-function init() {\r
- class Point {\r
- constructor(x, y) {\r
- this.x = x;\r
- this.y = y;\r
- }\r
-\r
- add(that) {\r
- return new Point(\r
- this.x + that.x,\r
- this.y + that.y\r
- );\r
- }\r
-\r
- sub(that) {\r
- return new Point(\r
- this.x - that.x,\r
- this.y - that.y\r
- );\r
- }\r
-\r
- dist(that) {\r
- let a = this.x - that.x;\r
- let b = this.y - that.y;\r
- return Math.sqrt(a * a + b * b)\r
- }\r
+class Point {\r
+ constructor(x, y) {\r
+ this.x = x;\r
+ this.y = y;\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
+ add(that) {\r
+ return new Point(\r
+ this.x + that.x,\r
+ this.y + that.y\r
+ );\r
}\r
\r
- class Face {\r
- a;\r
- b;\r
- c;\r
- d;\r
-\r
- springs = [];\r
-\r
- constructor(a, b, c, d) {\r
- this.a = a;\r
- this.b = b;\r
- this.c = c;\r
- this.d = d;\r
- }\r
+ sub(that) {\r
+ return new Point(\r
+ this.x - that.x,\r
+ this.y - that.y\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
+ dist(that) {\r
+ let a = this.x - that.x;\r
+ let b = this.y - that.y;\r
+ return Math.sqrt(a * a + b * b)\r
}\r
-\r
- class Cloth {\r
- VertexWeight = 1;\r
-\r
- geometry = new THREE.Geometry();\r
-\r
- faces = [];\r
-\r
- vertexWeights = [];\r
-\r
- createBasic(width, height, numPointsWidth, numPointsHeight) {\r
- let vertices = [];\r
- let faces = [];\r
-\r
- let stepWidth = width / (numPointsWidth - 1);\r
- let stepHeight = height / (numPointsHeight - 1);\r
-\r
- for (let y = 0; y < numPointsHeight; y++) {\r
- for (let x = 0; x < numPointsWidth; x++) {\r
- vertices.push(\r
- new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0)\r
- );\r
- }\r
- }\r
-\r
- function getVertexIndex(x, y) {\r
- return y * numPointsWidth + x;\r
- }\r
- \r
- for (let y = 0; y < numPointsHeight - 1; y++) {\r
- for (let x = 0; x < numPointsWidth - 1; x++) {\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
+/**\r
+ * Convenience Function for calculating the distance between two vectors\r
+ * because THREE JS Vector functions mutate variables\r
+ * @param {Vector3} a - Vector A\r
+ * @param {Vector3} b - Vector B\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
+/**\r
+ * Class representing a quad face\r
+ * Each face consists of two triangular mesh faces\r
+ * containts four indices for determining vertices\r
+ * and six springs, one between each of the vertices\r
+ */\r
+class Face {\r
+ a;\r
+ b;\r
+ c;\r
+ d;\r
+\r
+ springs = [];\r
+\r
+ constructor(a, b, c, d) {\r
+ this.a = a;\r
+ this.b = b;\r
+ this.c = c;\r
+ this.d = d;\r
+ }\r
+}\r
+\r
+/**\r
+ * Class representing a single spring\r
+ * has a current and resting length\r
+ * and indices to the two connected vertices\r
+ */\r
+class Spring {\r
+ restLength;\r
+ currentLength;\r
+ index1;\r
+ index2;\r
+\r
+ \r
+ /**\r
+ * set vertex indices\r
+ * and calculate inital length based on the\r
+ * vertex positions\r
+ * @param {Array of Vector3} vertices \r
+ * @param {number} index1 \r
+ * @param {number} 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
+ * Class representing a single piece of cloth\r
+ * contains THREE JS geometry,\r
+ * logically represented by an array of adjacent faces\r
+ * and vertex weights which are accessed by the same\r
+ * indices as the vertices in the Mesh\r
+ */\r
+class Cloth {\r
+ VertexWeight = 1;\r
+\r
+ geometry = new THREE.Geometry();\r
+\r
+ faces = [];\r
+\r
+ vertexWeights = [];\r
+\r
+ \r
+ /**\r
+ * creates a rectangular piece of cloth\r
+ * takes the size of the cloth\r
+ * and the number of vertices it should be composed of\r
+ * @param {number} width - width of the cloth\r
+ * @param {number} height - height of the cloth\r
+ * @param {number} numPointsWidth - number of vertices in horizontal direction\r
+ * @param {number} numPointsHeight - number of vertices in vertical direction\r
+ */\r
+ createBasic(width, height, numPointsWidth, numPointsHeight) {\r
+ /** resulting vertices and faces */\r
+ let vertices = [];\r
+ let faces = [];\r
+\r
+ /**\r
+ * distance between two vertices horizontally/vertically\r
+ * divide by the number of points minus one\r
+ * because there are (n - 1) lines between n vertices\r
+ */\r
+ let stepWidth = width / (numPointsWidth - 1);\r
+ let stepHeight = height / (numPointsHeight - 1);\r
+\r
+ /**\r
+ * iterate over the number of vertices in x/y axis\r
+ * and add a new Vector3 to "vertices"\r
+ */\r
+ for (let y = 0; y < numPointsHeight; y++) {\r
+ for (let x = 0; x < numPointsWidth; x++) {\r
+ vertices.push(\r
+ new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0)\r
+ );\r
}\r
-\r
- this.createExplicit(vertices, faces);\r
}\r
\r
- createExplicit(vertices, faces) {\r
- for (let i in vertices) {\r
- this.geometry.vertices.push(vertices[i]);\r
- this.vertexWeights.push(0);\r
- }\r
- for (let i in faces) {\r
- let face = faces[i];\r
-\r
- this.faces.push(face);\r
-\r
- this.geometry.faces.push(new THREE.Face3(\r
- face.a, face.b, face.c\r
- ));\r
- this.geometry.faces.push(new THREE.Face3(\r
- face.c, face.b, face.d\r
- ));\r
+ /**\r
+ * helper function to calculate index of vertex\r
+ * in "vertices" array based on its x and y positions\r
+ * in the mesh\r
+ * @param {number} x - x index of vertex\r
+ * @param {number} y - y index of vertex\r
+ */\r
+ function getVertexIndex(x, y) {\r
+ return y * numPointsWidth + x;\r
+ }\r
+ \r
+ /**\r
+ * generate faces based on 4 vertices\r
+ * and 6 springs each\r
+ */\r
+ for (let y = 0; y < numPointsHeight - 1; y++) {\r
+ for (let x = 0; x < numPointsWidth - 1; x++) {\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
- 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(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
- 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
+ faces.push(newFace);\r
}\r
-\r
- this.geometry.computeBoundingSphere();\r
}\r
\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
+ * call createExplicit\r
+ * with generated vertices and faces\r
+ */\r
+ this.createExplicit(vertices, faces);\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
+ * Generate THREE JS Geometry\r
+ * (list of vertices and list of indices representing triangles)\r
+ * and calculate the weight of each face and split it between\r
+ * surrounding vertices\r
+ * @param {Array of Vector3} vertices \r
+ * @param {Array of Face} faces \r
+ */\r
+ createExplicit(vertices, faces) {\r
+ /**\r
+ * Copy vertices and initialize vertex weights to 0\r
+ */\r
+ for (let i in vertices) {\r
+ this.geometry.vertices.push(vertices[i]);\r
+ this.vertexWeights.push(0);\r
+ }\r
+ /**\r
+ * copy faces,\r
+ * generate two triangles per face,\r
+ * calculate weight of face as its area\r
+ * and split between the 4 vertices\r
+ */\r
+ for (let i in faces) {\r
+ let face = faces[i];\r
+\r
+ /** copy faces to class member */\r
+ this.faces.push(face);\r
+\r
+ /** generate triangles */\r
+ this.geometry.faces.push(new THREE.Face3(\r
+ face.a, face.b, face.c\r
+ ));\r
+ this.geometry.faces.push(new THREE.Face3(\r
+ face.c, face.b, face.d\r
+ ));\r
+ \r
+ /**\r
+ * calculate area of face as combined area of\r
+ * its two composing triangles\r
+ */\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(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
+ /**\r
+ * split weight equally between four surrounding vertices\r
+ */\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
+ /**\r
+ * let THREE JS compute bounding sphere around generated mesh\r
+ * needed for View Frustum Culling internally\r
+ */\r
+ this.geometry.computeBoundingSphere();\r
}\r
\r
- let mousePos = new Point();\r
+ /**\r
+ * generate a debug mesh for visualizing\r
+ * vertices and springs of the cloth\r
+ * and add it to scene for rendering\r
+ * @param {Scene} scene - Scene to add Debug Mesh to\r
+ */\r
+ createDebugMesh(scene) {\r
+ /**\r
+ * helper function to generate a single line\r
+ * between two Vertices with a given color\r
+ * @param {Vector3} from \r
+ * @param {Vector3} to \r
+ * @param {number} color \r
+ */\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
+ /**\r
+ * helper function to generate a small sphere\r
+ * at a given Vertex Position with color\r
+ * @param {Vector3} point \r
+ * @param {number} color \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
- const canvasSpace = 200;\r
+ let lineColor = 0x000000;\r
+ let pointColor = 0xff00000;\r
+\r
+ /**\r
+ * generate one line for each of the 6 springs\r
+ * and one point for each of the 4 vertices\r
+ * for all of the faces\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
+/**\r
+ * setup THREE JS Scene, Camera and Renderer\r
+ */\r
+function setup_scene() {\r
const scene = new THREE.Scene();\r
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);\r
-\r
const renderer = new THREE.WebGLRenderer();\r
+ /** size canvas to leave some space for UI */\r
renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);\r
+ /** embed canvas in HTML */\r
document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
\r
+ /** add global light */\r
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);\r
scene.add(directionalLight);\r
\r
+ /** position camera */\r
+ camera.position.y = 5;\r
+ camera.position.z = 10;\r
+\r
+ return [scene, camera];\r
+}\r
+\r
+function init() {\r
+ let mousePos = new Point();\r
+\r
+ /**\r
+ * Space left empty under canvas\r
+ * for UI elements\r
+ */\r
+ const canvasSpace = 200;\r
+\r
+ /** Setup scene */\r
+ let [scene, camera] = setup_scene();\r
+ \r
+ /** setup cloth and generate debug mesh */\r
let cloth = new Cloth();\r
cloth.createBasic(10, 10, 5, 5);\r
cloth.createDebugMesh(scene);\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
+ /**\r
+ * function called every frame\r
+ * @param {number} dt - time passed since last frame\r
+ */\r
function animate(dt) {\r
requestAnimationFrame(animate);\r
renderer.render(scene, camera);\r
}\r
\r
+ /** add callback for window resize */\r
let canvas = document.getElementsByTagName("canvas")[0];\r
let resize = function () {\r
w = window.innerWidth;\r
}\r
window.onresize = resize;\r
resize();\r
+\r
+ /**\r
+ * if canvas has been successfully initialized\r
+ * start rendering\r
+ */\r
if (canvas.getContext) {\r
animate(performance.now());\r
}\r
+\r
+ /** add mouse move callback */\r
canvas.onmousemove = (evt) => {\r
mousePos.x = evt.clientX;\r
mousePos.y = evt.clientY;\r