}\r
}\r
\r
+ function vectorLength(a, b) {\r
+ let v1 = new THREE.Vector3();\r
+ v1.set(a.x, a.y, a.z);\r
+ let v2 = new THREE.Vector3();\r
+ v2.set(b.x, b.y, b.z);\r
+\r
+ return v1.sub(v2).length();\r
+ }\r
+\r
class Face {\r
- indices = [];\r
+ a;\r
+ b;\r
+ c;\r
+ d;\r
+\r
+ springs = [];\r
\r
constructor(a, b, c, d) {\r
- this.indices.push(a);\r
- this.indices.push(b);\r
- this.indices.push(c);\r
- this.indices.push(d);\r
+ this.a = a;\r
+ this.b = b;\r
+ this.c = c;\r
+ this.d = d;\r
+ }\r
+ }\r
+\r
+ class Spring {\r
+ restLength;\r
+ currentLength;\r
+ index1;\r
+ index2;\r
+\r
+ constructor(vertices, index1, index2) {\r
+ this.index1 = index1;\r
+ this.index2 = index2;\r
+\r
+ let length = vectorLength(vertices[index1], vertices[index2]);\r
+ this.restLength = length;\r
+ this.currentLength = length;\r
}\r
}\r
\r
\r
vertexWeights = [];\r
\r
- springs = [];\r
-\r
- getSprings(faceIndex) {\r
-\r
- }\r
-\r
- static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
+ createBasic(width, height, numPointsWidth, numPointsHeight) {\r
let vertices = [];\r
let faces = [];\r
\r
\r
for (let y = 0; y < numPointsHeight - 1; y++) {\r
for (let x = 0; x < numPointsWidth - 1; x++) {\r
- faces.push(\r
- new Face(\r
- getVertexIndex(x, y),\r
- getVertexIndex(x, y + 1),\r
- getVertexIndex(x + 1, y),\r
- getVertexIndex(x + 1, y + 1),\r
- )\r
+ let newFace = new Face(\r
+ getVertexIndex(x, y),\r
+ getVertexIndex(x, y + 1),\r
+ getVertexIndex(x + 1, y),\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
+ \r
+ faces.push(newFace);\r
}\r
}\r
\r
- return this.CreateExplicit(vertices, faces);\r
+ this.createExplicit(vertices, faces);\r
}\r
\r
- static CreateExplicit(vertices, faces) {\r
- let result = new Cloth();\r
-\r
+ createExplicit(vertices, faces) {\r
for (let i in vertices) {\r
- result.geometry.vertices.push(vertices[i]);\r
- result.vertexWeights.push(0);\r
+ this.geometry.vertices.push(vertices[i]);\r
+ this.vertexWeights.push(0);\r
}\r
for (let i in faces) {\r
let face = faces[i];\r
\r
- result.geometry.faces.push(new THREE.Face3(\r
+ this.faces.push(face);\r
+\r
+ this.geometry.faces.push(new THREE.Face3(\r
face.a, face.b, face.c\r
));\r
- result.geometry.faces.push(new THREE.Face3(\r
+ this.geometry.faces.push(new THREE.Face3(\r
face.c, face.b, face.d\r
));\r
\r
- let xLength =\r
- result.geometry.vertices[face.b]\r
- .sub(result.geometry.vertices[face.a])\r
- .length();\r
- let yLength =\r
- result.geometry.vertices[face.c]\r
- .sub(result.geometry.vertices[face.a])\r
- .length();\r
+ let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]);\r
+ let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]);\r
let weight = xLength * yLength / 2;\r
\r
- xLength =\r
- result.geometry.vertices[face.b]\r
- .sub(result.geometry.vertices[face.d])\r
- .length();\r
- yLength =\r
- result.geometry.vertices[face.c]\r
- .sub(result.geometry.vertices[face.d])\r
- .length();\r
-\r
+ xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]);\r
+ yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);\r
weight += xLength * yLength / 2;\r
\r
- result.vertexWeights[face.a] += weight / 4;\r
- result.vertexWeights[face.b] += weight / 4;\r
- result.vertexWeights[face.c] += weight / 4;\r
- result.vertexWeights[face.d] += weight / 4;\r
+ this.vertexWeights[face.a] += weight / 4;\r
+ this.vertexWeights[face.b] += weight / 4;\r
+ this.vertexWeights[face.c] += weight / 4;\r
+ this.vertexWeights[face.d] += weight / 4;\r
}\r
\r
- result.geometry.computeBoundingSphere();\r
+ this.geometry.computeBoundingSphere();\r
+ }\r
+\r
+ createDebugMesh(scene) {\r
+ function addLine(from, to, color) {\r
+ let geometry = new THREE.Geometry();\r
+ geometry.vertices.push(from);\r
+ geometry.vertices.push(to);\r
+ let material = new THREE.LineBasicMaterial( { color: color, linewidth: 10 } );\r
+ let line = new THREE.Line(geometry, material);\r
+ line.renderOrder = 1;\r
+ scene.add(line);\r
+ }\r
+ function addPoint(point, color) {\r
+ const geometry = new THREE.SphereGeometry( 0.05, 32, 32 );\r
+ const material = new THREE.MeshBasicMaterial( { color: color } );\r
+ const sphere = new THREE.Mesh( geometry, material );\r
+ sphere.position.set(point.x, point.y, point.z);\r
+ scene.add( sphere );\r
+ }\r
\r
- return result;\r
+ let lineColor = 0x000000;\r
+ let pointColor = 0xff00000;\r
+\r
+ for (let i in this.faces) {\r
+ let face = this.faces[i];\r
+ addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor);\r
+ addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor);\r
+ addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor);\r
+ addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor);\r
+ addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor);\r
+ addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor);\r
+\r
+ addPoint(this.geometry.vertices[face.a], pointColor);\r
+ addPoint(this.geometry.vertices[face.b], pointColor);\r
+ addPoint(this.geometry.vertices[face.c], pointColor);\r
+ addPoint(this.geometry.vertices[face.d], pointColor);\r
+ }\r
}\r
}\r
\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
scene.add(directionalLight);\r
\r
- let cloth = Cloth.CreateBasic(10, 10, 4, 4);\r
- const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });\r
+ let cloth = new Cloth();\r
+ cloth.createBasic(10, 10, 5, 5);\r
+ cloth.createDebugMesh(scene);\r
+\r
+ const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
scene.add(mesh);\r
\r
camera.position.y = 5;\r
camera.position.z = 10;\r
+ //camera.lookAt(new THREE.Vector3(1, 0, 0));\r
\r
function animate(dt) {\r
requestAnimationFrame(animate);\r
window.onresize = resize;\r
resize();\r
if (canvas.getContext) {\r
- ctx = canvas.getContext('2d');\r
animate(performance.now());\r
}\r
canvas.onmousemove = (evt) => {\r