- * constant determined by the properties of the surrounding fluids (air)\r
- * achievement of cloth effects through try out\r
- * */\r
- let a = 0.1;\r
- \r
- let velocity = new THREE.Vector3(\r
- (this.previousPositions[vertexIndex].x - vertex.x) / dt,\r
- (this.previousPositions[vertexIndex].y - vertex.y) / dt,\r
- (this.previousPositions[vertexIndex].z - vertex.z) / dt\r
- );\r
-\r
- //console.log(velocity, vertex, this.previousPositions[vertexIndex]);\r
-\r
- let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);\r
- \r
- let springSum = new THREE.Vector3(0, 0, 0);\r
-\r
- // Get the bounding springs and add them to the needed springs\r
- // TODO: optimize\r
-\r
- const numPointsX = this.numPointsWidth;\r
- const numPointsY = this.numPointsHeight;\r
- const numFacesX = numPointsX - 1;\r
- const numFacesY = numPointsY - 1;\r
-\r
- function getFaceIndex(x, y) {\r
- return y * numFacesX + x;\r
- }\r
-\r
- let indexX = vertexIndex % numPointsX;\r
- let indexY = Math.floor(vertexIndex / numPointsX);\r
-\r
- let springs = [];\r
-\r
- // 0 oben\r
- // 1 links\r
- // 2 oben links -> unten rechts diagonal\r
- // 3 oben rechts -> unten links diagonal\r
- // 4 rechts\r
- // 5 unten\r
-\r
- let ul = indexX > 0 && indexY < numPointsY - 1;\r
- let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1;\r
- let ol = indexX > 0 && indexY > 0;\r
- let or = indexX < numPointsX - 1 && indexY > 0;\r
-\r
- if (ul) {\r
- let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)];\r
- springs.push(faceUL.springs[3]);\r
- if (!ol)\r
- springs.push(faceUL.springs[0]);\r
- springs.push(faceUL.springs[4]);\r
- }\r
- if (ur) {\r
- let faceUR = this.faces[getFaceIndex(indexX, indexY)];\r
- springs.push(faceUR.springs[2]);\r
- if (!or)\r
- springs.push(faceUR.springs[0]);\r
- if (!ul)\r
- springs.push(faceUR.springs[1]);\r
- }\r
- if (ol) {\r
- let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)];\r
- springs.push(faceOL.springs[2]);\r
- springs.push(faceOL.springs[4]);\r
- springs.push(faceOL.springs[5]);\r
- }\r
- if (or) {\r
- let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)];\r
- springs.push(faceOR.springs[3]);\r
- if (!ol)\r
- springs.push(faceOR.springs[1]);\r
- springs.push(faceOR.springs[5]);\r
- }\r
-\r
- for (let spring of springs) {\r
- let springDirection = spring.getDirection(this.geometry.vertices);\r
-\r
- if (spring.index1 == vertexIndex)\r
- springDirection.multiplyScalar(-1);\r
-\r
- springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength)));\r
- }\r
- \r
- let result = new THREE.Vector3(1, 1, 1);\r
- result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);\r
-\r
- document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);\r
-\r
- let threshold = 1;\r
- let forceReduktion = 0.8;\r
- if(Math.abs(externalForce.z) > threshold){\r
- externalForce.z *= forceReduktion;\r
- } else {\r
- externalForce.z = 0;\r
- }\r
-\r
- if(Math.abs(externalForce.y) > threshold){\r
- externalForce.y *= forceReduktion;\r
- } else {\r
- externalForce.y = 0;\r
- }\r
-\r
- if(Math.abs(externalForce.x) > threshold){\r
- externalForce.x *= forceReduktion;\r
- } else {\r
- externalForce.x = 0;\r
- }\r
- \r
- \r
-\r
- return result;\r
-}\r
-\r
-/**\r
- * The Verlet algorithm as an integrator \r
- * to get the next position of a vertex \r
- * @param {Vector3} currentPosition \r
- * @param {Vector3} previousPosition \r
- * @param {Vector3} acceleration \r
- * @param {number} passedTime The delta time since last frame\r
- */\r
-verlet(currentPosition, previousPosition, acceleration, passedTime) {\r
- // verlet algorithm\r
- // next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
- // acceleration (dv/dt) = F(net)\r
- // Dependency for one vertex: gravity, fluids/air, springs\r
- const DRAG = 0.96;\r
- let nextPosition = new THREE.Vector3(\r
- (currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),\r
- (currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),\r
- (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),\r
- );\r
-\r
- // let nextPosition = new THREE.Vector3(\r
- // (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
- // (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
- // (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\r
- // );\r
-\r
- return nextPosition;\r
-}\r
-\r
-euler(currentPosition, acceleration, passedTime) {\r
- let nextPosition = new THREE.Vector3(\r
- currentPosition.x + acceleration.x * passedTime,\r
- currentPosition.y + acceleration.y * passedTime,\r
- currentPosition.z + acceleration.z * passedTime,\r
- );\r
-\r
- return nextPosition;\r
-}\r
-\r
-wind(intersects) {\r
- let intersect = intersects[0];\r
- this.externalForces[intersect.face.a].z -= this.windForce;\r
- this.externalForces[intersect.face.b].z -= this.windForce;\r
- this.externalForces[intersect.face.c].z -= this.windForce;\r
-}\r
-\r
-mousePressed = false;\r
-mouseMoved = false;\r
-intersects;\r
-\r
-mousePress(intersects){\r
- this.mousePressed = true;\r
- this.intersects = intersects;\r
-\r
-}\r
-\r
-mouseMove(mousePos){\r
- this.mouseMoved = true;\r
- if(this.mousePressed){\r
- let intersect = this.intersects[0];\r
- this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));\r
- /*\r
- this.geometry.vertices[intersect.face.a].x = mousePos.x;\r
- this.geometry.vertices[intersect.face.a].y = mousePos.y;\r
- this.geometry.vertices[intersect.face.a].z = mousePos.z;\r
- */ \r