+ class Face {\r
+ indices = [];\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
+ }\r
+ }\r
+\r
+ 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
+ }\r
+\r