const MASS = 0.1;\r
const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);\r
const K = 1;\r
+const MAX_STRETCH = 1.5;\r
\r
-// Flag Texture\r
+// Explosion am Anfang\r
+// Intersect mit Velocity?\r
+// Wind/Ziehen\r
\r
const options = {\r
wind: true,\r
//const correction = diff.multiplyScalar(1 - (this.restDist / currentDist));\r
const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist);\r
correction.multiplyScalar(K);\r
- correction.clampLength(0, 1);\r
+ if (currentDist >= this.restDist * MAX_STRETCH) {\r
+\r
+ }\r
+ //correction.clampLength(0, 1);\r
const correctionHalf = correction.multiplyScalar(0.5);\r
\r
let p1movable = this.p1.movable && this.p1.movableTmp;\r
constraint.satisfy();\r
}\r
\r
- this.intersect();\r
+ //this.intersect();\r
}\r
\r
intersect() {\r
continue;\r
\r
let dist = p1.position.distanceTo(p2.position);\r
- const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+ let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
+ // collisionDistance /= 2;\r
if (dist < collisionDistance) {\r
// p1.movableTmp = false;\r
// p2.movableTmp = false;\r
- let diff = p1.position.clone().sub(p2.position).normalize();\r
- diff.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ let diffP2P1 = p1.position.clone().sub(p2.position).normalize();\r
+ diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ let diffP1P2 = diffP2P1.clone().multiplyScalar(-1);\r
+\r
+ // let v1 = p1.position.clone().sub(p1.previous).normalize();\r
+ // let v2 = p2.position.clone().sub(p2.previous).normalize();\r
+\r
+ // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2;\r
+ // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2;\r
+\r
if (p1.movable)\r
- p1.position.add(diff);\r
+ p1.position.add(diffP2P1);\r
+ //p1.position.add(diffP2P1.multiplyScalar(factor1));\r
if (p2.movable)\r
- p2.position.sub(diff);\r
+ p2.position.add(diffP1P2);\r
+ //p2.position.add(diffP1P2.multiplyScalar(factor2));\r
}\r
}\r
}\r
}\r
+ blow(camPos, intersects) {\r
+ let face = intersects[0].face;\r
+ let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100);\r
+ this.particles[face.a].addForce(dir);\r
+ this.particles[face.b].addForce(dir);\r
+ this.particles[face.c].addForce(dir);\r
+ }\r
+ drag(mousePosWorld, index) {\r
+ let dir = mousePosWorld.clone().sub(this.particles[index].position).multiplyScalar(200);\r
+ this.particles[index].addForce(dir);\r
+ }\r
\r
/**\r
* helper function to calculate index of vertex\r
\r
\r
function addLights(scene){\r
- scene.add( new THREE.AmbientLight( 0x222222 ) );\r
+ scene.add(new THREE.AmbientLight(0x222222));\r
\r
- const light1 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light1.position.set( 15, 1, 40 );\r
- scene.add( light1 );\r
+ const light1 = new THREE.PointLight(0xffffff, 1, 50);\r
+ light1.position.set(15, 1, 40);\r
+ scene.add(light1);\r
\r
- const light2 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light2.position.set( -15, 0, 40 );\r
- scene.add( light2 );\r
+ const light2 = new THREE.PointLight(0xffffff, 1, 50);\r
+ light2.position.set(-15, 0, 40);\r
+ scene.add(light2);\r
\r
- const light3 = new THREE.PointLight( 0xffffff, 1, 50 );\r
- light3.position.set( 0, -1, 40 );\r
- scene.add( light3 );\r
+ const light3 = new THREE.PointLight(0xffffff, 1, 50);\r
+ light3.position.set(0, -1, 40);\r
+ scene.add(light3);\r
}\r
\r
/**\r
});\r
\r
/** add flag pole */\r
- const geometry = new THREE.CylinderGeometry( 0.02, 0.02, 5, 32 );\r
- const material = new THREE.MeshStandardMaterial( {color: 0xffffff} );\r
- const cylinder = new THREE.Mesh( geometry, material );\r
+ const geometry = new THREE.CylinderGeometry(0.02, 0.02, 5, 32);\r
+ const material = new THREE.MeshStandardMaterial({color: 0xffffff});\r
+ const cylinder = new THREE.Mesh(geometry, material);\r
cylinder.position.set(-0.5, -2.25, 0);\r
- scene.add( cylinder );\r
+ scene.add(cylinder);\r
\r
/** add global light */\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
\r
const cloth = new Cloth(1, 0.5, 20, 20);\r
const clothGeometry = cloth.generateGeometry();\r
- const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm.jpg'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false});\r
+ const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm2.png'), color: {type: "c", value: new THREE.Color(0xffffff)}, side: THREE.DoubleSide, flatShading: false, transparent: true });\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
- let rightMousePressed;\r
+ let windKeyDown = false;\r
+ let dragKeyDown = false;\r
+ let draggedIndex = -1;\r
/**\r
* function called every frame\r
* @param {number} dt - time passed since last frame in ms\r
\r
cloth.updateGeometry(clothGeometry);\r
\r
- raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera );\r
-\r
- // intersects = raycaster.intersectObject( mesh );\r
-\r
- // if ( intersects.length > 0 && rightMousePressed) {\r
- // // Cloth mouse interaction\r
- // }\r
+ raycaster.setFromCamera(new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera);\r
+\r
+ intersects = raycaster.intersectObject(clothMesh);\r
+\r
+ if (intersects.length > 0) {\r
+ if (windKeyDown)\r
+ cloth.blow(camera.position, intersects);\r
+ if (dragKeyDown && draggedIndex == -1)\r
+ draggedIndex = intersects[0].face.a;\r
+ }\r
+ if (dragKeyDown && draggedIndex != -1)\r
+ cloth.drag(calculateMousePosToWorld(mousePos), draggedIndex);\r
setTimeout(() => {\r
animate(frameTime);\r
}, frameTime);\r
* start rendering\r
*/\r
if (canvas.getContext) {\r
- animate(performance.now());\r
+ animate(frameTime);\r
}\r
\r
\r
canvas.onmousemove = (evt) => {\r
mousePos.x = evt.clientX;\r
mousePos.y = evt.clientY;\r
-\r
- //cloth.mouseMove(calculateMousePosToWorld(evt));\r
};\r
\r
/**\r
evt.preventDefault();\r
}, false);\r
\r
+ document.onkeydown = (evt) => {\r
+ if (evt.code === "KeyW")\r
+ windKeyDown = true;\r
+ if (evt.code === "KeyD")\r
+ dragKeyDown = true;\r
+ };\r
\r
- canvas.onmousedown = (evt) => {\r
-\r
- // Check mouse click\r
- rightMousePressed = evt.button == 2;\r
- \r
- if(intersects.length > 0 && evt.button == 0){\r
- //cloth.mousePress(intersects);\r
- } \r
- }\r
- \r
- canvas.onmouseup = (evt) => {\r
- //cloth.mouseRelease();\r
- rightMousePressed = false;\r
- }\r
+ document.onkeyup = (evt) => {\r
+ if (evt.code === "KeyW")\r
+ windKeyDown = false;\r
+ if (evt.code === "KeyD") {\r
+ dragKeyDown = false;\r
+ draggedIndex = -1;\r
+ }\r
+ };\r
\r
- function calculateMousePosToWorld(evt){\r
+ function calculateMousePosToWorld(mousePos){\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
+ (mousePos.x / window.innerWidth) * 2 - 1,\r
+ - (mousePos.y / window.innerHeight) * 2 + 1,\r
+ 0.5);\r
\r
- vec.unproject( camera );\r
+ vec.unproject(camera);\r
\r
- vec.sub( camera.position ).normalize();\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
+ pos.copy(camera.position).add(vec.multiplyScalar(distance));\r
return pos;\r
}\r
}
\ No newline at end of file