+ 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
+ a;\r
+ b;\r
+ c;\r
+ d;\r
+\r
+ springs = [];\r
+\r
+ constructor(a, b, c, 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
+ class Cloth {\r
+ VertexWeight = 1;\r
+\r
+ geometry = new THREE.Geometry();\r
+\r
+ faces = [];\r
+\r
+ vertexWeights = [];\r
+\r
+ 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
+ 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
+ this.createExplicit(vertices, faces);\r
+ }\r
+\r
+ createExplicit(vertices, faces) {\r
+ for (let i in vertices) {\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
+ this.faces.push(face);\r
+\r
+ this.geometry.faces.push(new THREE.Face3(\r
+ face.a, face.b, face.c\r
+ ));\r
+ this.geometry.faces.push(new THREE.Face3(\r
+ face.c, face.b, face.d\r
+ ));\r
+ \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 = 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
+ 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
+ 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
+ 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