X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/8199b09231f15b0f84480656a0e92827d795fcdc..8e3324e4b7f7bc8b59df9ef477e0847165145b8c:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index ff55549..1f1c1e0 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -3,12 +3,17 @@ const DRAG = 1 - DAMPING; 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, }; -class Constraint { +class Spring { constructor(p1, p2, restDist) { this.p1 = p1; this.p2 = p2; @@ -23,7 +28,10 @@ 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); let p1movable = this.p1.movable && this.p1.movableTmp; @@ -40,7 +48,7 @@ class Constraint { } } -class Particle { +class Mass { movableTmp = true; movable = true; @@ -91,13 +99,13 @@ 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, @@ -106,33 +114,33 @@ class Cloth { } } - //this.particles[this.getVertexIndex(0, 0)].movable = false; + //this.masses[this.getVertexIndex(0, 0)].movable = false; 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; + //this.masses[this.getVertexIndex(0, numPointsHeight-1)].movable = false; + //this.masses[this.getVertexIndex(numPointsWidth-1, 0)].movable = false; const REST_DIST_X = width / (numPointsWidth-1); const REST_DIST_Y = height / (numPointsHeight-1); /** - * generate constraints (springs) + * generate springs (springs) */ - 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 )); } @@ -143,25 +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.masses) { + let particle = this.masses[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), @@ -177,7 +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(); @@ -185,8 +195,8 @@ class Cloth { } updateGeometry(geometry) { 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; @@ -197,8 +207,8 @@ class Cloth { } simulate(dt) { let now = performance.now(); - for (let particle of this.particles) { - let vertex = particle.position; + for (let mass of this.masses) { + 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), @@ -206,16 +216,16 @@ 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); + mass.verlet(dt); } - for (let constraint of this.constraints) { + for (let constraint of this.springs) { constraint.satisfy(); } @@ -223,36 +233,54 @@ class Cloth { } intersect() { - let npw = this.numPointsWidth; - function getX(i) { return i % npw; } - function getY(i) { return Math.floor(i / npw); } - - 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; - if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1)) + 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); - const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); + let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); + // collisionDistance /= 2; if (dist < collisionDistance) { - p1.movableTmp = false; - p2.movableTmp = false; - let diff = p1.position.clone().sub(p2.position).normalize(); - diff.multiplyScalar((collisionDistance - dist) * 1.001 / 2); + // 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(diff); + p1.position.add(diffP2P1); + //p1.position.add(diffP2P1.multiplyScalar(factor1)); if (p2.movable) - p2.position.sub(diff); + 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.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.masses[index].position).multiplyScalar(200); + this.masses[index].addForce(dir); + } /** * helper function to calculate index of vertex @@ -264,4 +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