-function init() {\r
- class Point {\r
- constructor(x, y) {\r
- this.x = x;\r
- this.y = y;\r
- }\r
-\r
- add(that) {\r
- return new Point(\r
- this.x + that.x,\r
- this.y + that.y\r
- );\r
- }\r
-\r
- sub(that) {\r
- return new Point(\r
- this.x - that.x,\r
- this.y - that.y\r
- );\r
- }\r
-\r
- dist(that) {\r
- let a = this.x - that.x;\r
- let b = this.y - that.y;\r
- return Math.sqrt(a * a + b * b)\r
- }\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
- 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
- let mousePos = new Point();\r
-\r
- const canvasSpace = 200;\r
-\r
+import { Face, Spring, Cloth } from './cloth.js';\r
+\r
+function addLights(scene){\r
+ \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
+/**\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
-\r
const renderer = new THREE.WebGLRenderer();\r
+ /** size canvas to leave some space for UI */\r
renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
+ /** embed canvas in HTML */\r
document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
\r
+ /** add global light */\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
scene.add(directionalLight);\r
\r
+ /** position camera */\r
+ camera.position.y = 5;\r
+ camera.position.z = 10;\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
+ let previousClothSimulation;\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 / 60.0;\r
+\r
+ /** Setup scene */\r
+ let [scene, camera, renderer] = setup_scene(canvasSpace);\r
+ \r
+ /** setup cloth and generate debug mesh */\r
let cloth = new Cloth();\r
- cloth.createBasic(10, 10, 5, 5);\r
- cloth.createDebugMesh(scene);\r
+ cloth.createBasic(10, 10, 10, 10);\r
+ //cloth.createDebugMesh(scene);\r
+\r
\r
- const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });\r
+ const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
+\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
+ \r
+ let raycaster = new THREE.Raycaster();\r
+ let intersects;\r
+ let rightMousePressed;\r
+ /**\r
+ * function called every frame\r
+ * @param {number} dt - time passed since last frame in ms\r
+ */\r
function animate(dt) {\r
- requestAnimationFrame(animate);\r
+ cloth.simulate(dt/1000);\r
+\r
+ raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
+\r
+ intersects = raycaster.intersectObject( mesh );\r
+\r
+ if ( intersects.length > 0 && rightMousePressed) {\r
+ cloth.wind(intersects);\r
+ }\r
+ setTimeout(() => {\r
+ animate(frameTime);\r
+ }, frameTime);\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 - 200;\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(performance.now());\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
+ cloth.mouseMove(calculateMousePosToWorld(evt));\r
};\r
+\r
+ /**\r
+ * Prevent context menu while blowing wind\r
+ */\r
+ canvas.addEventListener('contextmenu', function(evt) { \r
+ evt.preventDefault();\r
+ }, false);\r
+\r
+\r
+ canvas.onmousedown = (evt) => {\r
+\r
+ // Check mouse click\r
+ rightMousePressed = evt.button == 2;\r
+ \r
+ if(intersects.length > 0 && evt.button == 0){\r
+ cloth.mousePress(intersects);\r
+ } \r
+ }\r
+ \r
+ canvas.onmouseup = (evt) => {\r
+ cloth.mouseRelease();\r
+ rightMousePressed = false;\r
+ }\r
+\r
+ function calculateMousePosToWorld(evt){\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
+ ( evt.clientX / window.innerWidth ) * 2 - 1,\r
+ - ( evt.clientY / 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