X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/f3d7f6c46c59cd98eb64a079301b872ca2a6a2f3..f48718f397ffbc1eb006460c495cf260668bd545:/Scripts/main.js diff --git a/Scripts/main.js b/Scripts/main.js index 4d7ac7c..fc797c8 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -1,374 +1,138 @@ -class Point { - constructor(x, y) { - this.x = x; - this.y = y; - } - - add(that) { - return new Point( - this.x + that.x, - this.y + that.y - ); - } - - sub(that) { - return new Point( - this.x - that.x, - this.y - that.y - ); - } - - dist(that) { - let a = this.x - that.x; - let b = this.y - that.y; - return Math.sqrt(a * a + b * b) - } -} - -/** - * Convenience Function for calculating the distance between two vectors - * because THREE JS Vector functions mutate variables - * @param {Vector3} a - Vector A - * @param {Vector3} b - Vector B - */ -function vectorLength(a, b) { - let v1 = new THREE.Vector3(); - v1.set(a.x, a.y, a.z); - let v2 = new THREE.Vector3(); - v2.set(b.x, b.y, b.z); - - return v1.sub(v2).length(); -} - -/** - * Class representing a quad face - * Each face consists of two triangular mesh faces - * containts four indices for determining vertices - * and six springs, one between each of the vertices - */ -class Face { - a; - b; - c; - d; - - springs = []; - - constructor(a, b, c, d) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - } -} - -/** - * Class representing a single spring - * has a current and resting length - * and indices to the two connected vertices - */ -class Spring { - restLength; - currentLength; - index1; - index2; - - - /** - * set vertex indices - * and calculate inital length based on the - * vertex positions - * @param {Array of Vector3} vertices - * @param {number} index1 - * @param {number} index2 - */ - constructor(vertices, index1, index2) { - this.index1 = index1; - this.index2 = index2; - - let length = vectorLength(vertices[index1], vertices[index2]); - this.restLength = length; - this.currentLength = length; - } -} - -/** - * Class representing a single piece of cloth - * contains THREE JS geometry, - * logically represented by an array of adjacent faces - * and vertex weights which are accessed by the same - * indices as the vertices in the Mesh - */ -class Cloth { - VertexWeight = 1; - - geometry = new THREE.Geometry(); - - faces = []; - - vertexWeights = []; +import { Face, Spring, Cloth } from './cloth.js'; +import { OrbitControls } from './OrbitControls.js'; +function addLights(scene){ - /** - * creates a rectangular piece of cloth - * takes the size of the cloth - * and the number of vertices it should be composed of - * @param {number} width - width of the cloth - * @param {number} height - height of the cloth - * @param {number} numPointsWidth - number of vertices in horizontal direction - * @param {number} numPointsHeight - number of vertices in vertical direction - */ - createBasic(width, height, numPointsWidth, numPointsHeight) { - /** resulting vertices and faces */ - let vertices = []; - let faces = []; - - /** - * 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 Vector3 to "vertices" - */ - 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) - ); - } - } + scene.add( new THREE.AmbientLight( 0x222222 ) ); - /** - * 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 - */ - function getVertexIndex(x, y) { - return y * numPointsWidth + x; - } - - /** - * 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++) { - let newFace = new Face( - getVertexIndex(x, y), - getVertexIndex(x, y + 1), - getVertexIndex(x + 1, y), - 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))); - - faces.push(newFace); - } - } + const light1 = new THREE.PointLight( 0xffffff, 1, 50 ); + light1.position.set( 15, 1, 40 ); + scene.add( light1 ); - /** - * call createExplicit - * with generated vertices and faces - */ - this.createExplicit(vertices, faces); - } + const light2 = new THREE.PointLight( 0xffffff, 1, 50 ); + light2.position.set( -15, 0, 40 ); + scene.add( light2 ); - /** - * Generate THREE JS Geometry - * (list of vertices and list of indices representing triangles) - * and calculate the weight of each face and split it between - * surrounding vertices - * @param {Array of Vector3} vertices - * @param {Array of Face} faces - */ - createExplicit(vertices, faces) { - /** - * Copy vertices and initialize vertex weights to 0 - */ - for (let i in vertices) { - this.geometry.vertices.push(vertices[i]); - this.vertexWeights.push(0); - } - /** - * copy faces, - * generate two triangles per face, - * calculate weight of face as its area - * and split between the 4 vertices - */ - for (let i in faces) { - let face = faces[i]; - - /** copy faces to class member */ - this.faces.push(face); - - /** generate triangles */ - this.geometry.faces.push(new THREE.Face3( - face.a, face.b, face.c - )); - this.geometry.faces.push(new THREE.Face3( - face.c, face.b, face.d - )); - - /** - * calculate area of face as combined area of - * its two composing triangles - */ - let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]); - let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]); - let weight = xLength * yLength / 2; - - xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]); - yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]); - weight += xLength * yLength / 2; - - /** - * split weight equally between four surrounding vertices - */ - this.vertexWeights[face.a] += weight / 4; - this.vertexWeights[face.b] += weight / 4; - this.vertexWeights[face.c] += weight / 4; - this.vertexWeights[face.d] += weight / 4; - } - - /** - * let THREE JS compute bounding sphere around generated mesh - * needed for View Frustum Culling internally - */ - this.geometry.computeBoundingSphere(); - } - - /** - * generate a debug mesh for visualizing - * vertices and springs of the cloth - * and add it to scene for rendering - * @param {Scene} scene - Scene to add Debug Mesh to - */ - createDebugMesh(scene) { - /** - * helper function to generate a single line - * between two Vertices with a given color - * @param {Vector3} from - * @param {Vector3} to - * @param {number} color - */ - function addLine(from, to, color) { - let geometry = new THREE.Geometry(); - geometry.vertices.push(from); - geometry.vertices.push(to); - let material = new THREE.LineBasicMaterial( { color: color, linewidth: 10 } ); - let line = new THREE.Line(geometry, material); - line.renderOrder = 1; - scene.add(line); - } - /** - * helper function to generate a small sphere - * at a given Vertex Position with color - * @param {Vector3} point - * @param {number} color - */ - function addPoint(point, color) { - const geometry = new THREE.SphereGeometry( 0.05, 32, 32 ); - const material = new THREE.MeshBasicMaterial( { color: color } ); - const sphere = new THREE.Mesh( geometry, material ); - sphere.position.set(point.x, point.y, point.z); - scene.add( sphere ); - } - - let lineColor = 0x000000; - let pointColor = 0xff00000; - - /** - * generate one line for each of the 6 springs - * and one point for each of the 4 vertices - * for all of the faces - */ - for (let i in this.faces) { - let face = this.faces[i]; - addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor); - addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor); - addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor); - addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor); - addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor); - addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor); - - addPoint(this.geometry.vertices[face.a], pointColor); - addPoint(this.geometry.vertices[face.b], pointColor); - addPoint(this.geometry.vertices[face.c], pointColor); - addPoint(this.geometry.vertices[face.d], pointColor); - } - } + const light3 = new THREE.PointLight( 0xffffff, 1, 50 ); + light3.position.set( 0, -1, 40 ); + scene.add( light3 ); + } /** * setup THREE JS Scene, Camera and Renderer */ -function setup_scene() { +function setup_scene(canvasSpace) { const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000); const renderer = new THREE.WebGLRenderer(); /** size canvas to leave some space for UI */ renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace); + renderer.antialias = true; /** embed canvas in HTML */ document.getElementById("threejscontainer").appendChild(renderer.domElement); + /** add orbit controls */ + const controls = new OrbitControls(camera, renderer.domElement); + controls.target.set(0, 0, 0); + controls.update(); + + /** add scene background */ + const loader = new THREE.TextureLoader(); + const texture = loader.load( + 'Textures/tears_of_steel_bridge_2k.jpg', + () => { + const rt = new THREE.WebGLCubeRenderTarget(texture.image.height); + rt.fromEquirectangularTexture(renderer, texture); + scene.background = rt; + }); + + /** add flag pole */ + const geometry = new THREE.CylinderGeometry( 0.02, 0.02, 5, 32 ); + const material = new THREE.MeshStandardMaterial( {color: 0xffffff} ); + const cylinder = new THREE.Mesh( geometry, material ); + cylinder.position.set(-0.5, -2.25, 0); + scene.add( cylinder ); + /** add global light */ const directionalLight = new THREE.DirectionalLight(0xffffff, 1); scene.add(directionalLight); /** position camera */ - camera.position.y = 5; - camera.position.z = 10; - - return [scene, camera]; + camera.position.z = 2; + addLights(scene); + return [scene, camera, renderer]; } -function init() { - let mousePos = new Point(); +/** call "init" when document is fully loaded */ +document.body.onload = init; +function init() { + let mousePos = new THREE.Vector2(); + let previousClothSimulation; + /** * Space left empty under canvas * for UI elements */ const canvasSpace = 200; + /** Constant Frame Time */ + const frameTime = 1000.0 / 60.0; + /** Setup scene */ - let [scene, camera] = setup_scene(); + let [scene, camera, renderer] = setup_scene(canvasSpace); /** setup cloth and generate debug mesh */ let cloth = new Cloth(); - cloth.createBasic(10, 10, 5, 5); - cloth.createDebugMesh(scene); + cloth.createBasic(1, 0.5, 20, 20); + document.getElementById("windToggle").onchange = (e) => { + if (e.target.checked) + cloth.windFactor.set(0.5, 0.2, 0.2); + else + cloth.windFactor.set(0, 0, 0); + }; + //cloth.createDebugMesh(scene); + - const material = new THREE.MeshBasicMaterial({ color: 0x0000ff }); + const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false }); const mesh = new THREE.Mesh(cloth.geometry, material); + scene.add(mesh); + + + let raycaster = new THREE.Raycaster(); + let intersects; + let rightMousePressed; /** * function called every frame - * @param {number} dt - time passed since last frame + * @param {number} dt - time passed since last frame in ms */ function animate(dt) { - requestAnimationFrame(animate); + cloth.simulate(dt/1000); + + raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera ); + + intersects = raycaster.intersectObject( mesh ); + + if ( intersects.length > 0 && rightMousePressed) { + cloth.wind(intersects); + } + setTimeout(() => { + animate(frameTime); + }, frameTime); renderer.render(scene, camera); } + /** add callback for window resize */ let canvas = document.getElementsByTagName("canvas")[0]; + let w = window.innerWidth; + let h = window.innerHeight - canvasSpace; let resize = function () { w = window.innerWidth; - h = window.innerHeight - 200; + h = window.innerHeight - canvasSpace; canvas.width = w; canvas.height = h; } @@ -383,9 +147,55 @@ function init() { animate(performance.now()); } + + /** add mouse move callback */ canvas.onmousemove = (evt) => { mousePos.x = evt.clientX; mousePos.y = evt.clientY; + + cloth.mouseMove(calculateMousePosToWorld(evt)); }; + + /** + * Prevent context menu while blowing wind + */ + canvas.addEventListener('contextmenu', function(evt) { + evt.preventDefault(); + }, false); + + + canvas.onmousedown = (evt) => { + + // Check mouse click + rightMousePressed = evt.button == 2; + + if(intersects.length > 0 && evt.button == 0){ + cloth.mousePress(intersects); + } + } + + canvas.onmouseup = (evt) => { + cloth.mouseRelease(); + rightMousePressed = false; + } + + function calculateMousePosToWorld(evt){ + var vec = new THREE.Vector3(); // create once and reuse + var pos = new THREE.Vector3(); // create once and reuse + + vec.set( + ( evt.clientX / window.innerWidth ) * 2 - 1, + - ( evt.clientY / window.innerHeight ) * 2 + 1, + 0.5 ); + + vec.unproject( camera ); + + vec.sub( camera.position ).normalize(); + + var distance = - camera.position.z / vec.z; + + pos.copy( camera.position ).add( vec.multiplyScalar( distance ) ); + return pos; + } } \ No newline at end of file