-//import { } from './cloth.js';\r
-//import { OrbitControls } from './OrbitControls.js';\r
+\r
\r
function addLights(scene){\r
- scene.add( new THREE.AmbientLight( 0x222222 ) );\r
+ scene.add(new THREE.AmbientLight(0x222222));\r
\r
- const light1 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light1.position.set( 15, 1, 40 );\r
- scene.add( light1 );\r
+ const light1 = new THREE.PointLight(0xffffff, 1, 50);\r
+ light1.position.set(15, 1, 40);\r
+ scene.add(light1);\r
\r
- const light2 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light2.position.set( -15, 0, 40 );\r
- scene.add( light2 );\r
+ const light2 = new THREE.PointLight(0xffffff, 1, 50);\r
+ light2.position.set(-15, 0, 40);\r
+ scene.add(light2);\r
\r
- const light3 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light3.position.set( 0, -1, 40 );\r
- scene.add( light3 );\r
+ const light3 = new THREE.PointLight(0xffffff, 1, 50);\r
+ light3.position.set(0, -1, 40);\r
+ scene.add(light3);\r
}\r
\r
/**\r
});\r
\r
/** add flag pole */\r
- const geometry = new THREE.CylinderGeometry( 0.02, 0.02, 5, 32 );\r
- const material = new THREE.MeshStandardMaterial( {color: 0xffffff} );\r
- const cylinder = new THREE.Mesh( geometry, material );\r
+ const geometry = new THREE.CylinderGeometry(0.02, 0.02, 5, 32);\r
+ const material = new THREE.MeshStandardMaterial({color: 0xffffff});\r
+ const cylinder = new THREE.Mesh(geometry, material);\r
cylinder.position.set(-0.5, -2.25, 0);\r
- scene.add( cylinder );\r
+ scene.add(cylinder);\r
\r
/** add global light */\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
const canvasSpace = 200;\r
\r
/** Constant Frame Time */\r
- const frameTime = 1000.0 / 60.0;\r
+ const frameTime = 1000.0 / 200.0;\r
\r
/** Setup scene */\r
let [scene, camera, renderer] = setup_scene(canvasSpace);\r
\r
- //const loader = new THREE.TextureLoader();\r
+ const loader = new THREE.TextureLoader();\r
//Red color: 0xC70039\r
\r
- const cloth = new Cloth(1, 0.5, 20, 10);\r
+ /** Create cloth and generate mesh */\r
+ const cloth = new Cloth(1, 0.5, 20, 20);\r
const clothGeometry = cloth.generateGeometry();\r
- //const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/DeutschlandFlagge.jpg'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false});\r
- const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
+ const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm2.png'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false });\r
+ //const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial);\r
scene.add(clothMesh);\r
\r
+ /** Register wind checkbox */\r
+ document.getElementById("windToggle").checked = options.wind;\r
+ document.getElementById("windToggle").onchange = (e) => {\r
+ options.wind = e.target.checked;\r
+ };\r
+\r
let raycaster = new THREE.Raycaster();\r
let intersects;\r
- let rightMousePressed;\r
+ let windKeyDown = false;\r
+ let dragKeyDown = false;\r
+ let draggedIndex = -1;\r
/**\r
* function called every frame\r
* @param {number} dt - time passed since last frame in ms\r
*/\r
function animate(dt) {\r
+ /** run simulation step */\r
cloth.simulate(dt / 1000);\r
\r
cloth.updateGeometry(clothGeometry);\r
- \r
- raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
\r
- // intersects = raycaster.intersectObject( mesh );\r
-\r
- // if ( intersects.length > 0 && rightMousePressed) {\r
- // // Cloth mouse interaction\r
- // }\r
+ /** raycast from camera to cursor */\r
+ raycaster.setFromCamera(new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera);\r
+ intersects = raycaster.intersectObject(clothMesh);\r
+\r
+ /** provide user interaction */\r
+ if (intersects.length > 0) {\r
+ if (windKeyDown)\r
+ cloth.blow(camera.position, intersects);\r
+ /** "grab" vertex index */\r
+ if (dragKeyDown && draggedIndex == -1)\r
+ draggedIndex = intersects[0].face.a;\r
+ }\r
+ if (dragKeyDown && draggedIndex != -1)\r
+ cloth.drag(calculateMousePosToWorld(mousePos), draggedIndex);\r
+\r
+ /** queue next frame */\r
setTimeout(() => {\r
animate(frameTime);\r
}, frameTime);\r
+\r
renderer.render(scene, camera);\r
}\r
\r
* start rendering\r
*/\r
if (canvas.getContext) {\r
- animate(performance.now());\r
+ animate(frameTime);\r
}\r
\r
\r
canvas.onmousemove = (evt) => {\r
mousePos.x = evt.clientX;\r
mousePos.y = evt.clientY;\r
-\r
- //cloth.mouseMove(calculateMousePosToWorld(evt));\r
};\r
\r
/**\r
evt.preventDefault();\r
}, false);\r
\r
+ /** register key events */\r
+ document.onkeydown = (evt) => {\r
+ if (evt.code === "KeyW")\r
+ windKeyDown = true;\r
+ if (evt.code === "KeyD")\r
+ dragKeyDown = true;\r
+ };\r
\r
- canvas.onmousedown = (evt) => {\r
-\r
- // Check mouse click\r
- rightMousePressed = evt.button == 2;\r
- \r
- if(intersects.length > 0 && evt.button == 0){\r
- //cloth.mousePress(intersects);\r
- } \r
- }\r
- \r
- canvas.onmouseup = (evt) => {\r
- //cloth.mouseRelease();\r
- rightMousePressed = false;\r
- }\r
+ document.onkeyup = (evt) => {\r
+ if (evt.code === "KeyW")\r
+ windKeyDown = false;\r
+ if (evt.code === "KeyD") {\r
+ dragKeyDown = false;\r
+ draggedIndex = -1;\r
+ }\r
+ };\r
\r
- function calculateMousePosToWorld(evt){\r
+ /** helper function to turn mouse position into 3D coordinates */\r
+ function calculateMousePosToWorld(mousePos){\r
var vec = new THREE.Vector3(); // create once and reuse\r
var pos = new THREE.Vector3(); // create once and reuse\r
\r
vec.set(\r
- ( evt.clientX / window.innerWidth ) * 2 - 1,\r
- - ( evt.clientY / window.innerHeight ) * 2 + 1,\r
- 0.5 );\r
+ (mousePos.x / window.innerWidth) * 2 - 1,\r
+ - (mousePos.y / window.innerHeight) * 2 + 1,\r
+ 0.5);\r
\r
- vec.unproject( camera );\r
+ vec.unproject(camera);\r
\r
- vec.sub( camera.position ).normalize();\r
+ vec.sub(camera.position).normalize();\r
\r
var distance = - camera.position.z / vec.z;\r
\r
- pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );\r
+ pos.copy(camera.position).add(vec.multiplyScalar(distance));\r
return pos;\r
}\r
}
\ No newline at end of file