X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/44436c7880a40597c7b74151d342ae8092fba499..f97f4ee25759ffaa6a4d4709f45fc8b7b5b24973:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index c77fb1c..712ed63 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -5,15 +5,11 @@ 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 { +class Spring { constructor(p1, p2, restDist) { this.p1 = p1; this.p2 = p2; @@ -21,22 +17,23 @@ class Constraint { } satisfy() { + /** calculate current spring length */ 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)); + + /** calculate necessary correction length and direction */ 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; + /** apply correction if masses aren't fixed */ + /** divide correction if both are movable */ if (p1movable && p2movable) { this.p1.position.add(correctionHalf); this.p2.position.sub(correctionHalf); @@ -48,7 +45,7 @@ class Constraint { } } -class Particle { +class Mass { movableTmp = true; movable = true; @@ -67,8 +64,11 @@ class Particle { // verlet algorithm // next position = 2 * current Position - previous position + acceleration * (passed time)^2 // acceleration (dv/dt) = F(net) + /** calculate velocity */ const nextPosition = this.position.clone().sub(this.previous); + /** apply drag */ nextPosition.multiplyScalar(DRAG); + /** add to current position and add acceleration */ nextPosition.add(this.position); nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); @@ -77,6 +77,7 @@ class Particle { this.position = nextPosition; } + /** reset for next frame */ this.acceleration.set(0, 0, 0); } } @@ -99,13 +100,13 @@ class Cloth { /** * iterate over the number of vertices in x/y axis - * and add a new Particle to "particles" + * and add a new Particle to "masses" */ - this.particles = []; + this.masses = []; for (let y = 0; y < numPointsHeight; y++) { for (let x = 0; x < numPointsWidth; x++) { - this.particles.push( - new Particle( + this.masses.push( + new Mass( (x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0, @@ -114,33 +115,31 @@ class Cloth { } } - //this.particles[this.getVertexIndex(0, 0)].movable = false; + /** attach cloth to flag pole */ 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; + this.masses[this.getVertexIndex(0, i)].movable = false; const REST_DIST_X = width / (numPointsWidth-1); const REST_DIST_Y = height / (numPointsHeight-1); /** - * generate constraints (springs) + * generate springs (constraints) */ - this.constraints = []; + this.springs = []; 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)], + this.springs.push(new Spring( + this.masses[this.getVertexIndex(x, y)], + this.masses[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)], + this.springs.push(new Spring( + this.masses[this.getVertexIndex(x, y)], + this.masses[this.getVertexIndex(x, y+1)], REST_DIST_Y )); } @@ -154,8 +153,9 @@ class Cloth { const indices = []; const uvs = []; - for (let i in this.particles) { - let particle = this.particles[i]; + /** create one vertex and one uv coordinate per mass */ + for (let i in this.masses) { + let particle = this.masses[i]; vertices.push( particle.position.x, particle.position.y, @@ -185,6 +185,7 @@ class Cloth { } } + /** set up geometry */ geometry.setIndex(indices); geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)); @@ -194,21 +195,27 @@ class Cloth { return geometry; } updateGeometry(geometry) { + /** update vertex positions in place */ const positions = geometry.attributes.position.array; - for (let i in this.particles) { - let p = this.particles[i]; + for (let i in this.masses) { + let p = this.masses[i]; positions[i*3+0] = p.position.x; positions[i*3+1] = p.position.y; positions[i*3+2] = p.position.z; } + /** update internally and recalculate bounding volume */ 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; + for (let mass of this.masses) { + /** accumulate acceleration: + * - wind + * - gravity + */ + let vertex = mass.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), @@ -216,40 +223,48 @@ class Cloth { ); // normalize then multiply? if (options.wind) - particle.addForce(fWind); + mass.addForce(fWind); // calculate wind with normal? - particle.addForce(GRAVITY); + mass.addForce(GRAVITY); - particle.verlet(dt); + /** integrate motion */ + mass.verlet(dt); } - - for (let constraint of this.constraints) { + /** run satisfy step */ + for (let constraint of this.springs) { constraint.satisfy(); } - //this.intersect(); + /** prevent self-intersections */ + 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]; + for (let i in this.masses) { + for (let j in this.masses) { + let p1 = this.masses[i]; + let p2 = this.masses[j]; p1.movableTmp = true; p2.movableTmp = true; + /** skip if i == j or if masses are adjacent */ if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1)) continue; + /** calculate distance of points */ let dist = p1.position.distanceTo(p2.position); + /** calculate minimal resting distance (largest distance that should not be fallen below) */ let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); // collisionDistance /= 2; + /** calculate "sphere intersection" */ if (dist < collisionDistance) { // p1.movableTmp = false; // p2.movableTmp = false; + + /** vectors from p1 to p2 and the other way round */ let diffP2P1 = p1.position.clone().sub(p2.position).normalize(); diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2); let diffP1P2 = diffP2P1.clone().multiplyScalar(-1); @@ -260,6 +275,7 @@ class Cloth { // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2; // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2; + /** move masses apart */ if (p1.movable) p1.position.add(diffP2P1); //p1.position.add(diffP2P1.multiplyScalar(factor1)); @@ -272,14 +288,18 @@ class Cloth { } blow(camPos, intersects) { let face = intersects[0].face; + /** vector from cam to intersection (wind) */ 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); + /** apply to all vertices of affected face */ + this.masses[face.a].addForce(dir); + this.masses[face.b].addForce(dir); + this.masses[face.c].addForce(dir); } drag(mousePosWorld, index) { - let dir = mousePosWorld.clone().sub(this.particles[index].position).multiplyScalar(200); - this.particles[index].addForce(dir); + /** calculate vector from vertex to cursor */ + let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200); + /** apply to grabbed vertex */ + this.masses[index].addForce(dir); } /**