X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/590349d576668595128e2d15bbd72e9391a97fc1..f48718f397ffbc1eb006460c495cf260668bd545:/Scripts/cloth.js?ds=inline diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 266af16..546f7d3 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -98,6 +98,13 @@ export class Cloth { vertexRigidness = []; + fixedPoints = []; + + externalForces = []; + windForce = 50; + + windFactor = new THREE.Vector3(0, 0, 0); + /** * creates a rectangular piece of cloth * takes the size of the cloth @@ -112,6 +119,11 @@ export class Cloth { let vertices = []; let faces = []; + this.width = width; + this.height = height; + this.numPointsWidth = numPointsWidth; + this.numPointsHeight = numPointsHeight; + /** * distance between two vertices horizontally/vertically * divide by the number of points minus one @@ -127,7 +139,7 @@ export class Cloth { for (let y = 0; y < numPointsHeight; y++) { for (let x = 0; x < numPointsWidth; x++) { vertices.push( - new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0) + new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0) ); } } @@ -176,8 +188,8 @@ export class Cloth { /** * hand cloth from left and right upper corners */ - this.vertexRigidness[0] = true; - this.vertexRigidness[numPointsWidth-1] = true; + this.fixedPoints.push(getVertexIndex(0, 0)); + this.fixedPoints.push(getVertexIndex(0, 19)); } /** @@ -200,6 +212,7 @@ export class Cloth { // this.previousPositions.push(vertices[i]); this.vertexWeights.push(0); this.vertexRigidness.push(false); + this.externalForces.push(new THREE.Vector3(0,0,0)); } /** * copy faces, @@ -233,6 +246,8 @@ export class Cloth { yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]); weight += xLength * yLength / 2; + weight *= 10; + /** * split weight equally between four surrounding vertices */ @@ -248,6 +263,7 @@ export class Cloth { */ this.geometry.computeBoundingSphere(); this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); } /** @@ -333,7 +349,8 @@ export class Cloth { this.previousPositions[i].copy(this.geometry.vertices[i]); this.geometry.vertices[i].copy(currentPosition); } - //console.log(this.getAcceleration(1, dt)); + + this.checkIntersect(); this.time += dt; @@ -352,10 +369,36 @@ export class Cloth { this.geometry.elementsNeedUpdate = true; this.geometry.computeBoundingSphere(); this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); } - +checkIntersect() { + let npw = this.numPointsWidth; + function getX(i, ) { return i % npw; } + function getY(i) { return Math.floor(i / npw); } + for (let i in this.geometry.vertices) { + for (let j in this.geometry.vertices) { + this.vertexRigidness[i] = false; + this.vertexRigidness[j] = false; + if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1)) + continue; + let posI = this.geometry.vertices[i]; + let posJ = this.geometry.vertices[j]; + let dist = posI.distanceTo(posJ); + const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); + if (dist < collisionDistance) { + this.vertexRigidness[i] = true; + this.vertexRigidness[j] = true; + let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2); + if (!(this.fixedPoints.includes(i) || this.fixedPoints.includes(j))) { + this.geometry.vertices[i].add(diff); + this.geometry.vertices[j].sub(diff); + } + } + } + } +} /** * Equation of motion for each vertex which represents the acceleration @@ -363,10 +406,13 @@ export class Cloth { * @param {number} dt The time passed since last frame */ getAcceleration(vertexIndex, dt) { - if (this.vertexRigidness[vertexIndex]) + if (this.fixedPoints.includes(parseInt(vertexIndex)) || + this.vertexRigidness[vertexIndex]) { return new THREE.Vector3(0, 0, 0); + } - let vertex = this.geometry.vertices[vertexIndex]; + let externalForce = this.externalForces[vertexIndex]; + let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce); // Mass of vertex let M = this.vertexWeights[vertexIndex]; @@ -377,10 +423,11 @@ getAcceleration(vertexIndex, dt) { // Wind vector let fWind = new THREE.Vector3( - Math.sin(vertex.x * vertex.y * this.time), - Math.cos(vertex.z * this.time), - Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) + this.windFactor.x * (Math.sin(vertex.x * vertex.y * this.time)+1), + this.windFactor.y * Math.cos(vertex.z * this.time), + this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) ); + //console.log(fWind); /** * constant determined by the properties of the surrounding fluids (air) @@ -403,8 +450,8 @@ getAcceleration(vertexIndex, dt) { // Get the bounding springs and add them to the needed springs // TODO: optimize - const numPointsX = 10; - const numPointsY = 10; + const numPointsX = this.numPointsWidth; + const numPointsY = this.numPointsHeight; const numFacesX = numPointsX - 1; const numFacesY = numPointsY - 1; @@ -468,10 +515,31 @@ getAcceleration(vertexIndex, dt) { } let result = new THREE.Vector3(1, 1, 1); + result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum); - let temp = result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).clone(); - result.sub(springSum); - document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y) + "\nTemp: " + Math.floor(temp.y); + document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y); + + let threshold = 1; + let forceReduktion = 0.8; + if(Math.abs(externalForce.z) > threshold){ + externalForce.z *= forceReduktion; + } else { + externalForce.z = 0; + } + + if(Math.abs(externalForce.y) > threshold){ + externalForce.y *= forceReduktion; + } else { + externalForce.y = 0; + } + + if(Math.abs(externalForce.x) > threshold){ + externalForce.x *= forceReduktion; + } else { + externalForce.x = 0; + } + + return result; } @@ -517,9 +585,36 @@ euler(currentPosition, acceleration, passedTime) { wind(intersects) { let intersect = intersects[0]; - this.geometry.vertices[intersect.face.a].z -= 0.05; - this.geometry.vertices[intersect.face.b].z -= 0.05; - this.geometry.vertices[intersect.face.c].z -= 0.05; + this.externalForces[intersect.face.a].z -= this.windForce; + this.externalForces[intersect.face.b].z -= this.windForce; + this.externalForces[intersect.face.c].z -= this.windForce; +} + +mousePressed = false; +mouseMoved = false; +intersects; + +mousePress(intersects){ + this.mousePressed = true; + this.intersects = intersects; + +} + +mouseMove(mousePos){ + this.mouseMoved = true; + if(this.mousePressed){ + let intersect = this.intersects[0]; + this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90)); + /* + this.geometry.vertices[intersect.face.a].x = mousePos.x; + this.geometry.vertices[intersect.face.a].y = mousePos.y; + this.geometry.vertices[intersect.face.a].z = mousePos.z; + */ + } +} + +mouseRelease(){ + this.mousePressed = false; } }