*/\r
function vectorLength(a, b) {\r
let v1 = new THREE.Vector3();\r
- v1.set(a.x, a.y, a.z);\r
+ v1.copy(a);\r
let v2 = new THREE.Vector3();\r
- v2.set(b.x, b.y, b.z);\r
+ v2.copy(b);\r
\r
return v1.sub(v2).length();\r
}\r
}\r
\r
getDirection(vertices) {\r
- let direction = new THREE.Vector3(\r
- vertices[this.index1].x,\r
- vertices[this.index1].y,\r
- vertices[this.index1].z\r
- );\r
+ let direction = new THREE.Vector3();\r
+ direction.copy(vertices[this.index1]);\r
\r
direction.sub(vertices[this.index2]);\r
direction.divideScalar(vectorLength(vertices[this.index1], vertices[this.index2]));\r
\r
vertexRigidness = [];\r
\r
+ fixedPoints = [];\r
+\r
+ externalForces = [];\r
+ windForce = 50;\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.numPointsWidth = numPointsWidth;\r
+ this.numPointsHeight = numPointsHeight;\r
+\r
/**\r
* distance between two vertices horizontally/vertically\r
* divide by the number of points minus one\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
+ new THREE.Vector3((x - (numPointsWidth/2)) * stepWidth, height - y * stepHeight, 0)\r
);\r
}\r
}\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
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y))); // oben\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1))); // links\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1))); // oben links -> unten rechts diagonal\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1))); // oben rechts -> unten links diagonal\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); // rechts\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1))); // unten\r
\r
faces.push(newFace);\r
}\r
/**\r
* hand cloth from left and right upper corners\r
*/\r
- this.vertexRigidness[0] = true;\r
- this.vertexRigidness[numPointsWidth-1] = true;\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
}\r
\r
/**\r
* Copy vertices and initialize vertex weights to 0\r
*/\r
for (let i in vertices) {\r
- this.geometry.vertices.push(vertices[i]);\r
- this.previousPositions.push(vertices[i]);\r
+ this.geometry.vertices.push(vertices[i].clone());\r
+ this.previousPositions.push(vertices[i].clone());\r
+ // this.geometry.vertices.push(vertices[i]);\r
+ // this.previousPositions.push(vertices[i]);\r
this.vertexWeights.push(0);\r
this.vertexRigidness.push(false);\r
+ this.externalForces.push(new THREE.Vector3(0,0,0));\r
}\r
/**\r
* copy faces,\r
* needed for View Frustum Culling internally\r
*/\r
this.geometry.computeBoundingSphere();\r
+ this.geometry.computeFaceNormals();\r
+ this.geometry.computeVertexNormals();\r
}\r
\r
/**\r
time = 0;\r
/**\r
* \r
- * @param {number} dt \r
+ * @param {number} dt time in seconds since last frame\r
*/\r
simulate(dt) {\r
for (let i in this.geometry.vertices) {\r
- let currentPosition;\r
let acceleration = this.getAcceleration(i, dt);\r
\r
- // TODO: decide on clamping\r
- acceleration.clampLength(0, 100);\r
+ //acceleration.clampLength(0, 10);\r
+\r
+ if (Math.abs(acceleration.length()) <= 10e-4) {\r
+ acceleration.set(0, 0, 0);\r
+ }\r
\r
- currentPosition = this.verlet(this.geometry.vertices[i], this.previousPositions[i], acceleration, dt/500);\r
- //currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt/10);\r
+ let currentPosition = this.verlet(this.geometry.vertices[i].clone(), this.previousPositions[i].clone(), acceleration, dt);\r
+ //let currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt);\r
\r
- this.previousPositions[i] = currentPosition;\r
- this.geometry.vertices[i] = currentPosition;\r
+ this.previousPositions[i].copy(this.geometry.vertices[i]);\r
+ this.geometry.vertices[i].copy(currentPosition);\r
}\r
-\r
- //this.getAcceleration(1, dt, true);\r
+ \r
+ this.checkIntersect();\r
\r
this.time += dt;\r
\r
this.geometry.verticesNeedUpdate = true;\r
this.geometry.elementsNeedUpdate = true;\r
this.geometry.computeBoundingSphere();\r
+ this.geometry.computeFaceNormals();\r
+ this.geometry.computeVertexNormals();\r
\r
}\r
\r
-\r
+checkIntersect() {\r
+ let npw = this.numPointsWidth;\r
+ function getX(i, ) { return i % npw; }\r
+ function getY(i) { return Math.floor(i / npw); }\r
+ for (let i in this.geometry.vertices) {\r
+ for (let j in this.geometry.vertices) {\r
+ this.vertexRigidness[i] = false;\r
+ this.vertexRigidness[j] = false;\r
+ if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1))\r
+ continue;\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
+ 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
+ }\r
+ }\r
+ }\r
+}\r
\r
/**\r
* Equation of motion for each vertex which represents the acceleration \r
* @param {number} dt The time passed since last frame\r
*/\r
getAcceleration(vertexIndex, dt) {\r
- if (this.vertexRigidness[vertexIndex])\r
+ if (this.fixedPoints.includes(parseInt(vertexIndex)) ||\r
+ this.vertexRigidness[vertexIndex]) {\r
return new THREE.Vector3(0, 0, 0);\r
+ }\r
\r
- let vertex = this.geometry.vertices[vertexIndex];\r
+ let externalForce = this.externalForces[vertexIndex];\r
+ let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);\r
\r
// Mass of vertex\r
let M = this.vertexWeights[vertexIndex];\r
// constant gravity\r
let g = new THREE.Vector3(0, -9.8, 0);\r
// stiffness\r
- let k = 300;\r
+ let k = 500;\r
\r
// Wind vector\r
- // TODO: include 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.cos(vertex.z * this.time),\r
Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
- fWind = new THREE.Vector3(0, 0, 0);\r
\r
/**\r
* constant determined by the properties of the surrounding fluids (air)\r
* achievement of cloth effects through try out\r
* */\r
- let a = 1;\r
-\r
+ let a = 0.1;\r
+ \r
let velocity = new THREE.Vector3(\r
- (vertex.x - this.previousPositions[vertexIndex].x) * dt,\r
- (vertex.y - this.previousPositions[vertexIndex].y) * dt,\r
- (vertex.z - this.previousPositions[vertexIndex].z) * dt\r
+ (this.previousPositions[vertexIndex].x - vertex.x) / dt,\r
+ (this.previousPositions[vertexIndex].y - vertex.y) / dt,\r
+ (this.previousPositions[vertexIndex].z - vertex.z) / dt\r
);\r
\r
- // TODO: include air resistance\r
- let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);\r
- fAirResistance = new THREE.Vector3(0, 0, 0);\r
+ //console.log(velocity, vertex, this.previousPositions[vertexIndex]);\r
\r
+ let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);\r
+ \r
let springSum = new THREE.Vector3(0, 0, 0);\r
\r
// Get the bounding springs and add them to the needed springs\r
// TODO: optimize\r
- for (let i in this.faces) {\r
- if (this.faces[i].a == vertexIndex || this.faces[i].b == vertexIndex || this.faces[i].c == vertexIndex || this.faces[i].d == vertexIndex) {\r
- for (let j in this.faces[i].springs) {\r
- if (this.faces[i].springs[j].index1 == vertexIndex || this.faces[i].springs[j].index2 == vertexIndex) {\r
\r
- let spring = this.faces[i].springs[j];\r
- let springDirection = spring.getDirection(this.geometry.vertices);\r
+ const numPointsX = this.numPointsWidth;\r
+ const numPointsY = this.numPointsHeight;\r
+ const numFacesX = numPointsX - 1;\r
+ const numFacesY = numPointsY - 1;\r
\r
+ function getFaceIndex(x, y) {\r
+ return y * numFacesX + x;\r
+ }\r
\r
- if (this.faces[i].springs[j].index2 == vertexIndex)\r
- springDirection.multiplyScalar(-1);\r
+ let indexX = vertexIndex % numPointsX;\r
+ let indexY = Math.floor(vertexIndex / numPointsX);\r
+\r
+ let springs = [];\r
+\r
+ // 0 oben\r
+ // 1 links\r
+ // 2 oben links -> unten rechts diagonal\r
+ // 3 oben rechts -> unten links diagonal\r
+ // 4 rechts\r
+ // 5 unten\r
+\r
+ let ul = indexX > 0 && indexY < numPointsY - 1;\r
+ let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1;\r
+ let ol = indexX > 0 && indexY > 0;\r
+ let or = indexX < numPointsX - 1 && indexY > 0;\r
+\r
+ if (ul) {\r
+ let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)];\r
+ springs.push(faceUL.springs[3]);\r
+ if (!ol)\r
+ springs.push(faceUL.springs[0]);\r
+ springs.push(faceUL.springs[4]);\r
+ }\r
+ if (ur) {\r
+ let faceUR = this.faces[getFaceIndex(indexX, indexY)];\r
+ springs.push(faceUR.springs[2]);\r
+ if (!or)\r
+ springs.push(faceUR.springs[0]);\r
+ if (!ul)\r
+ springs.push(faceUR.springs[1]);\r
+ }\r
+ if (ol) {\r
+ let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)];\r
+ springs.push(faceOL.springs[2]);\r
+ springs.push(faceOL.springs[4]);\r
+ springs.push(faceOL.springs[5]);\r
+ }\r
+ if (or) {\r
+ let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)];\r
+ springs.push(faceOR.springs[3]);\r
+ if (!ol)\r
+ springs.push(faceOR.springs[1]);\r
+ springs.push(faceOR.springs[5]);\r
+ }\r
\r
- springSum.add(springDirection.multiplyScalar(k * (spring.currentLength - spring.restLength)));\r
- }\r
- }\r
- }\r
+ for (let spring of springs) {\r
+ let springDirection = spring.getDirection(this.geometry.vertices);\r
+\r
+ if (spring.index1 == vertexIndex)\r
+ springDirection.multiplyScalar(-1);\r
+\r
+ springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength)));\r
}\r
\r
let result = new THREE.Vector3(1, 1, 1);\r
+ result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);\r
+\r
+ document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);\r
+\r
+ let threshold = 1;\r
+ let forceReduktion = 0.8;\r
+ if(Math.abs(externalForce.z) > threshold){\r
+ externalForce.z *= forceReduktion;\r
+ } else {\r
+ externalForce.z = 0;\r
+ }\r
\r
- result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).sub(springSum);\r
+ if(Math.abs(externalForce.y) > threshold){\r
+ externalForce.y *= forceReduktion;\r
+ } else {\r
+ externalForce.y = 0;\r
+ }\r
+\r
+ if(Math.abs(externalForce.x) > threshold){\r
+ externalForce.x *= forceReduktion;\r
+ } else {\r
+ externalForce.x = 0;\r
+ }\r
+ \r
\r
+\r
return result;\r
}\r
\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
-\r
+ const DRAG = 0.96;\r
let nextPosition = new THREE.Vector3(\r
- (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
- (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
- (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\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
+ (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),\r
);\r
\r
+ // let nextPosition = new THREE.Vector3(\r
+ // (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
+ // (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
+ // (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\r
+ // );\r
+\r
return nextPosition;\r
}\r
\r
return nextPosition;\r
}\r
\r
+wind(intersects) {\r
+ let intersect = intersects[0];\r
+ this.externalForces[intersect.face.a].z -= this.windForce;\r
+ this.externalForces[intersect.face.b].z -= this.windForce;\r
+ this.externalForces[intersect.face.c].z -= this.windForce;\r
+}\r
+\r
+mousePressed = false;\r
+mouseMoved = false;\r
+intersects;\r
+\r
+mousePress(intersects){\r
+ this.mousePressed = true;\r
+ this.intersects = intersects;\r
+\r
+}\r
+\r
+mouseMove(mousePos){\r
+ this.mouseMoved = true;\r
+ if(this.mousePressed){\r
+ let intersect = this.intersects[0];\r
+ this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));\r
+ /*\r
+ this.geometry.vertices[intersect.face.a].x = mousePos.x;\r
+ this.geometry.vertices[intersect.face.a].y = mousePos.y;\r
+ this.geometry.vertices[intersect.face.a].z = mousePos.z;\r
+ */ \r
+ }\r
+}\r
+\r
+mouseRelease(){\r
+ this.mousePressed = false;\r
+}\r
+\r
}\r
\r