]> gitweb.ps.run Git - cloth_sim/blobdiff - Scripts/main.js
copy old files for refactoring, update Three.js
[cloth_sim] / Scripts / main.js
index fb7a8b21c9dd444f48bb1809df003d524a85561f..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391 100644 (file)
@@ -1,240 +0,0 @@
-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
-  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
-  renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
-  document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
-\r
-  const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
-  scene.add(directionalLight);\r
-\r
-  let cloth = new Cloth();\r
-  cloth.createBasic(10, 10, 5, 5);\r
-  cloth.createDebugMesh(scene);\r
-\r
-  const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });\r
-  const mesh = new THREE.Mesh(cloth.geometry, material);\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
-  function animate(dt) {\r
-    requestAnimationFrame(animate);\r
-    renderer.render(scene, camera);\r
-  }\r
-\r
-  let canvas = document.getElementsByTagName("canvas")[0];\r
-  let resize = function () {\r
-    w = window.innerWidth;\r
-    h = window.innerHeight - 200;\r
-    canvas.width = w;\r
-    canvas.height = h;\r
-  }\r
-  window.onresize = resize;\r
-  resize();\r
-  if (canvas.getContext) {\r
-    animate(performance.now());\r
-  }\r
-  canvas.onmousemove = (evt) => {\r
-    mousePos.x = evt.clientX;\r
-    mousePos.y = evt.clientY;\r
-  };\r
-}
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