}\r
}\r
\r
+ class Face {\r
+ indices = [];\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
+ }\r
+ }\r
+\r
class Cloth {\r
+ VertexWeight = 1;\r
+\r
geometry = new THREE.Geometry();\r
\r
- \r
+ faces = [];\r
+\r
+ vertexWeights = [];\r
+\r
+ springs = [];\r
+\r
+ getSprings(faceIndex) {\r
+\r
+ }\r
\r
static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
let vertices = [];\r
for (let y = 0; y < numPointsHeight - 1; y++) {\r
for (let x = 0; x < numPointsWidth - 1; x++) {\r
faces.push(\r
- new THREE.Face3(\r
+ new Face(\r
getVertexIndex(x, y),\r
getVertexIndex(x, y + 1),\r
getVertexIndex(x + 1, y),\r
- )\r
- );\r
- faces.push(\r
- new THREE.Face3(\r
- getVertexIndex(x + 1, y),\r
- getVertexIndex(x, y + 1),\r
getVertexIndex(x + 1, y + 1),\r
)\r
);\r
\r
for (let i in vertices) {\r
result.geometry.vertices.push(vertices[i]);\r
+ result.vertexWeights.push(0);\r
}\r
for (let i in faces) {\r
- result.geometry.faces.push(faces[i]);\r
+ let face = faces[i];\r
+\r
+ result.geometry.faces.push(new THREE.Face3(\r
+ face.a, face.b, face.c\r
+ ));\r
+ result.geometry.faces.push(new THREE.Face3(\r
+ face.c, face.b, face.d\r
+ ));\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 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
+ weight += xLength * yLength / 2;\r
+\r
+ result.vertexWeights[face.a] += weight / 4;\r
+ result.vertexWeights[face.b] += weight / 4;\r
+ result.vertexWeights[face.c] += weight / 4;\r
+ result.vertexWeights[face.d] += weight / 4;\r
}\r
\r
result.geometry.computeBoundingSphere();\r