let vertices = [];\r
let faces = [];\r
\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
// Get the bounding springs and add them to the needed springs\r
// TODO: optimize\r
\r
- const numPointsX = 10;\r
- const numPointsY = 10;\r
+ const numPointsX = this.numPointsWidth;\r
+ const numPointsY = this.numPointsHeight;\r
const numFacesX = numPointsX - 1;\r
const numFacesY = numPointsY - 1;\r
\r
\r
/** setup cloth and generate debug mesh */\r
let cloth = new Cloth();\r
- cloth.createBasic(10, 10, 10, 10);\r
+ cloth.createBasic(10, 10, 50, 50);\r
//cloth.createDebugMesh(scene);\r
\r
//const material = new THREE.MeshBasicMaterial({ color: 0x0000ff, side: THREE.DoubleSide });\r
- const material = new THREE.MeshPhongMaterial({ color: 0x0000ff, side: THREE.DoubleSide });\r
+ const material = new THREE.MeshStandardMaterial({ color: 0x0000ff, 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
//line.material.transparent = true;\r
scene.add(mesh);\r
\r
- scene.add( new THREE.AmbientLight( 0x666666 ) );\r
-\r
- const light = new THREE.DirectionalLight( 0xffffff, 0.5 );\r
- light.position.set( 0, 1, 0.5 );\r
- scene.add( light );\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
+ scene.add( light1 );\r
+ const light2 = new THREE.PointLight( 0xffffff, 1, 100 );\r
+ light2.position.set( -2, 1, 80 );\r
+ scene.add( light2 );\r
+ const light3 = new THREE.PointLight( 0xffffff, 1, 100 );\r
+ light3.position.set( 0, -1, 80 );\r
+ scene.add( light3 );\r
\r
let raycaster = new THREE.Raycaster();\r
\r