X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/f0c64cdbb2ad2e1ae9a110e1d291db57c5b8d85d..f48718f397ffbc1eb006460c495cf260668bd545:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 1ec79d5..546f7d3 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -98,8 +98,12 @@ export class Cloth { vertexRigidness = []; + fixedPoints = []; + externalForces = []; - windForce = 100; + windForce = 50; + + windFactor = new THREE.Vector3(0, 0, 0); /** * creates a rectangular piece of cloth @@ -115,6 +119,8 @@ export class Cloth { let vertices = []; let faces = []; + this.width = width; + this.height = height; this.numPointsWidth = numPointsWidth; this.numPointsHeight = numPointsHeight; @@ -133,7 +139,7 @@ export class Cloth { for (let y = 0; y < numPointsHeight; y++) { for (let x = 0; x < numPointsWidth; x++) { vertices.push( - new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0) + new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0) ); } } @@ -182,8 +188,8 @@ export class Cloth { /** * hand cloth from left and right upper corners */ - this.vertexRigidness[0] = true; - this.vertexRigidness[numPointsWidth-1] = true; + this.fixedPoints.push(getVertexIndex(0, 0)); + this.fixedPoints.push(getVertexIndex(0, 19)); } /** @@ -240,6 +246,8 @@ export class Cloth { 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 */ @@ -341,7 +349,8 @@ export class Cloth { this.previousPositions[i].copy(this.geometry.vertices[i]); this.geometry.vertices[i].copy(currentPosition); } - //console.log(this.getAcceleration(1, dt)); + + this.checkIntersect(); this.time += dt; @@ -364,7 +373,32 @@ export class Cloth { } - +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 @@ -372,8 +406,10 @@ export class Cloth { * @param {number} dt The time passed since last frame */ getAcceleration(vertexIndex, dt) { - if (this.vertexRigidness[vertexIndex]) + 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); @@ -387,10 +423,11 @@ getAcceleration(vertexIndex, dt) { // Wind vector let fWind = new THREE.Vector3( - Math.sin(vertex.x * vertex.y * this.time), - Math.cos(vertex.z * this.time), - Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) + 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) @@ -520,7 +557,7 @@ 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 = 0.96; + 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),