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
+\r
+ let p1movable = this.p1.movable && this.p1.movableTmp;\r
+ let p2movable = this.p2.movable && this.p2.movableTmp;\r
+\r
+ if (p1movable && p2movable) {\r
+ this.p1.position.add(correctionHalf);\r
+ this.p2.position.sub(correctionHalf);\r
+ } else if (! p1movable && p2movable) {\r
+ this.p2.position.sub(correction);\r
+ } else if (p1movable && ! p2movable) {\r
+ this.p1.position.add(correction);\r
+ }\r
}\r
}\r
\r
class Particle {\r
+ movableTmp = true;\r
movable = true;\r
\r
constructor(x, y, z, mass) {\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 && this.movableTmp) {\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(3, 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 < 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
\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
for (let constraint of this.constraints) {\r
constraint.satisfy();\r
}\r
- //console.log(tmpCorrection);\r
+\r
+ this.intersect();\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
+ let p2 = this.particles[j];\r
+\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
+ 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
+ let diff = p1.position.clone().sub(p2.position).normalize();\r
+ diff.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ if (p1.movable)\r
+ p1.position.add(diff);\r
+ if (p2.movable)\r
+ p2.position.sub(diff);\r
+ }\r
+ }\r
+ }\r
+ }\r
+\r
/**\r
* helper function to calculate index of vertex\r
* in "vertices" array based on its x and y positions\r