X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/8a3364b0cd057fcfb7f89da112b9032fee76e403..19d9f67e228e9925958489574339448bb608c9db:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index a05eb98..db07ac3 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -1,3 +1,147 @@ -// cloth rendering -// simulate -// setup scene \ No newline at end of file +const MASS = 0.1; + +class Constraint { + constructor(p1, p2, distance) { + this.p1 = p1; + this.p2 = p2; + this.distance = distance; + } +} + +class Particle { + constructor(x, y, z, mass) { + this.position = new THREE.Vector3(x, y, z); + this.previous = new THREE.Vector3(x, y, z); + this.acceleration = new THREE.Vector3(0, 0, 0); + this.mass = mass; + } + addForce(force) { + + } + verlet(dt) { + + } +} + +class Cloth { + constructor(width, height, numPointsWidth, numPointsHeight) { + 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 Particle to "particles" + */ + this.particles = []; + for (let y = 0; y < numPointsHeight; y++) { + for (let x = 0; x < numPointsWidth; x++) { + this.particles.push( + new Particle( + (x - ((numPointsWidth-1)/2)) * stepWidth, + height - (y + ((numPointsHeight-1)/2)) * stepHeight, + 0, + MASS) + ); + } + } + + const REST_DIST_X = width / (numPointsWidth-1); + const REST_DIST_Y = height / (numPointsHeight-1); + + /** + * generate constraints (springs) + */ + this.constraints = []; + 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)], + REST_DIST_X + )); + } + if (x < numPointsWidth-1) { + this.constraints.push(new Constraint( + this.particles[this.getVertexIndex(x, y)], + this.particles[this.getVertexIndex(x, y+1)], + REST_DIST_Y + )); + } + } + } + } + generateGeometry() { + const geometry = new THREE.BufferGeometry(); + + const vertices = []; + const normals = []; + const indices = []; + + for (let particle of this.particles) { + vertices.push( + particle.position.x, + particle.position.y, + particle.position.z); + } + + 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++) { + indices.push( + this.getVertexIndex(x, y), + this.getVertexIndex(x+1, y), + this.getVertexIndex(x+1, y+1) + ); + indices.push( + this.getVertexIndex(x, y), + this.getVertexIndex(x+1, y+1), + this.getVertexIndex(x, y+1) + ); + } + } + + geometry.setIndex(indices); + geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); + //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3)); + geometry.computeBoundingSphere(); + geometry.computeVertexNormals(); + + return geometry; + } + updateGeometry(geometry) { + + } + satisfyConstraints() { + + } + simulate() { + + } + /** + * 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 + */ + getVertexIndex(x, y) { + return y * this.numPointsWidth + x; + } +} \ No newline at end of file