0) return;\r
if (currentDist <= this.restDist) return;\r
- const correction = diff.multiplyScalar(1 - (this.restDist / currentDist));\r
+ //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist));\r
+ const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist);\r
correction.multiplyScalar(K);\r
- tmpCorrection = correction;\r
+ correction.clampLength(0, 1);\r
const correctionHalf = correction.multiplyScalar(0.5);\r
- this.p1.position.add(correctionHalf);\r
- this.p2.position.sub(correctionHalf);\r
+ if (this.p1.movable && this.p2.movable) {\r
+ this.p1.position.add(correctionHalf);\r
+ this.p2.position.sub(correctionHalf);\r
+ } else if (! this.p1.movable && this.p2.movable) {\r
+ this.p2.position.sub(correction);\r
+ } else if (this.p1.movable && ! this.p2.movable) {\r
+ this.p1.position.add(correction);\r
+ }\r
}\r
}\r
\r
nextPosition.add(this.position);\r
nextPosition.add(this.acceleration.multiplyScalar(dt*dt));\r
\r
- this.previous = this.position;\r
- this.position = nextPosition;\r
+ if (this.movable) {\r
+ this.previous = this.position;\r
+ this.position = nextPosition;\r
+ }\r
\r
this.acceleration.set(0, 0, 0);\r
}\r
this.height = height;\r
this.numPointsWidth = numPointsWidth;\r
this.numPointsHeight = numPointsHeight;\r
- this.windFactor = new THREE.Vector3(0.5, 0.2, 0.2);\r
+ this.windFactor = new THREE.Vector3(5, 2, 2);\r
\r
/**\r
* distance between two vertices horizontally/vertically\r
}\r
}\r
\r
- this.particles[this.getVertexIndex(0, 0)].movable = false;\r
- this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false;\r
- this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;\r
+ //this.particles[this.getVertexIndex(0, 0)].movable = false;\r
+ const n = 3;\r
+ for (let i = 0; i <= n; i++)\r
+ this.particles[this.getVertexIndex(0, Math.floor((numPointsHeight-1)*(i/n)))].movable = false;\r
+ //this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false;\r
+ //this.particles[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
const positions = geometry.attributes.position.array;\r
for (let i in this.particles) {\r
let p = this.particles[i];\r
- if (p.movable) {\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
- } else {\r
- p.position = p.previous;\r
- }\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
geometry.attributes.position.needsUpdate = true;\r
geometry.computeBoundingSphere();\r
this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
// normalize then multiply?\r
- particle.addForce(fWind);\r
+ if (options.wind)\r
+ particle.addForce(fWind);\r
// calculate wind with normal?\r
\r
particle.addForce(GRAVITY);\r