X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/62f13057580b39d14d0e952d2e745741b4dc8065..b9cfb0c7bf25e9ebc0c21e0b32665113ea46f7b5:/Scripts/_cloth.js diff --git a/Scripts/_cloth.js b/Scripts/_cloth.js new file mode 100644 index 0000000..546f7d3 --- /dev/null +++ b/Scripts/_cloth.js @@ -0,0 +1,621 @@ +/** + * Convenience Function for calculating the distance between two vectors + * because THREE JS Vector functions mutate variables + * @param {Vector3} a - Vector A + * @param {Vector3} b - Vector B + */ +function vectorLength(a, b) { + let v1 = new THREE.Vector3(); + v1.copy(a); + let v2 = new THREE.Vector3(); + v2.copy(b); + + return v1.sub(v2).length(); +} + +/** + * Class representing a quad face + * Each face consists of two triangular mesh faces + * containts four indices for determining vertices + * and six springs, one between each of the vertices + */ +export class Face { + a; + b; + c; + d; + + springs = []; + + constructor(a, b, c, d) { + this.a = a; + this.b = b; + this.c = c; + this.d = d; + } +} + +/** + * Class representing a single spring + * has a current and resting length + * and indices to the two connected vertices + */ +export class Spring { + restLength; + currentLength; + index1; + index2; + + + /** + * set vertex indices + * and calculate inital length based on the + * vertex positions + * @param {Array} vertices + * @param {number} index1 + * @param {number} index2 + */ + constructor(vertices, index1, index2) { + this.index1 = index1; + this.index2 = index2; + + let length = vectorLength(vertices[index1], vertices[index2]); + this.restLength = length; + this.currentLength = length; + } + + getDirection(vertices) { + let direction = new THREE.Vector3(); + direction.copy(vertices[this.index1]); + + direction.sub(vertices[this.index2]); + direction.divideScalar(vectorLength(vertices[this.index1], vertices[this.index2])); + + return direction; + } + + update(vertices) { + let length = vectorLength(vertices[this.index1], vertices[this.index2]); + this.currentLength = length; + } +} + +/** + * Class representing a single piece of cloth + * contains THREE JS geometry, + * logically represented by an array of adjacent faces + * and vertex weights which are accessed by the same + * indices as the vertices in the Mesh + */ +export class Cloth { + VertexWeight = 1; + + geometry = new THREE.Geometry(); + + faces = []; + + vertexWeights = []; + + vertexRigidness = []; + + fixedPoints = []; + + externalForces = []; + windForce = 50; + + windFactor = new THREE.Vector3(0, 0, 0); + + /** + * creates a rectangular piece of cloth + * takes the size of the cloth + * and the number of vertices it should be composed of + * @param {number} width - width of the cloth + * @param {number} height - height of the cloth + * @param {number} numPointsWidth - number of vertices in horizontal direction + * @param {number} numPointsHeight - number of vertices in vertical direction + */ + createBasic(width, height, numPointsWidth, numPointsHeight) { + /** resulting vertices and faces */ + 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 + * because there are (n - 1) lines between n vertices + */ + let stepWidth = width / (numPointsWidth - 1); + let stepHeight = height / (numPointsHeight - 1); + + /** + * iterate over the number of vertices in x/y axis + * and add a new Vector3 to "vertices" + */ + for (let y = 0; y < numPointsHeight; y++) { + for (let x = 0; x < numPointsWidth; x++) { + vertices.push( + new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0) + ); + } + } + + /** + * 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; + } + + /** + * 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++) { + let newFace = new Face( + getVertexIndex(x, y), + getVertexIndex(x, y + 1), + getVertexIndex(x + 1, y), + getVertexIndex(x + 1, y + 1), + ); + + newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y))); // oben + newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1))); // links + newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1))); // oben links -> unten rechts diagonal + newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1))); // oben rechts -> unten links diagonal + newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); // rechts + newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1))); // unten + + faces.push(newFace); + } + } + + /** + * call createExplicit + * with generated vertices and faces + */ + this.createExplicit(vertices, faces); + + /** + * hand cloth from left and right upper corners + */ + this.fixedPoints.push(getVertexIndex(0, 0)); + this.fixedPoints.push(getVertexIndex(0, 19)); + } + + /** + * Generate THREE JS Geometry + * (list of vertices and list of indices representing triangles) + * and calculate the weight of each face and split it between + * surrounding vertices + * @param {Array} vertices + * @param {Array} faces + */ + createExplicit(vertices, faces) { + + /** + * Copy vertices and initialize vertex weights to 0 + */ + for (let i in vertices) { + this.geometry.vertices.push(vertices[i].clone()); + this.previousPositions.push(vertices[i].clone()); + // this.geometry.vertices.push(vertices[i]); + // this.previousPositions.push(vertices[i]); + this.vertexWeights.push(0); + this.vertexRigidness.push(false); + this.externalForces.push(new THREE.Vector3(0,0,0)); + } + /** + * copy faces, + * generate two triangles per face, + * calculate weight of face as its area + * and split between the 4 vertices + */ + for (let i in faces) { + let face = faces[i]; + + /** copy faces to class member */ + this.faces.push(face); + + /** generate triangles */ + this.geometry.faces.push(new THREE.Face3( + face.a, face.b, face.c + )); + this.geometry.faces.push(new THREE.Face3( + face.c, face.b, face.d + )); + + /** + * calculate area of face as combined area of + * its two composing triangles + */ + let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]); + let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]); + let weight = xLength * yLength / 2; + + xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]); + 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 + */ + this.vertexWeights[face.a] += weight / 4; + this.vertexWeights[face.b] += weight / 4; + this.vertexWeights[face.c] += weight / 4; + this.vertexWeights[face.d] += weight / 4; + } + + /** + * let THREE JS compute bounding sphere around generated mesh + * needed for View Frustum Culling internally + */ + this.geometry.computeBoundingSphere(); + this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); + } + + /** + * generate a debug mesh for visualizing + * vertices and springs of the cloth + * and add it to scene for rendering + * @param {Scene} scene - Scene to add Debug Mesh to + */ + createDebugMesh(scene) { + /** + * helper function to generate a single line + * between two Vertices with a given color + * @param {Vector3} from + * @param {Vector3} to + * @param {number} color + */ + function addLine(from, to, color) { + let geometry = new THREE.Geometry(); + geometry.vertices.push(from); + geometry.vertices.push(to); + let material = new THREE.LineBasicMaterial({ color: color, linewidth: 10 }); + let line = new THREE.Line(geometry, material); + line.renderOrder = 1; + scene.add(line); + } + /** + * helper function to generate a small sphere + * at a given Vertex Position with color + * @param {Vector3} point + * @param {number} color + */ + function addPoint(point, color) { + const geometry = new THREE.SphereGeometry(0.05, 32, 32); + const material = new THREE.MeshBasicMaterial({ color: color }); + const sphere = new THREE.Mesh(geometry, material); + sphere.position.set(point.x, point.y, point.z); + scene.add(sphere); + } + + let lineColor = 0x000000; + let pointColor = 0xff00000; + + /** + * generate one line for each of the 6 springs + * and one point for each of the 4 vertices + * for all of the faces + */ + for (let i in this.faces) { + let face = this.faces[i]; + addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor); + addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor); + addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor); + addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor); + addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor); + addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor); + + addPoint(this.geometry.vertices[face.a], pointColor); + addPoint(this.geometry.vertices[face.b], pointColor); + addPoint(this.geometry.vertices[face.c], pointColor); + addPoint(this.geometry.vertices[face.d], pointColor); + } + } + + previousPositions = []; + time = 0; + /** + * + * @param {number} dt time in seconds since last frame + */ + simulate(dt) { + for (let i in this.geometry.vertices) { + let acceleration = this.getAcceleration(i, dt); + + //acceleration.clampLength(0, 10); + + if (Math.abs(acceleration.length()) <= 10e-4) { + acceleration.set(0, 0, 0); + } + + let currentPosition = this.verlet(this.geometry.vertices[i].clone(), this.previousPositions[i].clone(), acceleration, dt); + //let currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt); + + this.previousPositions[i].copy(this.geometry.vertices[i]); + this.geometry.vertices[i].copy(currentPosition); + } + + this.checkIntersect(); + + this.time += dt; + + for (let face of this.faces) { + for (let spring of face.springs) { + spring.update(this.geometry.vertices); + } + } + + /** + * let THREE JS compute bounding sphere around generated mesh + * needed for View Frustum Culling internally + */ + + this.geometry.verticesNeedUpdate = true; + 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 + * @param {number} vertexIndex The index of the current vertex whose acceleration should be calculated + * @param {number} dt The time passed since last frame + */ +getAcceleration(vertexIndex, dt) { + if (this.fixedPoints.includes(parseInt(vertexIndex)) || + this.vertexRigidness[vertexIndex]) { + return new THREE.Vector3(0, 0, 0); + } + + 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 = 1000; + + // Wind vector + let fWind = new THREE.Vector3( + 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) + * achievement of cloth effects through try out + * */ + let a = 0.1; + + let velocity = new THREE.Vector3( + (this.previousPositions[vertexIndex].x - vertex.x) / dt, + (this.previousPositions[vertexIndex].y - vertex.y) / dt, + (this.previousPositions[vertexIndex].z - vertex.z) / dt + ); + + //console.log(velocity, vertex, this.previousPositions[vertexIndex]); + + let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a); + + let springSum = new THREE.Vector3(0, 0, 0); + + // Get the bounding springs and add them to the needed springs + // TODO: optimize + + const numPointsX = this.numPointsWidth; + const numPointsY = this.numPointsHeight; + const numFacesX = numPointsX - 1; + const numFacesY = numPointsY - 1; + + function getFaceIndex(x, y) { + return y * numFacesX + x; + } + + let indexX = vertexIndex % numPointsX; + let indexY = Math.floor(vertexIndex / numPointsX); + + let springs = []; + + // 0 oben + // 1 links + // 2 oben links -> unten rechts diagonal + // 3 oben rechts -> unten links diagonal + // 4 rechts + // 5 unten + + let ul = indexX > 0 && indexY < numPointsY - 1; + let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1; + let ol = indexX > 0 && indexY > 0; + let or = indexX < numPointsX - 1 && indexY > 0; + + if (ul) { + let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)]; + springs.push(faceUL.springs[3]); + if (!ol) + springs.push(faceUL.springs[0]); + springs.push(faceUL.springs[4]); + } + if (ur) { + let faceUR = this.faces[getFaceIndex(indexX, indexY)]; + springs.push(faceUR.springs[2]); + if (!or) + springs.push(faceUR.springs[0]); + if (!ul) + springs.push(faceUR.springs[1]); + } + if (ol) { + let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)]; + springs.push(faceOL.springs[2]); + springs.push(faceOL.springs[4]); + springs.push(faceOL.springs[5]); + } + if (or) { + let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)]; + springs.push(faceOR.springs[3]); + if (!ol) + springs.push(faceOR.springs[1]); + springs.push(faceOR.springs[5]); + } + + for (let spring of springs) { + let springDirection = spring.getDirection(this.geometry.vertices); + + if (spring.index1 == vertexIndex) + springDirection.multiplyScalar(-1); + + springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength))); + } + + 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; + } + + if(Math.abs(externalForce.x) > threshold){ + externalForce.x *= forceReduktion; + } else { + externalForce.x = 0; + } + + + + return result; +} + +/** + * The Verlet algorithm as an integrator + * to get the next position of a vertex + * @param {Vector3} currentPosition + * @param {Vector3} previousPosition + * @param {Vector3} acceleration + * @param {number} passedTime The delta time since last frame + */ +verlet(currentPosition, previousPosition, acceleration, passedTime) { + // verlet algorithm + // 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 = 0.97; + let nextPosition = new THREE.Vector3( + (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; +} + +euler(currentPosition, acceleration, passedTime) { + let nextPosition = new THREE.Vector3( + currentPosition.x + acceleration.x * passedTime, + currentPosition.y + acceleration.y * passedTime, + currentPosition.z + acceleration.z * 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; +} + +} +