}\r
}\r
\r
+ function vectorLength(a, b) {\r
+ let v1 = new THREE.Vector3();\r
+ v1.set(a.x, a.y, a.z);\r
+ let v2 = new THREE.Vector3();\r
+ v2.set(b.x, b.y, b.z);\r
+\r
+ return v1.sub(v2).length();\r
+ }\r
+\r
class Face {\r
- indices = [];\r
+ a;\r
+ b;\r
+ c;\r
+ d;\r
+\r
+ springs = [];\r
\r
constructor(a, b, c, d) {\r
- this.indices.push(a);\r
- this.indices.push(b);\r
- this.indices.push(c);\r
- this.indices.push(d);\r
+ this.a = a;\r
+ this.b = b;\r
+ this.c = c;\r
+ this.d = d;\r
+ }\r
+ }\r
+\r
+ class Spring {\r
+ restLength;\r
+ currentLength;\r
+ index1;\r
+ index2;\r
+\r
+ constructor(vertices, index1, index2) {\r
+ this.index1 = index1;\r
+ this.index2 = index2;\r
+\r
+ let length = vectorLength(vertices[index1], vertices[index2]);\r
+ this.restLength = length;\r
+ this.currentLength = length;\r
}\r
}\r
\r
\r
vertexWeights = [];\r
\r
- springs = [];\r
-\r
- getSprings(faceIndex) {\r
-\r
- }\r
-\r
static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
let vertices = [];\r
let faces = [];\r
\r
for (let y = 0; y < numPointsHeight - 1; y++) {\r
for (let x = 0; x < numPointsWidth - 1; x++) {\r
- faces.push(\r
- new Face(\r
- getVertexIndex(x, y),\r
- getVertexIndex(x, y + 1),\r
- getVertexIndex(x + 1, y),\r
- getVertexIndex(x + 1, y + 1),\r
- )\r
+ let newFace = new Face(\r
+ getVertexIndex(x, y),\r
+ getVertexIndex(x, y + 1),\r
+ getVertexIndex(x + 1, y),\r
+ getVertexIndex(x + 1, y + 1),\r
);\r
+\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y)));\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1)));\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1)));\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1)));\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1)));\r
+ newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1)));\r
+ \r
+ faces.push(newFace);\r
}\r
}\r
\r
result.geometry.vertices.push(vertices[i]);\r
result.vertexWeights.push(0);\r
}\r
+ console.log(vertices);\r
for (let i in faces) {\r
let face = faces[i];\r
\r
result.geometry.faces.push(new THREE.Face3(\r
face.c, face.b, face.d\r
));\r
+\r
+ console.log(face);\r
\r
- let xLength =\r
- result.geometry.vertices[face.b]\r
- .sub(result.geometry.vertices[face.a])\r
- .length();\r
- let yLength =\r
- result.geometry.vertices[face.c]\r
- .sub(result.geometry.vertices[face.a])\r
- .length();\r
+ let xLength = vectorLength(result.geometry.vertices[face.b], result.geometry.vertices[face.a]);\r
+ let yLength = vectorLength(result.geometry.vertices[face.c], result.geometry.vertices[face.a]);\r
let weight = xLength * yLength / 2;\r
\r
- xLength =\r
- result.geometry.vertices[face.b]\r
- .sub(result.geometry.vertices[face.d])\r
- .length();\r
- yLength =\r
- result.geometry.vertices[face.c]\r
- .sub(result.geometry.vertices[face.d])\r
- .length();\r
-\r
+ xLength = vectorLength(result.geometry.vertices[face.b], result.geometry.vertices[face.d]);\r
+ yLength = vectorLength(result.geometry.vertices[face.c], result.geometry.vertices[face.d]);\r
weight += xLength * yLength / 2;\r
\r
result.vertexWeights[face.a] += weight / 4;\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
scene.add(directionalLight);\r
\r
- let cloth = Cloth.CreateBasic(10, 10, 4, 4);\r
+ let cloth = Cloth.CreateBasic(10, 10, 5, 5);\r
const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
scene.add(mesh);\r