X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/60b7eb713036545e4046a16cfd3d312b8837938c..1e3751f45e04a76ce2b11c67aa70e7c65efaad89:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 038b235..c873a3d 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -98,6 +98,9 @@ export class Cloth { vertexRigidness = []; + externalForces = []; + windForce = 0; + /** * creates a rectangular piece of cloth * takes the size of the cloth @@ -112,6 +115,9 @@ export class Cloth { let vertices = []; let faces = []; + this.numPointsWidth = numPointsWidth; + this.numPointsHeight = numPointsHeight; + /** * distance between two vertices horizontally/vertically * divide by the number of points minus one @@ -200,6 +206,7 @@ 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, @@ -248,6 +255,7 @@ export class Cloth { */ this.geometry.computeBoundingSphere(); this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); } /** @@ -352,6 +360,7 @@ export class Cloth { this.geometry.elementsNeedUpdate = true; this.geometry.computeBoundingSphere(); this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); } @@ -366,14 +375,15 @@ getAcceleration(vertexIndex, dt) { if (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]; // constant gravity let g = new THREE.Vector3(0, -9.8, 0); // stiffness - let k = 500; + let k = 1000; // Wind vector let fWind = new THREE.Vector3( @@ -381,13 +391,12 @@ getAcceleration(vertexIndex, dt) { Math.cos(vertex.z * this.time), Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) ); - fWind.set(0, 0, 0); /** * constant determined by the properties of the surrounding fluids (air) * achievement of cloth effects through try out * */ - let a = 0.01; + let a = 0.1; let velocity = new THREE.Vector3( (this.previousPositions[vertexIndex].x - vertex.x) / dt, @@ -404,8 +413,8 @@ 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; @@ -469,10 +478,31 @@ getAcceleration(vertexIndex, dt) { } let result = new THREE.Vector3(1, 1, 1); + result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum); + + 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; + } - 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); + if(Math.abs(externalForce.x) > threshold){ + externalForce.x *= forceReduktion; + } else { + externalForce.x = 0; + } + + return result; } @@ -490,13 +520,19 @@ verlet(currentPosition, previousPosition, acceleration, passedTime) { // next position = 2 * current Position - previous position + acceleration * (passed time)^2 // acceleration (dv/dt) = F(net) // Dependency for one vertex: gravity, fluids/air, springs - + const DRAG = 0.96; let nextPosition = new THREE.Vector3( - (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime), - (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime), - (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime), + (currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime), + (currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime), + (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime), ); + // let nextPosition = new THREE.Vector3( + // (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime), + // (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime), + // (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime), + // ); + return nextPosition; } @@ -510,5 +546,39 @@ euler(currentPosition, acceleration, passedTime) { return nextPosition; } +wind(intersects) { + let intersect = intersects[0]; + 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; +} + }