margin: 0;\r
}\r
</style>\r
- <script src="./Scripts/three.js"></script>\r
- <script src="./Scripts/OrbitControls.js"></script>\r
+ <script src="/projects/cloth/js/three.js"></script>\r
+ <script src="/projects/cloth/js/OrbitControls.js"></script>\r
</script>\r
</head>\r
\r
<body>\r
- <script src="./Scripts/cloth.js"></script>\r
- <script src="./Scripts/main.js"></script>\r
+ <script src="/projects/cloth/js/cloth.js"></script>\r
+ <script src="/projects/cloth/js/main.js"></script>\r
\r
<div id="threejscontainer"></div>\r
<div id="Output"></div>\r
blow(camPos, intersects) {\r
let face = intersects[0].face;\r
/** vector from cam to intersection (wind) */\r
- let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100);\r
+ let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(50);\r
/** apply to all vertices of affected face */\r
this.masses[face.a].addForce(dir);\r
this.masses[face.b].addForce(dir);\r
/** add scene background */\r
const loader = new THREE.TextureLoader();\r
const texture = loader.load(\r
- 'Textures/tears_of_steel_bridge_2k.jpg',\r
+ '/projects/cloth/img/tears_of_steel_bridge_2k.jpg',\r
() => {\r
const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);\r
rt.fromEquirectangularTexture(renderer, texture);\r
/** Create cloth and generate mesh */\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/hsrm2.png'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false });\r
+ const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('/projects/cloth/img/hsrm2.png'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false });\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