X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/56f6324db4aa55946a6b5ef7de3e1df8b0e22bca..44436c7880a40597c7b74151d342ae8092fba499:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index aaa9d24..c77fb1c 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -1,8 +1,13 @@ const DAMPING = 0.03; const DRAG = 1 - DAMPING; -const MASS = 0.35; +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, @@ -23,20 +28,28 @@ class Constraint { //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist)); const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist); correction.multiplyScalar(K); - correction.clampLength(0, 1); + if (currentDist >= this.restDist * MAX_STRETCH) { + + } + //correction.clampLength(0, 1); const correctionHalf = correction.multiplyScalar(0.5); - if (this.p1.movable && this.p2.movable) { + + 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 (! this.p1.movable && this.p2.movable) { + } else if (! p1movable && p2movable) { this.p2.position.sub(correction); - } else if (this.p1.movable && ! this.p2.movable) { + } else if (p1movable && ! p2movable) { this.p1.position.add(correction); } } } class Particle { + movableTmp = true; movable = true; constructor(x, y, z, mass) { @@ -59,7 +72,7 @@ class Particle { nextPosition.add(this.position); nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); - if (this.movable) { + if (this.movable && this.movableTmp) { this.previous = this.position; this.position = nextPosition; } @@ -74,7 +87,7 @@ class Cloth { this.height = height; this.numPointsWidth = numPointsWidth; this.numPointsHeight = numPointsHeight; - this.windFactor = new THREE.Vector3(5, 2, 2); + this.windFactor = new THREE.Vector3(3, 2, 2); /** * distance between two vertices horizontally/vertically @@ -103,8 +116,8 @@ class Cloth { //this.particles[this.getVertexIndex(0, 0)].movable = false; const n = 3; - for (let i = 0; i <= n; i++) - this.particles[this.getVertexIndex(0, Math.floor((numPointsHeight-1)*(i/n)))].movable = false; + 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; @@ -138,25 +151,27 @@ class Cloth { 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); + uvs.push( + this.getX(i) / (this.numPointsWidth-1), + 1 - (this.getY(i) / (this.numPointsHeight-1)) + ); } - const numPointsWidth = this.numPointsWidth; - const numPointsHeight = this.numPointsHeight; - /** * 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( this.getVertexIndex(x, y), this.getVertexIndex(x+1, y), @@ -172,7 +187,7 @@ class Cloth { 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(); @@ -213,8 +228,60 @@ class Cloth { for (let constraint of this.constraints) { constraint.satisfy(); } - //console.log(tmpCorrection); + + //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 @@ -225,4 +292,6 @@ class Cloth { 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