\r
vertexWeights = [];\r
\r
- static CreateBasic(width, height, numPointsWidth, numPointsHeight) {\r
+ createBasic(width, height, numPointsWidth, numPointsHeight) {\r
let vertices = [];\r
let faces = [];\r
\r
}\r
}\r
\r
- return this.CreateExplicit(vertices, faces);\r
+ this.createExplicit(vertices, faces);\r
}\r
\r
- static CreateExplicit(vertices, faces) {\r
- let result = new Cloth();\r
-\r
+ createExplicit(vertices, faces) {\r
for (let i in vertices) {\r
- result.geometry.vertices.push(vertices[i]);\r
- result.vertexWeights.push(0);\r
+ this.geometry.vertices.push(vertices[i]);\r
+ this.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
+ this.faces.push(face);\r
+\r
+ this.geometry.faces.push(new THREE.Face3(\r
face.a, face.b, face.c\r
));\r
- result.geometry.faces.push(new THREE.Face3(\r
+ this.geometry.faces.push(new THREE.Face3(\r
face.c, face.b, face.d\r
));\r
-\r
- console.log(face);\r
\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 xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]);\r
+ let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]);\r
let weight = xLength * yLength / 2;\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
+ xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]);\r
+ yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);\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
+ this.vertexWeights[face.a] += weight / 4;\r
+ this.vertexWeights[face.b] += weight / 4;\r
+ this.vertexWeights[face.c] += weight / 4;\r
+ this.vertexWeights[face.d] += weight / 4;\r
}\r
\r
- result.geometry.computeBoundingSphere();\r
+ this.geometry.computeBoundingSphere();\r
+ }\r
\r
- return result;\r
+ createDebugMesh(scene) {\r
+ function addLine(from, to, color) {\r
+ let geometry = new THREE.Geometry();\r
+ geometry.vertices.push(from);\r
+ geometry.vertices.push(to);\r
+ let material = new THREE.LineBasicMaterial( { color: color, linewidth: 10 } );\r
+ let line = new THREE.Line(geometry, material);\r
+ line.renderOrder = 1;\r
+ scene.add(line);\r
+ }\r
+ function addPoint(point, color) {\r
+ const geometry = new THREE.SphereGeometry( 0.05, 32, 32 );\r
+ const material = new THREE.MeshBasicMaterial( { color: color } );\r
+ const sphere = new THREE.Mesh( geometry, material );\r
+ sphere.position.set(point.x, point.y, point.z);\r
+ scene.add( sphere );\r
+ }\r
+\r
+ let lineColor = 0x000000;\r
+ let pointColor = 0xff00000;\r
+\r
+ for (let i in this.faces) {\r
+ let face = this.faces[i];\r
+ addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor);\r
+ addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor);\r
+ addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor);\r
+ addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor);\r
+ addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor);\r
+ addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor);\r
+\r
+ addPoint(this.geometry.vertices[face.a], pointColor);\r
+ addPoint(this.geometry.vertices[face.b], pointColor);\r
+ addPoint(this.geometry.vertices[face.c], pointColor);\r
+ addPoint(this.geometry.vertices[face.d], pointColor);\r
+ }\r
}\r
}\r
\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
scene.add(directionalLight);\r
\r
- let cloth = Cloth.CreateBasic(10, 10, 5, 5);\r
- const material = new THREE.MeshBasicMaterial({ color: 0x00ff00 });\r
+ let cloth = new Cloth();\r
+ cloth.createBasic(10, 10, 5, 5);\r
+ cloth.createDebugMesh(scene);\r
+\r
+ const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });\r
const mesh = new THREE.Mesh(cloth.geometry, material);\r
scene.add(mesh);\r
\r
camera.position.y = 5;\r
camera.position.z = 10;\r
+ //camera.lookAt(new THREE.Vector3(1, 0, 0));\r
\r
function animate(dt) {\r
requestAnimationFrame(animate);\r
window.onresize = resize;\r
resize();\r
if (canvas.getContext) {\r
- ctx = canvas.getContext('2d');\r
animate(performance.now());\r
}\r
canvas.onmousemove = (evt) => {\r