\r
vertexRigidness = [];\r
\r
+ fixedPoints = [];\r
+\r
externalForces = [];\r
- windForce = 100;\r
+ windForce = 50;\r
\r
/**\r
* creates a rectangular piece of cloth\r
for (let y = 0; y < numPointsHeight; y++) {\r
for (let x = 0; x < numPointsWidth; x++) {\r
vertices.push(\r
- new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0)\r
+ new THREE.Vector3((x - (numPointsWidth/2)) * stepWidth, height - y * stepHeight, 0)\r
);\r
}\r
}\r
/**\r
* hand cloth from left and right upper corners\r
*/\r
- this.vertexRigidness[0] = true;\r
- this.vertexRigidness[numPointsWidth-1] = true;\r
+ //this.vertexRigidness[0] = true;\r
+ //this.vertexRigidness[numPointsWidth * (numPointsHeight - 1)] = true;\r
+ this.fixedPoints.push(getVertexIndex(8, 10));\r
+ this.fixedPoints.push(getVertexIndex(12, 9));\r
}\r
\r
/**\r
this.previousPositions[i].copy(this.geometry.vertices[i]);\r
this.geometry.vertices[i].copy(currentPosition);\r
}\r
- //console.log(this.getAcceleration(1, dt));\r
+ \r
+ this.checkIntersect();\r
\r
this.time += dt;\r
\r
\r
}\r
\r
-\r
+checkIntersect() {\r
+ let npw = this.numPointsWidth;\r
+ function getX(i, ) { return i % npw; }\r
+ function getY(i) { return Math.floor(i / npw); }\r
+ for (let i in this.geometry.vertices) {\r
+ for (let j in this.geometry.vertices) {\r
+ this.vertexRigidness[i] = false;\r
+ this.vertexRigidness[j] = false;\r
+ if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1))\r
+ continue;\r
+ let posI = this.geometry.vertices[i];\r
+ let posJ = this.geometry.vertices[j];\r
+ let dist = posI.distanceTo(posJ);\r
+ const collisionDistance = 0.5;\r
+ if (dist < collisionDistance) {\r
+ this.vertexRigidness[i] = true;\r
+ this.vertexRigidness[j] = true;\r
+ let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
+ this.geometry.vertices[i].add(diff);\r
+ this.geometry.vertices[j].sub(diff);\r
+ console.log(this.geometry.vertices[i].distanceTo(this.geometry.vertices[j]));\r
+ }\r
+ }\r
+ }\r
+}\r
\r
/**\r
* Equation of motion for each vertex which represents the acceleration \r
* @param {number} dt The time passed since last frame\r
*/\r
getAcceleration(vertexIndex, dt) {\r
- if (this.vertexRigidness[vertexIndex])\r
+ if (this.fixedPoints.includes(parseInt(vertexIndex)) ||\r
+ this.vertexRigidness[vertexIndex]) {\r
return new THREE.Vector3(0, 0, 0);\r
+ }\r
\r
let externalForce = this.externalForces[vertexIndex];\r
let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);\r
// constant gravity\r
let g = new THREE.Vector3(0, -9.8, 0);\r
// stiffness\r
- let k = 1000;\r
+ let k = 500;\r
\r
// Wind vector\r
let fWind = new THREE.Vector3(\r
scene.add(directionalLight);\r
\r
/** position camera */\r
- camera.position.y = 5;\r
+ camera.position.y = 3;\r
camera.position.z = 10;\r
addLights(scene);\r
return [scene, camera, renderer];\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, 20, 20);\r
//cloth.createDebugMesh(scene);\r
\r
\r