X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/e05a5c0a7aa891179af219eff0df34647acc8eb3..590349d576668595128e2d15bbd72e9391a97fc1:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 9389ef6..266af16 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -6,9 +6,9 @@ */ function vectorLength(a, b) { let v1 = new THREE.Vector3(); - v1.set(a.x, a.y, a.z); + v1.copy(a); let v2 = new THREE.Vector3(); - v2.set(b.x, b.y, b.z); + v2.copy(b); return v1.sub(v2).length(); } @@ -65,17 +65,19 @@ export class Spring { } getDirection(vertices) { - let direction = new THREE.Vector3( - vertices[this.index1].x, - vertices[this.index1].y, - vertices[this.index1].z - ); + 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; + } } /** @@ -94,7 +96,7 @@ export class Cloth { vertexWeights = []; - + vertexRigidness = []; /** * creates a rectangular piece of cloth @@ -154,12 +156,12 @@ export class Cloth { getVertexIndex(x + 1, y + 1), ); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), 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); } @@ -170,6 +172,12 @@ export class Cloth { * with generated vertices and faces */ this.createExplicit(vertices, faces); + + /** + * hand cloth from left and right upper corners + */ + this.vertexRigidness[0] = true; + this.vertexRigidness[numPointsWidth-1] = true; } /** @@ -186,9 +194,12 @@ export class Cloth { * Copy vertices and initialize vertex weights to 0 */ for (let i in vertices) { - this.geometry.vertices.push(vertices[i]); - this.previousPositions.push(vertices[i]); + 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); } /** * copy faces, @@ -236,6 +247,7 @@ export class Cloth { * needed for View Frustum Culling internally */ this.geometry.computeBoundingSphere(); + this.geometry.computeFaceNormals(); } /** @@ -303,25 +315,34 @@ export class Cloth { time = 0; /** * - * @param {number} dt + * @param {number} dt time in seconds since last frame */ simulate(dt) { - - - for (let i in this.geometry.vertices) { - let currentPosition; let acceleration = this.getAcceleration(i, dt); + + //acceleration.clampLength(0, 10); + + if (Math.abs(acceleration.length()) <= 10e-4) { + acceleration.set(0, 0, 0); + } - currentPosition = this.verlet(this.geometry.vertices[i], this.previousPositions[i], acceleration, dt/2000); + 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] = currentPosition; - this.geometry.vertices[i] = currentPosition; - + this.previousPositions[i].copy(this.geometry.vertices[i]); + this.geometry.vertices[i].copy(currentPosition); } - console.log(this.geometry.vertices[0]); + //console.log(this.getAcceleration(1, dt)); + 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 @@ -330,6 +351,7 @@ export class Cloth { this.geometry.verticesNeedUpdate = true; this.geometry.elementsNeedUpdate = true; this.geometry.computeBoundingSphere(); + this.geometry.computeFaceNormals(); } @@ -341,20 +363,22 @@ export class Cloth { * @param {number} dt The time passed since last frame */ getAcceleration(vertexIndex, dt) { + if (this.vertexRigidness[vertexIndex]) + return new THREE.Vector3(0, 0, 0); let vertex = this.geometry.vertices[vertexIndex]; // Mass of vertex let M = this.vertexWeights[vertexIndex]; // constant gravity - let g = new THREE.Vector3(0, -1.8, 0); + let g = new THREE.Vector3(0, -9.8, 0); // stiffness - let k = 5; + let k = 1000; // Wind vector let fWind = new THREE.Vector3( Math.sin(vertex.x * vertex.y * this.time), - Math.cos(vertex.z* this.time), + Math.cos(vertex.z * this.time), Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) ); @@ -362,49 +386,94 @@ getAcceleration(vertexIndex, dt) { * constant determined by the properties of the surrounding fluids (air) * achievement of cloth effects through try out * */ - let a = 1; - + let a = 0.1; + let velocity = new THREE.Vector3( - (vertex.x - this.previousPositions[vertexIndex].x) / dt, - (vertex.y - this.previousPositions[vertexIndex].y) / dt, - (vertex.z - this.previousPositions[vertexIndex].z) / dt + (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.multiplyScalar(-a); - + 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 - for (let i in this.faces) { - if (this.faces[i].a == vertexIndex || this.faces[i].b == vertexIndex || this.faces[i].c == vertexIndex || this.faces[i].d == vertexIndex) { - for (let j in this.faces[i].springs) { - if (this.faces[i].springs[j].index1 == vertexIndex || this.faces[i].springs[j].index2 == vertexIndex) { + // TODO: optimize - let spring = this.faces[i].springs[j]; - let springDirection = spring.getDirection(this.geometry.vertices); + const numPointsX = 10; + const numPointsY = 10; + 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]); + } - if (this.faces[i].springs[j].index1 == vertexIndex) - springDirection.multiplyScalar(-1); + for (let spring of springs) { + let springDirection = spring.getDirection(this.geometry.vertices); - springSum.add(springDirection.multiplyScalar(k * (spring.currentLength - spring.restLength))); + 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(fAirResistance).sub(springSum); - + 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); return result; - - } /** @@ -420,16 +489,38 @@ 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 = 0.97; + 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( - 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 + acceleration.x * passedTime, + currentPosition.y + acceleration.y * passedTime, + currentPosition.z + acceleration.z * passedTime, ); return nextPosition; } +wind(intersects) { + let intersect = intersects[0]; + this.geometry.vertices[intersect.face.a].z -= 0.05; + this.geometry.vertices[intersect.face.b].z -= 0.05; + this.geometry.vertices[intersect.face.c].z -= 0.05; +} }