+\r
+\r
+function addLights(scene){\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
+\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
+}\r
+\r
+/**\r
+ * setup THREE JS Scene, Camera and Renderer\r
+ */\r
+function setup_scene(canvasSpace) {\r
+ const scene = new THREE.Scene();\r
+ const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);\r
+ const renderer = new THREE.WebGLRenderer();\r
+ /** size canvas to leave some space for UI */\r
+ renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
+ renderer.antialias = true;\r
+ /** embed canvas in HTML */\r
+ document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
+\r
+ /** add orbit controls */\r
+ const controls = new THREE.OrbitControls(camera, renderer.domElement);\r
+ controls.target.set(0, 0, 0);\r
+ controls.update();\r
+\r
+ /** add scene background */\r
+ const loader = new THREE.TextureLoader();\r
+ const texture = loader.load(\r
+ 'Textures/tears_of_steel_bridge_2k.jpg',\r
+ () => {\r
+ const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);\r
+ rt.fromEquirectangularTexture(renderer, texture);\r
+ scene.background = rt;\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
+ cylinder.position.set(-0.5, -2.25, 0);\r
+ scene.add(cylinder);\r
+\r
+ /** add global light */\r
+ const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
+ scene.add(directionalLight);\r
+\r
+ /** position camera */\r
+ camera.position.z = 2;\r
+ addLights(scene);\r
+ return [scene, camera, renderer];\r
+}\r
+\r
+/** call "init" when document is fully loaded */\r
+document.body.onload = init;\r
+\r
+function init() {\r
+ let mousePos = new THREE.Vector2();\r
+ \r
+ /**\r
+ * Space left empty under canvas\r
+ * for UI elements\r
+ */\r
+ const canvasSpace = 200;\r
+\r
+ /** Constant Frame Time */\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
+ //Red color: 0xC70039\r
+\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/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 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
+ /** 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
+\r
+ /** add callback for window resize */\r
+ let canvas = document.getElementsByTagName("canvas")[0];\r
+ let w = window.innerWidth;\r
+ let h = window.innerHeight - canvasSpace;\r
+ let resize = function () {\r
+ w = window.innerWidth;\r
+ h = window.innerHeight - canvasSpace;\r
+ canvas.width = w;\r
+ canvas.height = h;\r
+ }\r
+ window.onresize = resize;\r
+ resize();\r
+\r
+ /**\r
+ * if canvas has been successfully initialized\r
+ * start rendering\r
+ */\r
+ if (canvas.getContext) {\r
+ animate(frameTime);\r
+ }\r
+\r
+ \r
+\r
+ /** add mouse move callback */\r
+ canvas.onmousemove = (evt) => {\r
+ mousePos.x = evt.clientX;\r
+ mousePos.y = evt.clientY;\r
+ };\r
+\r
+ /**\r
+ * Prevent context menu while blowing wind\r
+ */\r
+ canvas.addEventListener('contextmenu', function(evt) { \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
+ 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
+ /** 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
+ (mousePos.x / window.innerWidth) * 2 - 1,\r
+ - (mousePos.y / window.innerHeight) * 2 + 1,\r
+ 0.5);\r
+\r
+ vec.unproject(camera);\r
+\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
+ return pos;\r
+ }\r
+}
\ No newline at end of file