X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/8bf51c36d322cb8d4f099d3475563ee4e520ab92..8e3324e4b7f7bc8b59df9ef477e0847165145b8c:/Scripts/cloth.js?ds=sidebyside diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 5a7a0f2..1f1c1e0 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -3,14 +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; -// Flag Texture +// 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; @@ -25,7 +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; @@ -42,7 +48,7 @@ class Constraint { } } -class Particle { +class Mass { movableTmp = true; movable = true; @@ -93,13 +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, @@ -108,33 +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 )); } @@ -148,8 +154,8 @@ class Cloth { const indices = []; const uvs = []; - for (let i in this.particles) { - let particle = this.particles[i]; + for (let i in this.masses) { + let particle = this.masses[i]; vertices.push( particle.position.x, particle.position.y, @@ -189,8 +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; @@ -201,8 +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), @@ -210,16 +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(); } @@ -227,10 +233,10 @@ class Cloth { } intersect() { - 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; @@ -239,20 +245,42 @@ class Cloth { 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); + 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