X-Git-Url: https://gitweb.ps.run/cloth_sim/blobdiff_plain/f97f4ee25759ffaa6a4d4709f45fc8b7b5b24973..959c350fb8cddf7d1b31907fcc1f7f99dad52f3e:/Scripts/cloth.js diff --git a/Scripts/cloth.js b/Scripts/cloth.js deleted file mode 100644 index 712ed63..0000000 --- a/Scripts/cloth.js +++ /dev/null @@ -1,317 +0,0 @@ -const DAMPING = 0.03; -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; - -const options = { - wind: true, -}; - -class Spring { - constructor(p1, p2, restDist) { - this.p1 = p1; - this.p2 = p2; - this.restDist = restDist; - } - - satisfy() { - /** calculate current spring length */ - const diff = this.p2.position.clone().sub(this.p1.position); - const currentDist = diff.length(); - if (currentDist == 0) return; - if (currentDist <= this.restDist) return; - //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist)); - - /** calculate necessary correction length and direction */ - const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist); - correction.multiplyScalar(K); - const correctionHalf = correction.multiplyScalar(0.5); - - let p1movable = this.p1.movable && this.p1.movableTmp; - let p2movable = this.p2.movable && this.p2.movableTmp; - - /** apply correction if masses aren't fixed */ - /** divide correction if both are movable */ - if (p1movable && p2movable) { - this.p1.position.add(correctionHalf); - this.p2.position.sub(correctionHalf); - } else if (! p1movable && p2movable) { - this.p2.position.sub(correction); - } else if (p1movable && ! p2movable) { - this.p1.position.add(correction); - } - } -} - -class Mass { - movableTmp = true; - movable = true; - - 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) { - this.acceleration.add( - force.clone().multiplyScalar(1/this.mass) - ); - } - verlet(dt) { - // verlet algorithm - // next position = 2 * current Position - previous position + acceleration * (passed time)^2 - // acceleration (dv/dt) = F(net) - /** calculate velocity */ - const nextPosition = this.position.clone().sub(this.previous); - /** apply drag */ - nextPosition.multiplyScalar(DRAG); - /** add to current position and add acceleration */ - nextPosition.add(this.position); - nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); - - if (this.movable && this.movableTmp) { - this.previous = this.position; - this.position = nextPosition; - } - - /** reset for next frame */ - this.acceleration.set(0, 0, 0); - } -} - -class Cloth { - constructor(width, height, numPointsWidth, numPointsHeight) { - this.width = width; - this.height = height; - this.numPointsWidth = numPointsWidth; - this.numPointsHeight = numPointsHeight; - this.windFactor = new THREE.Vector3(3, 2, 2); - - /** - * 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 "masses" - */ - this.masses = []; - for (let y = 0; y < numPointsHeight; y++) { - for (let x = 0; x < numPointsWidth; x++) { - this.masses.push( - new Mass( - (x - ((numPointsWidth-1)/2)) * stepWidth, - height - (y + ((numPointsHeight-1)/2)) * stepHeight, - 0, - MASS) - ); - } - } - - /** attach cloth to flag pole */ - const n = 3; - for (let i = 0; i < numPointsHeight; i++) - this.masses[this.getVertexIndex(0, i)].movable = false; - - const REST_DIST_X = width / (numPointsWidth-1); - const REST_DIST_Y = height / (numPointsHeight-1); - - /** - * generate springs (constraints) - */ - this.springs = []; - for (let y = 0; y < numPointsHeight; y++) { - for (let x = 0; x < numPointsWidth; x++) { - if (x < numPointsWidth-1) { - 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.springs.push(new Spring( - this.masses[this.getVertexIndex(x, y)], - this.masses[this.getVertexIndex(x, y+1)], - REST_DIST_Y - )); - } - } - } - } - generateGeometry() { - const geometry = new THREE.BufferGeometry(); - - const vertices = []; - const indices = []; - const uvs = []; - - /** create one vertex and one uv coordinate per mass */ - for (let i in this.masses) { - let particle = this.masses[i]; - vertices.push( - particle.position.x, - particle.position.y, - particle.position.z); - uvs.push( - this.getX(i) / (this.numPointsWidth-1), - 1 - (this.getY(i) / (this.numPointsHeight-1)) - ); - } - - /** - * generate faces based on 4 vertices - * and 6 springs each - */ - for (let y = 0; y < this.numPointsHeight - 1; y++) { - for (let x = 0; x < this.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) - ); - } - } - - /** set up geometry */ - geometry.setIndex(indices); - geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); - geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)); - geometry.computeBoundingSphere(); - geometry.computeVertexNormals(); - - return geometry; - } - updateGeometry(geometry) { - /** update vertex positions in place */ - const positions = geometry.attributes.position.array; - 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; - } - /** update internally and recalculate bounding volume */ - geometry.attributes.position.needsUpdate = true; - geometry.computeBoundingSphere(); - geometry.computeVertexNormals(); - } - simulate(dt) { - let now = performance.now(); - for (let mass of this.masses) { - /** accumulate acceleration: - * - wind - * - gravity - */ - 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), - this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) - ); - // normalize then multiply? - if (options.wind) - mass.addForce(fWind); - // calculate wind with normal? - - mass.addForce(GRAVITY); - - /** integrate motion */ - mass.verlet(dt); - } - - /** run satisfy step */ - for (let constraint of this.springs) { - constraint.satisfy(); - } - - /** prevent self-intersections */ - this.intersect(); - } - - intersect() { - 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; - - /** skip if i == j or if masses are adjacent */ - if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1)) - continue; - - /** calculate distance of points */ - let dist = p1.position.distanceTo(p2.position); - /** calculate minimal resting distance (largest distance that should not be fallen below) */ - let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); - // collisionDistance /= 2; - /** calculate "sphere intersection" */ - if (dist < collisionDistance) { - // p1.movableTmp = false; - // p2.movableTmp = false; - - /** vectors from p1 to p2 and the other way round */ - 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; - - /** move masses apart */ - if (p1.movable) - p1.position.add(diffP2P1); - //p1.position.add(diffP2P1.multiplyScalar(factor1)); - if (p2.movable) - p2.position.add(diffP1P2); - //p2.position.add(diffP1P2.multiplyScalar(factor2)); - } - } - } - } - blow(camPos, intersects) { - let face = intersects[0].face; - /** vector from cam to intersection (wind) */ - let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100); - /** apply to all vertices of affected face */ - this.masses[face.a].addForce(dir); - this.masses[face.b].addForce(dir); - this.masses[face.c].addForce(dir); - } - drag(mousePosWorld, index) { - /** calculate vector from vertex to cursor */ - let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200); - /** apply to grabbed vertex */ - this.masses[index].addForce(dir); - } - - /** - * 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; - } - getX(i) { return i % this.numPointsWidth; } - getY(i) { return Math.floor(i / this.numPointsWidth); } -} \ No newline at end of file