]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/main.js
Code refactoring
[cloth_sim] / Scripts / main.js
index fb7a8b21c9dd444f48bb1809df003d524a85561f..01e3283236abcfab54ad73cb2efd67b162ede951 100644 (file)
-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
 }
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