}\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
- \r
+ faces = [];\r
+\r
+ vertexWeights = [];\r
\r
static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
let vertices = [];\r
\r
for (let y = 0; y < numPointsHeight - 1; y++) {\r
for (let x = 0; x < numPointsWidth - 1; x++) {\r
- faces.push(\r
- new THREE.Face3(\r
- getVertexIndex(x, y),\r
- getVertexIndex(x, y + 1),\r
- getVertexIndex(x + 1, y),\r
- )\r
- );\r
- faces.push(\r
- new THREE.Face3(\r
- getVertexIndex(x + 1, y),\r
- getVertexIndex(x, y + 1),\r
- getVertexIndex(x + 1, y + 1),\r
- )\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
\r
for (let i in vertices) {\r
result.geometry.vertices.push(vertices[i]);\r
+ result.vertexWeights.push(0);\r
}\r
+ console.log(vertices);\r
for (let i in faces) {\r
- result.geometry.faces.push(faces[i]);\r
+ let face = faces[i];\r
+\r
+ result.geometry.faces.push(new THREE.Face3(\r
+ face.a, face.b, face.c\r
+ ));\r
+ result.geometry.faces.push(new THREE.Face3(\r
+ face.c, face.b, face.d\r
+ ));\r
+\r
+ console.log(face);\r
+ \r
+ let xLength = vectorLength(result.geometry.vertices[face.b], result.geometry.vertices[face.a]);\r
+ let yLength = vectorLength(result.geometry.vertices[face.c], result.geometry.vertices[face.a]);\r
+ let weight = xLength * yLength / 2;\r
+\r
+ xLength = vectorLength(result.geometry.vertices[face.b], result.geometry.vertices[face.d]);\r
+ yLength = vectorLength(result.geometry.vertices[face.c], result.geometry.vertices[face.d]);\r
+ weight += xLength * yLength / 2;\r
+\r
+ result.vertexWeights[face.a] += weight / 4;\r
+ result.vertexWeights[face.b] += weight / 4;\r
+ result.vertexWeights[face.c] += weight / 4;\r
+ result.vertexWeights[face.d] += weight / 4;\r
}\r
\r
result.geometry.computeBoundingSphere();\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
scene.add(directionalLight);\r
\r
- let cloth = Cloth.CreateBasic(10, 10, 4, 4);\r
+ let cloth = Cloth.CreateBasic(10, 10, 5, 5);\r
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
scene.add(mesh);\r