]> gitweb.ps.run Git - cloth_sim/commitdiff
fix verlet integration, add wind
authorPatrick Schönberger <patrick.schoenberger@posteo.de>
Fri, 22 Jan 2021 15:48:29 +0000 (16:48 +0100)
committerPatrick Schönberger <patrick.schoenberger@posteo.de>
Fri, 22 Jan 2021 15:48:29 +0000 (16:48 +0100)
Scripts/cloth.js
Scripts/main.js

index 038b235e4a4da2817c487f0d539af2562d340640..266af16a3f1236417b7efd8c0c8805508d508bca 100644 (file)
@@ -373,7 +373,7 @@ getAcceleration(vertexIndex, dt) {
   // constant gravity\r
   let g = new THREE.Vector3(0, -9.8, 0);\r
   // stiffness\r
-  let k = 500;\r
+  let k = 1000;\r
 \r
   // Wind vector\r
   let fWind = new THREE.Vector3(\r
@@ -381,13 +381,12 @@ getAcceleration(vertexIndex, dt) {
     Math.cos(vertex.z * this.time),\r
     Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
   );\r
-  fWind.set(0, 0, 0);\r
 \r
   /**\r
    * constant determined by the properties of the surrounding fluids (air)\r
    * achievement of cloth effects through try out\r
    * */\r
-  let a = 0.01;\r
+  let a = 0.1;\r
   \r
   let velocity = new THREE.Vector3(\r
     (this.previousPositions[vertexIndex].x - vertex.x) / dt,\r
@@ -490,13 +489,19 @@ verlet(currentPosition, previousPosition, acceleration, passedTime) {
   // 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
-\r
+  const DRAG = 0.97;\r
   let nextPosition = new THREE.Vector3(\r
-    (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
-    (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
-    (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\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
+    (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),\r
   );\r
 \r
+  // let nextPosition = new THREE.Vector3(\r
+  //   (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime),\r
+  //   (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime),\r
+  //   (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime),\r
+  // );\r
+\r
   return nextPosition;\r
 }\r
 \r
@@ -510,5 +515,12 @@ euler(currentPosition, acceleration, passedTime) {
   return nextPosition;\r
 }\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
+}\r
+\r
 }\r
 \r
index 4e7c2ef7bb32e51f874a950f2697f75586f547e4..20a6e923be73f7f3c03f1a0d6a03d9d6237e6a91 100644 (file)
@@ -8,35 +8,6 @@ import { Face, Spring, Cloth } from './cloth.js';
  * evtl. an Stoff ziehen\r
  */\r
 \r
-\r
-class Point {\r
-  constructor(x, y) {\r
-    this.x = x;\r
-    this.y = y;\r
-  }\r
-\r
-  add(that) {\r
-    return new Point(\r
-      this.x + that.x,\r
-      this.y + that.y\r
-    );\r
-  }\r
-\r
-  sub(that) {\r
-    return new Point(\r
-      this.x - that.x,\r
-      this.y - that.y\r
-    );\r
-  }\r
-\r
-  dist(that) {\r
-    let a = this.x - that.x;\r
-    let b = this.y - that.y;\r
-    return Math.sqrt(a * a + b * b)\r
-  }\r
-}\r
-\r
-\r
 /**\r
  * setup THREE JS Scene, Camera and Renderer\r
  */\r
@@ -64,7 +35,7 @@ function setup_scene(canvasSpace) {
 document.body.onload = init;\r
 \r
 function init() {\r
-  let mousePos = new Point();\r
+  let mousePos = new THREE.Vector2();\r
   let previousClothSimulation;\r
   \r
   /**\r
@@ -99,6 +70,8 @@ function init() {
   const light = new THREE.DirectionalLight( 0xffffff, 0.5 );\r
   light.position.set( 0, 1, 0.5 );\r
   scene.add( light );\r
+  \r
+  let raycaster = new THREE.Raycaster();\r
 \r
   /**\r
    * function called every frame\r
@@ -107,17 +80,27 @@ function init() {
   function animate(dt) {\r
     cloth.simulate(dt/1000);\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
+\r
+    if ( intersects.length > 0 ) {\r
+      cloth.wind(intersects);\r
+    }\r
     setTimeout(() => {\r
       animate(frameTime);\r
     }, frameTime);\r
     renderer.render(scene, camera);\r
   }\r
 \r
+\r
   /** add callback for window resize */\r
   let canvas = document.getElementsByTagName("canvas")[0];\r
+  let w = window.innerWidth;\r
+  let h = window.innerHeight - canvasSpace;\r
   let resize = function () {\r
-    let w = window.innerWidth;\r
-    let h = window.innerHeight - 200;\r
+    w = window.innerWidth;\r
+    h = window.innerHeight - canvasSpace;\r
     canvas.width = w;\r
     canvas.height = h;\r
   }\r