// cloth rendering\r
// simulate\r
-// setup scene
\ No newline at end of file
+// setup scene\r
+\r
+const MASS = 0.1;\r
+\r
+class Particle {\r
+ constructor(x, y, z, mass) {\r
+ this.position = new THREE.Vector3(x, y, z);\r
+ this.previous = new THREE.Vector3(x, y, z);\r
+ this.acceleration = new THREE.Vector3(0, 0, 0);\r
+ this.mass = mass;\r
+ }\r
+ addForce(force) {\r
+\r
+ }\r
+ verlet(dt) {\r
+\r
+ }\r
+}\r
+\r
+class Cloth {\r
+ constructor(width, height, numPointsWidth, numPointsHeight) {\r
+ this.width = width;\r
+ this.height = height;\r
+ this.numPointsWidth = numPointsWidth;\r
+ this.numPointsHeight = numPointsHeight;\r
+\r
+ /**\r
+ * distance between two vertices horizontally/vertically\r
+ * divide by the number of points minus one\r
+ * because there are (n - 1) lines between n vertices\r
+ */\r
+ let stepWidth = width / (numPointsWidth - 1);\r
+ let stepHeight = height / (numPointsHeight - 1);\r
+\r
+ /**\r
+ * iterate over the number of vertices in x/y axis\r
+ * and add a new Particle to "particles"\r
+ */\r
+ this.particles = [];\r
+ for (let y = 0; y < numPointsHeight; y++) {\r
+ for (let x = 0; x < numPointsWidth; x++) {\r
+ this.particles.push(\r
+ new Particle(\r
+ (x - ((numPointsWidth-1)/2)) * stepWidth,\r
+ height - (y + ((numPointsHeight-1)/2)) * stepHeight,\r
+ 0,\r
+ MASS)\r
+ );\r
+ }\r
+ }\r
+ }\r
+ generateGeometry() {\r
+ const geometry = new THREE.BufferGeometry();\r
+\r
+ const vertices = [];\r
+ const normals = [];\r
+ const indices = [];\r
+\r
+ for (let particle of this.particles) {\r
+ vertices.push(\r
+ particle.position.x,\r
+ particle.position.y,\r
+ particle.position.z);\r
+ }\r
+\r
+ const numPointsWidth = this.numPointsWidth;\r
+ const numPointsHeight = this.numPointsHeight;\r
+\r
+ /**\r
+ * helper function to calculate index of vertex\r
+ * in "vertices" array based on its x and y positions\r
+ * in the mesh\r
+ * @param {number} x - x index of vertex\r
+ * @param {number} y - y index of vertex\r
+ */\r
+ function getVertexIndex(x, y) {\r
+ return y * numPointsWidth + x;\r
+ }\r
+\r
+ /**\r
+ * generate faces based on 4 vertices\r
+ * and 6 springs each\r
+ */\r
+ for (let y = 0; y < numPointsHeight - 1; y++) {\r
+ for (let x = 0; x < numPointsWidth - 1; x++) {\r
+ indices.push(\r
+ getVertexIndex(x, y),\r
+ getVertexIndex(x+1, y),\r
+ getVertexIndex(x+1, y+1)\r
+ );\r
+ indices.push(\r
+ getVertexIndex(x, y),\r
+ getVertexIndex(x+1, y+1),\r
+ getVertexIndex(x, y+1)\r
+ );\r
+ }\r
+ }\r
+\r
+ geometry.setIndex(indices);\r
+ geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));\r
+ //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));\r
+ geometry.computeBoundingSphere();\r
+ geometry.computeVertexNormals();\r
+\r
+ return geometry;\r
+ }\r
+ updateGeometry(geometry) {\r
+\r
+ }\r
+}
\ No newline at end of file
\r
/** Setup scene */\r
let [scene, camera, renderer] = setup_scene(canvasSpace);\r
-\r
- // Add Cloth Initialization\r
+ \r
+ //const loader = new THREE.TextureLoader();\r
+ //Red color: 0xC70039\r
+\r
+ const cloth = new Cloth(1, 0.5, 20, 10);\r
+ const clothGeometry = cloth.generateGeometry();\r
+ //const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/DeutschlandFlagge.jpg'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false});\r
+ const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });\r
+ const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial);\r
+ scene.add(clothMesh);\r
\r
let raycaster = new THREE.Raycaster();\r
let intersects;\r