- class Cloth {\r
- VertexWeight = 1;\r
-\r
- geometry = new THREE.Geometry();\r
-\r
- faces = [];\r
-\r
- vertexWeights = [];\r
-\r
- springs = [];\r
-\r
- getSprings(faceIndex) {\r
-\r
- }\r
-\r
- static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
- let vertices = [];\r
- let faces = [];\r
-\r
- let stepWidth = width / (numPointsWidth - 1);\r
- let stepHeight = height / (numPointsHeight - 1);\r
-\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
- );\r
- }\r
- }\r
-\r
- function getVertexIndex(x, y) {\r
- return y * numPointsWidth + x;\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
- );\r
- }\r
- }\r
-\r
- return this.CreateExplicit(vertices, faces);\r
- }\r
-\r
- static CreateExplicit(vertices, faces) {\r
- let result = new Cloth();\r
-\r
- for (let i in vertices) {\r
- result.geometry.vertices.push(vertices[i]);\r
- result.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
- face.a, face.b, face.c\r
- ));\r
- result.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 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
- 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
- }\r
-\r
- result.geometry.computeBoundingSphere();\r
-\r
- return result;\r
- }\r