-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
-/**\r
- * Convenience Function for calculating the distance between two vectors\r
- * because THREE JS Vector functions mutate variables\r
- * @param {Vector3} a - Vector A\r
- * @param {Vector3} b - Vector B\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
-/**\r
- * Class representing a quad face\r
- * Each face consists of two triangular mesh faces\r
- * containts four indices for determining vertices\r
- * and six springs, one between each of the vertices\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
-/**\r
- * Class representing a single spring\r
- * has a current and resting length\r
- * and indices to the two connected vertices\r
- */\r
-class Spring {\r
- restLength;\r
- currentLength;\r
- index1;\r
- index2;\r
-\r
- \r
- /**\r
- * set vertex indices\r
- * and calculate inital length based on the\r
- * vertex positions\r
- * @param {Array of Vector3} vertices \r
- * @param {number} index1 \r
- * @param {number} 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
-/**\r
- * Class representing a single piece of cloth\r
- * contains THREE JS geometry,\r
- * logically represented by an array of adjacent faces\r
- * and vertex weights which are accessed by the same\r
- * indices as the vertices in the Mesh\r
- */\r
-class Cloth {\r
- VertexWeight = 1;\r
-\r
- geometry = new THREE.Geometry();\r
-\r
- faces = [];\r
-\r
- vertexWeights = [];\r
+import { Face, Spring, Cloth } from './cloth.js';\r
\r
+function addLights(scene){\r
\r
- /**\r
- * creates a rectangular piece of cloth\r
- * takes the size of the cloth\r
- * and the number of vertices it should be composed of\r
- * @param {number} width - width of the cloth\r
- * @param {number} height - height of the cloth\r
- * @param {number} numPointsWidth - number of vertices in horizontal direction\r
- * @param {number} numPointsHeight - number of vertices in vertical direction\r
- */\r
- createBasic(width, height, numPointsWidth, numPointsHeight) {\r
- /** resulting vertices and faces */\r
- let vertices = [];\r
- let faces = [];\r
-\r
- /**\r
- * distance between two vertices horizontally/vertically\r
- * divide by the number of points minus one\r
- * because there are (n - 1) lines between n vertices\r
- */\r
- let stepWidth = width / (numPointsWidth - 1);\r
- let stepHeight = height / (numPointsHeight - 1);\r
-\r
- /**\r
- * iterate over the number of vertices in x/y axis\r
- * and add a new Vector3 to "vertices"\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
+ scene.add( new THREE.AmbientLight( 0x222222 ) );\r
\r
- /**\r
- * helper function to calculate index of vertex\r
- * in "vertices" array based on its x and y positions\r
- * in the mesh\r
- * @param {number} x - x index of vertex\r
- * @param {number} y - y index of vertex\r
- */\r
- function getVertexIndex(x, y) {\r
- return y * numPointsWidth + x;\r
- }\r
- \r
- /**\r
- * generate faces based on 4 vertices\r
- * and 6 springs each\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
+ const light1 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light1.position.set( 15, 1, 40 );\r
+ scene.add( light1 );\r
\r
- /**\r
- * call createExplicit\r
- * with generated vertices and faces\r
- */\r
- this.createExplicit(vertices, faces);\r
- }\r
-\r
- /**\r
- * Generate THREE JS Geometry\r
- * (list of vertices and list of indices representing triangles)\r
- * and calculate the weight of each face and split it between\r
- * surrounding vertices\r
- * @param {Array of Vector3} vertices \r
- * @param {Array of Face} faces \r
- */\r
- createExplicit(vertices, faces) {\r
- /**\r
- * Copy vertices and initialize vertex weights to 0\r
- */\r
- for (let i in vertices) {\r
- this.geometry.vertices.push(vertices[i]);\r
- this.vertexWeights.push(0);\r
- }\r
- /**\r
- * copy faces,\r
- * generate two triangles per face,\r
- * calculate weight of face as its area\r
- * and split between the 4 vertices\r
- */\r
- for (let i in faces) {\r
- let face = faces[i];\r
-\r
- /** copy faces to class member */\r
- this.faces.push(face);\r
-\r
- /** generate triangles */\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
- /**\r
- * calculate area of face as combined area of\r
- * its two composing triangles\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
- /**\r
- * split weight equally between four surrounding vertices\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
+ const light2 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light2.position.set( -15, 0, 40 );\r
+ scene.add( light2 );\r
\r
- /**\r
- * let THREE JS compute bounding sphere around generated mesh\r
- * needed for View Frustum Culling internally\r
- */\r
- this.geometry.computeBoundingSphere();\r
- }\r
-\r
- /**\r
- * generate a debug mesh for visualizing\r
- * vertices and springs of the cloth\r
- * and add it to scene for rendering\r
- * @param {Scene} scene - Scene to add Debug Mesh to\r
- */\r
- createDebugMesh(scene) {\r
- /**\r
- * helper function to generate a single line\r
- * between two Vertices with a given color\r
- * @param {Vector3} from \r
- * @param {Vector3} to \r
- * @param {number} color \r
- */\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
- /**\r
- * helper function to generate a small sphere\r
- * at a given Vertex Position with color\r
- * @param {Vector3} point \r
- * @param {number} color \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
- /**\r
- * generate one line for each of the 6 springs\r
- * and one point for each of the 4 vertices\r
- * for all of the faces\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
+ 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() {\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
const renderer = new THREE.WebGLRenderer();\r
scene.add(directionalLight);\r
\r
/** position camera */\r
- camera.position.y = 5;\r
+ camera.position.y = 3;\r
camera.position.z = 10;\r
-\r
- return [scene, camera];\r
+ addLights(scene);\r
+ return [scene, camera, renderer];\r
}\r
\r
-function init() {\r
- let mousePos = new Point();\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] = 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, 20, 20);\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
+\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\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
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