\r
return direction;\r
}\r
+\r
+ update(vertices) {\r
+ let length = vectorLength(vertices[this.index1], vertices[this.index2]);\r
+ this.currentLength = length;\r
+ }\r
}\r
\r
/**\r
\r
vertexWeights = [];\r
\r
-\r
+ vertexRigidness = [];\r
\r
/**\r
* creates a rectangular piece of cloth\r
* with generated vertices and faces\r
*/\r
this.createExplicit(vertices, faces);\r
+\r
+ /**\r
+ * hand cloth from left and right upper corners\r
+ */\r
+ this.vertexRigidness[0] = true;\r
+ this.vertexRigidness[numPointsWidth-1] = true;\r
}\r
\r
/**\r
this.geometry.vertices.push(vertices[i]);\r
this.previousPositions.push(vertices[i]);\r
this.vertexWeights.push(0);\r
+ this.vertexRigidness.push(false);\r
}\r
/**\r
* copy faces,\r
* @param {number} dt \r
*/\r
simulate(dt) {\r
-\r
-\r
-\r
for (let i in this.geometry.vertices) {\r
let currentPosition;\r
let acceleration = this.getAcceleration(i, dt);\r
+\r
+ // TODO: decide on clamping\r
+ acceleration.clampLength(0, 100);\r
\r
- currentPosition = this.verlet(this.geometry.vertices[i], this.previousPositions[i], acceleration, dt/2000);\r
+ currentPosition = this.verlet(this.geometry.vertices[i], this.previousPositions[i], acceleration, dt/500);\r
+ //currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt/10);\r
\r
this.previousPositions[i] = currentPosition;\r
this.geometry.vertices[i] = currentPosition;\r
- \r
}\r
- console.log(this.geometry.vertices[0]);\r
+\r
+ //this.getAcceleration(1, dt, true);\r
+ \r
this.time += dt;\r
\r
+ for (let face of this.faces) {\r
+ for (let spring of face.springs) {\r
+ spring.update(this.geometry.vertices);\r
+ }\r
+ }\r
+\r
/**\r
* let THREE JS compute bounding sphere around generated mesh\r
* needed for View Frustum Culling internally\r
* @param {number} dt The time passed since last frame\r
*/\r
getAcceleration(vertexIndex, dt) {\r
+ if (this.vertexRigidness[vertexIndex])\r
+ return new THREE.Vector3(0, 0, 0);\r
\r
let vertex = this.geometry.vertices[vertexIndex];\r
\r
// Mass of vertex\r
let M = this.vertexWeights[vertexIndex];\r
// constant gravity\r
- let g = new THREE.Vector3(0, -1.8, 0);\r
+ let g = new THREE.Vector3(0, -9.8, 0);\r
// stiffness\r
- let k = 5;\r
+ let k = 300;\r
\r
// Wind vector\r
+ // TODO: include wind vector\r
let fWind = new THREE.Vector3(\r
Math.sin(vertex.x * vertex.y * this.time),\r
Math.cos(vertex.z* this.time),\r
Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
+ fWind = new THREE.Vector3(0, 0, 0);\r
\r
/**\r
* constant determined by the properties of the surrounding fluids (air)\r
let a = 1;\r
\r
let velocity = new THREE.Vector3(\r
- (vertex.x - this.previousPositions[vertexIndex].x) / dt,\r
- (vertex.y - this.previousPositions[vertexIndex].y) / dt,\r
- (vertex.z - this.previousPositions[vertexIndex].z) / dt\r
+ (vertex.x - this.previousPositions[vertexIndex].x) * dt,\r
+ (vertex.y - this.previousPositions[vertexIndex].y) * dt,\r
+ (vertex.z - this.previousPositions[vertexIndex].z) * dt\r
);\r
\r
-\r
- let fAirResistance = velocity.multiplyScalar(-a);\r
+ // TODO: include air resistance\r
+ let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);\r
+ fAirResistance = new THREE.Vector3(0, 0, 0);\r
\r
let springSum = new THREE.Vector3(0, 0, 0);\r
\r
// Get the bounding springs and add them to the needed springs\r
+ // TODO: optimize\r
for (let i in this.faces) {\r
if (this.faces[i].a == vertexIndex || this.faces[i].b == vertexIndex || this.faces[i].c == vertexIndex || this.faces[i].d == vertexIndex) {\r
for (let j in this.faces[i].springs) {\r
let springDirection = spring.getDirection(this.geometry.vertices);\r
\r
\r
- if (this.faces[i].springs[j].index1 == vertexIndex)\r
+ if (this.faces[i].springs[j].index2 == vertexIndex)\r
springDirection.multiplyScalar(-1);\r
\r
springSum.add(springDirection.multiplyScalar(k * (spring.currentLength - spring.restLength)));\r
-\r
}\r
}\r
}\r
}\r
-\r
\r
let result = new THREE.Vector3(1, 1, 1);\r
\r
- \r
result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).sub(springSum);\r
\r
-\r
return result;\r
-\r
-\r
}\r
\r
/**\r
// Dependency for one vertex: gravity, fluids/air, springs\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
+ (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
+euler(currentPosition, acceleration, passedTime) {\r
+ let nextPosition = new THREE.Vector3(\r
+ currentPosition.x + acceleration.x * passedTime,\r
+ currentPosition.y + acceleration.y * passedTime,\r
+ currentPosition.z + acceleration.z * passedTime,\r
+ );\r
+\r
+ return nextPosition;\r
+}\r
\r
}\r
\r