]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/cloth.js
tweaking parameters
[cloth_sim] / Scripts / cloth.js
index f1068d4b6fc056e421b60f4e604c17c1b9c3d8b9..aaa9d249a25a9702d3abd95d46a1d317f5a95f76 100644 (file)
@@ -1,4 +1,228 @@
-// cloth rendering\r
-// simulate\r
-// setup scene\r
-// orbit controls/skybox/flagge
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+const DAMPING = 0.03;\r
+const DRAG = 1 - DAMPING;\r
+const MASS = 0.35;\r
+const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);\r
+const K = 1;\r
+\r
+const options = {\r
+  wind: true,\r
+};\r
+\r
+class Constraint {\r
+  constructor(p1, p2, restDist) {\r
+    this.p1 = p1;\r
+    this.p2 = p2;\r
+    this.restDist = restDist;\r
+  }\r
+\r
+  satisfy() {\r
+    const diff = this.p2.position.clone().sub(this.p1.position);\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((currentDist - this.restDist) / currentDist);\r
+    correction.multiplyScalar(K);\r
+    correction.clampLength(0, 1);\r
+    const correctionHalf = correction.multiplyScalar(0.5);\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
+class Particle {\r
+  movable = true;\r
+\r
+  constructor(x, y, z, mass) {\r
+    this.position = new THREE.Vector3(x, y, z);\r
+    this.previous = new THREE.Vector3(x, y, z);\r
+    this.acceleration = new THREE.Vector3(0, 0, 0);\r
+    this.mass = mass;\r
+  }\r
+  addForce(force) {\r
+    this.acceleration.add(\r
+      force.clone().multiplyScalar(1/this.mass)\r
+    );\r
+  }\r
+  verlet(dt) {\r
+    // verlet algorithm\r
+    // next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
+    // acceleration (dv/dt) = F(net)\r
+    const nextPosition = this.position.clone().sub(this.previous);\r
+    nextPosition.multiplyScalar(DRAG);\r
+    nextPosition.add(this.position);\r
+    nextPosition.add(this.acceleration.multiplyScalar(dt*dt));\r
+\r
+    if (this.movable) {\r
+      this.previous = this.position;\r
+      this.position = nextPosition;\r
+    }\r
+\r
+    this.acceleration.set(0, 0, 0);\r
+  }\r
+}\r
+\r
+class Cloth {\r
+  constructor(width, height, numPointsWidth, numPointsHeight) {\r
+    this.width = width;\r
+    this.height = height;\r
+    this.numPointsWidth = numPointsWidth;\r
+    this.numPointsHeight = numPointsHeight;\r
+    this.windFactor = new THREE.Vector3(5, 2, 2);\r
+\r
+    /**\r
+     * distance between two vertices horizontally/vertically\r
+     * divide by the number of points minus one\r
+     * because there are (n - 1) lines between n vertices\r
+     */\r
+    let stepWidth = width / (numPointsWidth - 1);\r
+    let stepHeight = height / (numPointsHeight - 1);\r
+\r
+    /**\r
+     * iterate over the number of vertices in x/y axis\r
+     * and add a new Particle to "particles"\r
+     */\r
+    this.particles = [];\r
+    for (let y = 0; y < numPointsHeight; y++) {\r
+      for (let x = 0; x < numPointsWidth; x++) {\r
+        this.particles.push(\r
+          new Particle(\r
+            (x - ((numPointsWidth-1)/2)) * stepWidth,\r
+            height - (y + ((numPointsHeight-1)/2)) * stepHeight,\r
+            0,\r
+            MASS)\r
+        );\r
+      }\r
+    }\r
+\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
+\r
+    /**\r
+     * generate constraints (springs)\r
+     */\r
+    this.constraints = [];\r
+    for (let y = 0; y < numPointsHeight; y++) {\r
+      for (let x = 0; x < numPointsWidth; x++) {\r
+        if (x < numPointsWidth-1) {\r
+          this.constraints.push(new Constraint(\r
+            this.particles[this.getVertexIndex(x, y)],\r
+            this.particles[this.getVertexIndex(x+1, y)],\r
+            REST_DIST_X\r
+          ));\r
+        }\r
+        if (y < numPointsHeight-1) {\r
+          this.constraints.push(new Constraint(\r
+            this.particles[this.getVertexIndex(x, y)],\r
+            this.particles[this.getVertexIndex(x, y+1)],\r
+            REST_DIST_Y\r
+          ));\r
+        }\r
+      }\r
+    }\r
+  }\r
+  generateGeometry() {\r
+    const geometry = new THREE.BufferGeometry();\r
+\r
+    const vertices = [];\r
+    const normals = [];\r
+    const indices = [];\r
+\r
+    for (let particle of this.particles) {\r
+      vertices.push(\r
+        particle.position.x,\r
+        particle.position.y,\r
+        particle.position.z);\r
+    }\r
+\r
+    const numPointsWidth = this.numPointsWidth;\r
+    const numPointsHeight = this.numPointsHeight;\r
+\r
+    /**\r
+     * generate faces based on 4 vertices\r
+     * and 6 springs each\r
+     */\r
+    for (let y = 0; y < numPointsHeight - 1; y++) {\r
+      for (let x = 0; x < numPointsWidth - 1; x++) {\r
+        indices.push(\r
+          this.getVertexIndex(x, y),\r
+          this.getVertexIndex(x+1, y),\r
+          this.getVertexIndex(x+1, y+1)\r
+        );\r
+        indices.push(\r
+          this.getVertexIndex(x, y),\r
+          this.getVertexIndex(x+1, y+1),\r
+          this.getVertexIndex(x, y+1)\r
+        );\r
+      }\r
+    }\r
+\r
+    geometry.setIndex(indices);\r
+    geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));\r
+    //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));\r
+    geometry.computeBoundingSphere();\r
+    geometry.computeVertexNormals();\r
+\r
+    return geometry;\r
+  }\r
+  updateGeometry(geometry) {\r
+    const positions = geometry.attributes.position.array;\r
+    for (let i in this.particles) {\r
+      let p = this.particles[i];\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
+    geometry.computeVertexNormals();\r
+  }\r
+  simulate(dt) {\r
+    let now = performance.now();\r
+    for (let particle of this.particles) {\r
+      let vertex = particle.position;\r
+      let fWind = new THREE.Vector3(\r
+        this.windFactor.x * (Math.sin(vertex.x * vertex.y * now)+1),\r
+        this.windFactor.y * Math.cos(vertex.z * now),\r
+        this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
+      );\r
+      // normalize then multiply?\r
+      if (options.wind)\r
+        particle.addForce(fWind);\r
+      // calculate wind with normal?\r
+\r
+      particle.addForce(GRAVITY);\r
+\r
+      particle.verlet(dt);\r
+    }\r
+\r
+    \r
+    for (let constraint of this.constraints) {\r
+      constraint.satisfy();\r
+    }\r
+    //console.log(tmpCorrection);\r
+  }\r
+  /**\r
+   * helper function to calculate index of vertex\r
+   * in "vertices" array based on its x and y positions\r
+   * in the mesh\r
+   * @param {number} x - x index of vertex\r
+   * @param {number} y - y index of vertex\r
+   */\r
+  getVertexIndex(x, y) {\r
+    return y * this.numPointsWidth + x;\r
+  }\r
+}
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