\r
vertexRigidness = [];\r
\r
+ externalForces = [];\r
+ windForce = 0;\r
+\r
/**\r
* creates a rectangular piece of cloth\r
* takes the size of the cloth\r
// this.previousPositions.push(vertices[i]);\r
this.vertexWeights.push(0);\r
this.vertexRigidness.push(false);\r
+ this.externalForces.push(new THREE.Vector3(0,0,0));\r
}\r
/**\r
* copy faces,\r
*/\r
this.geometry.computeBoundingSphere();\r
this.geometry.computeFaceNormals();\r
+ this.geometry.computeVertexNormals();\r
}\r
\r
/**\r
this.geometry.elementsNeedUpdate = true;\r
this.geometry.computeBoundingSphere();\r
this.geometry.computeFaceNormals();\r
+ this.geometry.computeVertexNormals();\r
\r
}\r
\r
if (this.vertexRigidness[vertexIndex])\r
return new THREE.Vector3(0, 0, 0);\r
\r
- let vertex = this.geometry.vertices[vertexIndex];\r
+ let externalForce = this.externalForces[vertexIndex];\r
+ let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);\r
\r
// Mass of vertex\r
let M = this.vertexWeights[vertexIndex];\r
}\r
\r
let result = new THREE.Vector3(1, 1, 1);\r
+ result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);\r
+\r
+ document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);\r
\r
- let temp = result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).clone();\r
- result.sub(springSum);\r
- document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y) + "\nTemp: " + Math.floor(temp.y);\r
+ let threshold = 1;\r
+ let forceReduktion = 0.8;\r
+ if(Math.abs(externalForce.z) > threshold){\r
+ externalForce.z *= forceReduktion;\r
+ } else {\r
+ externalForce.z = 0;\r
+ }\r
+\r
+ if(Math.abs(externalForce.y) > threshold){\r
+ externalForce.y *= forceReduktion;\r
+ } else {\r
+ externalForce.y = 0;\r
+ }\r
+\r
+ if(Math.abs(externalForce.x) > threshold){\r
+ externalForce.x *= forceReduktion;\r
+ } else {\r
+ externalForce.x = 0;\r
+ }\r
+ \r
+ \r
\r
return result;\r
}\r
// next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
// acceleration (dv/dt) = F(net)\r
// Dependency for one vertex: gravity, fluids/air, springs\r
- const DRAG = 0.97;\r
+ const DRAG = 0.96;\r
let nextPosition = new THREE.Vector3(\r
(currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),\r
(currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),\r
\r
wind(intersects) {\r
let intersect = intersects[0];\r
- this.geometry.vertices[intersect.face.a].z -= 0.05;\r
- this.geometry.vertices[intersect.face.b].z -= 0.05;\r
- this.geometry.vertices[intersect.face.c].z -= 0.05;\r
+ this.externalForces[intersect.face.a].z -= this.windForce;\r
+ this.externalForces[intersect.face.b].z -= this.windForce;\r
+ this.externalForces[intersect.face.c].z -= this.windForce;\r
+}\r
+\r
+mousePressed = false;\r
+mouseMoved = false;\r
+intersects;\r
+\r
+mousePress(intersects){\r
+ this.mousePressed = true;\r
+ this.intersects = intersects;\r
+\r
+}\r
+\r
+mouseMove(mousePos){\r
+ this.mouseMoved = true;\r
+ if(this.mousePressed){\r
+ let intersect = this.intersects[0];\r
+ this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));\r
+ /*\r
+ this.geometry.vertices[intersect.face.a].x = mousePos.x;\r
+ this.geometry.vertices[intersect.face.a].y = mousePos.y;\r
+ this.geometry.vertices[intersect.face.a].z = mousePos.z;\r
+ */ \r
+ }\r
+}\r
+\r
+mouseRelease(){\r
+ this.mousePressed = false;\r
}\r
\r
}\r
\r
/** setup cloth and generate debug mesh */\r
let cloth = new Cloth();\r
- cloth.createBasic(10, 10, 50, 50);\r
+ cloth.createBasic(10, 10, 10, 10);\r
//cloth.createDebugMesh(scene);\r
\r
//const material = new THREE.MeshBasicMaterial({ color: 0x0000ff, side: THREE.DoubleSide });\r
- const material = new THREE.MeshStandardMaterial({ color: 0x0000ff, side: THREE.DoubleSide, flatShading: false });\r
+ const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
//const mesh = new THREE.WireframeGeometry(cloth.geometry);\r
//const line = new THREE.LineSegments(mesh);\r
\r
scene.add( new THREE.AmbientLight( 0x222222 ) );\r
\r
- const light1 = new THREE.PointLight( 0xffffff, 1, 100 );\r
- light1.position.set( 2, 1, 80 );\r
+ const light1 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light1.position.set( 15, 1, 40 );\r
scene.add( light1 );\r
- const light2 = new THREE.PointLight( 0xffffff, 1, 100 );\r
- light2.position.set( -2, 1, 80 );\r
+ const light2 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light2.position.set( -15, 0, 40 );\r
scene.add( light2 );\r
- const light3 = new THREE.PointLight( 0xffffff, 1, 100 );\r
- light3.position.set( 0, -1, 80 );\r
+ const light3 = new THREE.PointLight( 0xffffff, 1, 50 );\r
+ light3.position.set( 0, -1, 40 );\r
scene.add( light3 );\r
\r
let raycaster = new THREE.Raycaster();\r
-\r
+ let intersects;\r
+ let rightMousePressed;\r
/**\r
* function called every frame\r
* @param {number} dt - time passed since last frame in ms\r
\r
raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
\r
- const intersects = raycaster.intersectObject( mesh );\r
+ intersects = raycaster.intersectObject( mesh );\r
\r
if ( intersects.length > 0 ) {\r
cloth.wind(intersects);\r
animate(performance.now());\r
}\r
\r
+ \r
+\r
/** add mouse move callback */\r
canvas.onmousemove = (evt) => {\r
mousePos.x = evt.clientX;\r
mousePos.y = evt.clientY;\r
+\r
+ var vec = new THREE.Vector3(); // create once and reuse\r
+ var pos = new THREE.Vector3(); // create once and reuse\r
+\r
+ vec.set(\r
+ ( evt.clientX / window.innerWidth ) * 2 - 1,\r
+ - ( evt.clientY / window.innerHeight ) * 2 + 1,\r
+ 0.5 );\r
+\r
+ vec.unproject( camera );\r
+\r
+ vec.sub( camera.position ).normalize();\r
+\r
+ var distance = - camera.position.z / vec.z;\r
+\r
+ pos.copy( camera.position ).add( vec.multiplyScalar( distance ) );\r
+\r
+ cloth.mouseMove(pos);\r
};\r
+\r
+ canvas.onmousedown = (evt) => {\r
+ if(intersects.length > 0){\r
+ cloth.mousePress(intersects);\r
+ }\r
+ }\r
+ \r
+ canvas.onmouseup = (evt) => {\r
+ cloth.mouseRelease();\r
+ }\r
}
\ No newline at end of file