X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/323d38f395da1cae25ba629d3365c37c30f53fdf..44436c7880a40597c7b74151d342ae8092fba499:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 05ff6f1..c77fb1c 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -1,10 +1,57 @@ -// cloth rendering -// simulate -// setup scene - +const DAMPING = 0.03; +const DRAG = 1 - DAMPING; const MASS = 0.1; +const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0); +const K = 1; +const MAX_STRETCH = 1.5; + +// Explosion am Anfang +// Intersect mit Velocity? +// Wind/Ziehen + +const options = { + wind: true, +}; + +class Constraint { + constructor(p1, p2, restDist) { + this.p1 = p1; + this.p2 = p2; + this.restDist = restDist; + } + + satisfy() { + const diff = this.p2.position.clone().sub(this.p1.position); + const currentDist = diff.length(); + if (currentDist == 0) return; + if (currentDist <= this.restDist) return; + //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist)); + const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist); + correction.multiplyScalar(K); + if (currentDist >= this.restDist * MAX_STRETCH) { + + } + //correction.clampLength(0, 1); + const correctionHalf = correction.multiplyScalar(0.5); + + let p1movable = this.p1.movable && this.p1.movableTmp; + let p2movable = this.p2.movable && this.p2.movableTmp; + + if (p1movable && p2movable) { + this.p1.position.add(correctionHalf); + this.p2.position.sub(correctionHalf); + } else if (! p1movable && p2movable) { + this.p2.position.sub(correction); + } else if (p1movable && ! p2movable) { + this.p1.position.add(correction); + } + } +} class Particle { + movableTmp = true; + movable = true; + constructor(x, y, z, mass) { this.position = new THREE.Vector3(x, y, z); this.previous = new THREE.Vector3(x, y, z); @@ -12,10 +59,25 @@ class Particle { this.mass = mass; } addForce(force) { - + this.acceleration.add( + force.clone().multiplyScalar(1/this.mass) + ); } verlet(dt) { + // verlet algorithm + // next position = 2 * current Position - previous position + acceleration * (passed time)^2 + // acceleration (dv/dt) = F(net) + const nextPosition = this.position.clone().sub(this.previous); + nextPosition.multiplyScalar(DRAG); + nextPosition.add(this.position); + nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); + + if (this.movable && this.movableTmp) { + this.previous = this.position; + this.position = nextPosition; + } + this.acceleration.set(0, 0, 0); } } @@ -25,6 +87,7 @@ class Cloth { this.height = height; this.numPointsWidth = numPointsWidth; this.numPointsHeight = numPointsHeight; + this.windFactor = new THREE.Vector3(3, 2, 2); /** * distance between two vertices horizontally/vertically @@ -50,63 +113,185 @@ class Cloth { ); } } + + //this.particles[this.getVertexIndex(0, 0)].movable = false; + const n = 3; + for (let i = 0; i < numPointsHeight; i++) + this.particles[this.getVertexIndex(0, i)].movable = false; + //this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false; + //this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false; + + const REST_DIST_X = width / (numPointsWidth-1); + const REST_DIST_Y = height / (numPointsHeight-1); + + /** + * generate constraints (springs) + */ + this.constraints = []; + for (let y = 0; y < numPointsHeight; y++) { + for (let x = 0; x < numPointsWidth; x++) { + if (x < numPointsWidth-1) { + this.constraints.push(new Constraint( + this.particles[this.getVertexIndex(x, y)], + this.particles[this.getVertexIndex(x+1, y)], + REST_DIST_X + )); + } + if (y < numPointsHeight-1) { + this.constraints.push(new Constraint( + this.particles[this.getVertexIndex(x, y)], + this.particles[this.getVertexIndex(x, y+1)], + REST_DIST_Y + )); + } + } + } } generateGeometry() { const geometry = new THREE.BufferGeometry(); const vertices = []; - const normals = []; const indices = []; + const uvs = []; - for (let particle of this.particles) { + for (let i in this.particles) { + let particle = this.particles[i]; vertices.push( particle.position.x, particle.position.y, particle.position.z); - } - - const numPointsWidth = this.numPointsWidth; - const numPointsHeight = this.numPointsHeight; - - /** - * helper function to calculate index of vertex - * in "vertices" array based on its x and y positions - * in the mesh - * @param {number} x - x index of vertex - * @param {number} y - y index of vertex - */ - function getVertexIndex(x, y) { - return y * numPointsWidth + x; + uvs.push( + this.getX(i) / (this.numPointsWidth-1), + 1 - (this.getY(i) / (this.numPointsHeight-1)) + ); } /** * generate faces based on 4 vertices * and 6 springs each */ - for (let y = 0; y < numPointsHeight - 1; y++) { - for (let x = 0; x < numPointsWidth - 1; x++) { + for (let y = 0; y < this.numPointsHeight - 1; y++) { + for (let x = 0; x < this.numPointsWidth - 1; x++) { indices.push( - getVertexIndex(x, y), - getVertexIndex(x+1, y), - getVertexIndex(x+1, y+1) + this.getVertexIndex(x, y), + this.getVertexIndex(x+1, y), + this.getVertexIndex(x+1, y+1) ); indices.push( - getVertexIndex(x, y), - getVertexIndex(x+1, y+1), - getVertexIndex(x, y+1) + this.getVertexIndex(x, y), + this.getVertexIndex(x+1, y+1), + this.getVertexIndex(x, y+1) ); } } geometry.setIndex(indices); geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); - //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)); + geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)); geometry.computeBoundingSphere(); geometry.computeVertexNormals(); return geometry; } updateGeometry(geometry) { + const positions = geometry.attributes.position.array; + for (let i in this.particles) { + let p = this.particles[i]; + positions[i*3+0] = p.position.x; + positions[i*3+1] = p.position.y; + positions[i*3+2] = p.position.z; + } + geometry.attributes.position.needsUpdate = true; + geometry.computeBoundingSphere(); + geometry.computeVertexNormals(); + } + simulate(dt) { + let now = performance.now(); + for (let particle of this.particles) { + let vertex = particle.position; + let fWind = new THREE.Vector3( + this.windFactor.x * (Math.sin(vertex.x * vertex.y * now)+1), + this.windFactor.y * Math.cos(vertex.z * now), + this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) + ); + // normalize then multiply? + if (options.wind) + particle.addForce(fWind); + // calculate wind with normal? + + particle.addForce(GRAVITY); + + particle.verlet(dt); + } + + + for (let constraint of this.constraints) { + constraint.satisfy(); + } + + //this.intersect(); + } + + intersect() { + for (let i in this.particles) { + for (let j in this.particles) { + let p1 = this.particles[i]; + let p2 = this.particles[j]; + + p1.movableTmp = true; + p2.movableTmp = true; + + if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1)) + continue; + + let dist = p1.position.distanceTo(p2.position); + let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); + // collisionDistance /= 2; + if (dist < collisionDistance) { + // p1.movableTmp = false; + // p2.movableTmp = false; + let diffP2P1 = p1.position.clone().sub(p2.position).normalize(); + diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2); + let diffP1P2 = diffP2P1.clone().multiplyScalar(-1); + + // let v1 = p1.position.clone().sub(p1.previous).normalize(); + // let v2 = p2.position.clone().sub(p2.previous).normalize(); + + // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2; + // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2; + + if (p1.movable) + p1.position.add(diffP2P1); + //p1.position.add(diffP2P1.multiplyScalar(factor1)); + if (p2.movable) + p2.position.add(diffP1P2); + //p2.position.add(diffP1P2.multiplyScalar(factor2)); + } + } + } + } + blow(camPos, intersects) { + let face = intersects[0].face; + let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100); + this.particles[face.a].addForce(dir); + this.particles[face.b].addForce(dir); + this.particles[face.c].addForce(dir); + } + drag(mousePosWorld, index) { + let dir = mousePosWorld.clone().sub(this.particles[index].position).multiplyScalar(200); + this.particles[index].addForce(dir); + } + /** + * helper function to calculate index of vertex + * in "vertices" array based on its x and y positions + * in the mesh + * @param {number} x - x index of vertex + * @param {number} y - y index of vertex + */ + getVertexIndex(x, y) { + return y * this.numPointsWidth + x; } + getX(i) { return i % this.numPointsWidth; } + getY(i) { return Math.floor(i / this.numPointsWidth); } } \ No newline at end of file