+++ /dev/null
-\r
-\r
-function addLights(scene){\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
- * 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
- const renderer = new THREE.WebGLRenderer();\r
- /** size canvas to leave some space for UI */\r
- renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
- renderer.antialias = true;\r
- /** embed canvas in HTML */\r
- document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
-\r
- /** add orbit controls */\r
- const controls = new THREE.OrbitControls(camera, renderer.domElement);\r
- controls.target.set(0, 0, 0);\r
- controls.update();\r
-\r
- /** add scene background */\r
- const loader = new THREE.TextureLoader();\r
- const texture = loader.load(\r
- 'Textures/tears_of_steel_bridge_2k.jpg',\r
- () => {\r
- const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);\r
- rt.fromEquirectangularTexture(renderer, texture);\r
- scene.background = rt;\r
- });\r
-\r
- /** add flag pole */\r
- const geometry = new THREE.CylinderGeometry(0.02, 0.02, 5, 32);\r
- const material = new THREE.MeshStandardMaterial({color: 0xffffff});\r
- const cylinder = new THREE.Mesh(geometry, material);\r
- cylinder.position.set(-0.5, -2.25, 0);\r
- scene.add(cylinder);\r
-\r
- /** add global light */\r
- const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
- scene.add(directionalLight);\r
-\r
- /** position camera */\r
- camera.position.z = 2;\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
- \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 / 200.0;\r
-\r
- /** Setup scene */\r
- let [scene, camera, renderer] = setup_scene(canvasSpace);\r
- \r
- const loader = new THREE.TextureLoader();\r
- //Red color: 0xC70039\r
-\r
- /** Create cloth and generate mesh */\r
- const cloth = new Cloth(1, 0.5, 20, 20);\r
- const clothGeometry = cloth.generateGeometry();\r
- const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm2.png'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false });\r
- //const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
- const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial);\r
- scene.add(clothMesh);\r
- \r
- /** Register wind checkbox */\r
- document.getElementById("windToggle").checked = options.wind;\r
- document.getElementById("windToggle").onchange = (e) => {\r
- options.wind = e.target.checked;\r
- };\r
-\r
- let raycaster = new THREE.Raycaster();\r
- let intersects;\r
- let windKeyDown = false;\r
- let dragKeyDown = false;\r
- let draggedIndex = -1;\r
- /**\r
- * function called every frame\r
- * @param {number} dt - time passed since last frame in ms\r
- */\r
- function animate(dt) {\r
- /** run simulation step */\r
- cloth.simulate(dt / 1000);\r
-\r
- cloth.updateGeometry(clothGeometry);\r
-\r
- /** raycast from camera to cursor */\r
- raycaster.setFromCamera(new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera);\r
- intersects = raycaster.intersectObject(clothMesh);\r
-\r
- /** provide user interaction */\r
- if (intersects.length > 0) {\r
- if (windKeyDown)\r
- cloth.blow(camera.position, intersects);\r
- /** "grab" vertex index */\r
- if (dragKeyDown && draggedIndex == -1)\r
- draggedIndex = intersects[0].face.a;\r
- }\r
- if (dragKeyDown && draggedIndex != -1)\r
- cloth.drag(calculateMousePosToWorld(mousePos), draggedIndex);\r
-\r
- /** queue next frame */\r
- setTimeout(() => {\r
- animate(frameTime);\r
- }, frameTime);\r
-\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 - 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(frameTime);\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
-\r
- /**\r
- * Prevent context menu while blowing wind\r
- */\r
- canvas.addEventListener('contextmenu', function(evt) { \r
- evt.preventDefault();\r
- }, false);\r
-\r
- /** register key events */\r
- document.onkeydown = (evt) => {\r
- if (evt.code === "KeyW")\r
- windKeyDown = true;\r
- if (evt.code === "KeyD")\r
- dragKeyDown = true;\r
- };\r
-\r
- document.onkeyup = (evt) => {\r
- if (evt.code === "KeyW")\r
- windKeyDown = false;\r
- if (evt.code === "KeyD") {\r
- dragKeyDown = false;\r
- draggedIndex = -1;\r
- }\r
- };\r
-\r
- /** helper function to turn mouse position into 3D coordinates */\r
- function calculateMousePosToWorld(mousePos){\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
- (mousePos.x / window.innerWidth) * 2 - 1,\r
- - (mousePos.y / 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