externalForces = [];\r
windForce = 50;\r
\r
+ windFactor = new THREE.Vector3(0, 0, 0);\r
+\r
/**\r
* creates a rectangular piece of cloth\r
* takes the size of the cloth\r
let vertices = [];\r
let faces = [];\r
\r
+ this.width = width;\r
+ this.height = height;\r
this.numPointsWidth = numPointsWidth;\r
this.numPointsHeight = numPointsHeight;\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 - (numPointsWidth/2)) * stepWidth, height - y * stepHeight, 0)\r
+ new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * stepHeight, 0)\r
);\r
}\r
}\r
/**\r
* hand cloth from left and right upper corners\r
*/\r
- //this.vertexRigidness[0] = true;\r
- //this.vertexRigidness[numPointsWidth * (numPointsHeight - 1)] = true;\r
- this.fixedPoints.push(getVertexIndex(8, 10));\r
- this.fixedPoints.push(getVertexIndex(12, 9));\r
+ this.fixedPoints.push(getVertexIndex(0, 0));\r
+ this.fixedPoints.push(getVertexIndex(0, 19));\r
}\r
\r
/**\r
yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);\r
weight += xLength * yLength / 2;\r
\r
+ weight *= 10;\r
+\r
/**\r
* split weight equally between four surrounding vertices\r
*/\r
let posI = this.geometry.vertices[i];\r
let posJ = this.geometry.vertices[j];\r
let dist = posI.distanceTo(posJ);\r
- const collisionDistance = 0.5;\r
+ const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);\r
if (dist < collisionDistance) {\r
this.vertexRigidness[i] = true;\r
this.vertexRigidness[j] = true;\r
let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2);\r
- this.geometry.vertices[i].add(diff);\r
- this.geometry.vertices[j].sub(diff);\r
- console.log(this.geometry.vertices[i].distanceTo(this.geometry.vertices[j]));\r
+ if (!(this.fixedPoints.includes(i) || this.fixedPoints.includes(j))) {\r
+ this.geometry.vertices[i].add(diff);\r
+ this.geometry.vertices[j].sub(diff);\r
+ }\r
}\r
}\r
}\r
// constant gravity\r
let g = new THREE.Vector3(0, -9.8, 0);\r
// stiffness\r
- let k = 500;\r
+ let k = 1000;\r
\r
// 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
+ this.windFactor.x * (Math.sin(vertex.x * vertex.y * this.time)+1),\r
+ this.windFactor.y * Math.cos(vertex.z * this.time),\r
+ this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))\r
);\r
+ //console.log(fWind);\r
\r
/**\r
* constant determined by the properties of the surrounding fluids (air)\r
// next position = 2 * current Position - previous position + acceleration * (passed time)^2\r
// acceleration (dv/dt) = F(net)\r
// Dependency for one vertex: gravity, fluids/air, springs\r
- const DRAG = 0.96;\r
+ const DRAG = 0.97;\r
let nextPosition = new THREE.Vector3(\r
(currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),\r
(currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),\r
import { Face, Spring, Cloth } from './cloth.js';\r
+import { OrbitControls } from './OrbitControls.js';\r
\r
function addLights(scene){\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
+ renderer.antialias = true;\r
/** embed canvas in HTML */\r
document.getElementById("threejscontainer").appendChild(renderer.domElement);\r
\r
+ /** add orbit controls */\r
+ const controls = new OrbitControls(camera, renderer.domElement);\r
+ controls.target.set(0, 0, 0);\r
+ controls.update();\r
+\r
+ /** add scene background */\r
+ const loader = new THREE.TextureLoader();\r
+ const texture = loader.load(\r
+ 'Textures/tears_of_steel_bridge_2k.jpg',\r
+ () => {\r
+ const rt = new THREE.WebGLCubeRenderTarget(texture.image.height);\r
+ rt.fromEquirectangularTexture(renderer, texture);\r
+ scene.background = rt;\r
+ });\r
+\r
+ /** add flag pole */\r
+ const geometry = new THREE.CylinderGeometry( 0.02, 0.02, 5, 32 );\r
+ const material = new THREE.MeshStandardMaterial( {color: 0xffffff} );\r
+ const cylinder = new THREE.Mesh( geometry, material );\r
+ cylinder.position.set(-0.5, -2.25, 0);\r
+ scene.add( cylinder );\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 = 3;\r
- camera.position.z = 10;\r
+ camera.position.z = 2;\r
addLights(scene);\r
return [scene, camera, renderer];\r
}\r
\r
/** setup cloth and generate debug mesh */\r
let cloth = new Cloth();\r
- cloth.createBasic(10, 10, 20, 20);\r
+ cloth.createBasic(1, 0.5, 20, 20);\r
+ document.getElementById("windToggle").onchange = (e) => {\r
+ if (e.target.checked)\r
+ cloth.windFactor.set(0.5, 0.2, 0.2);\r
+ else\r
+ cloth.windFactor.set(0, 0, 0);\r
+ };\r
//cloth.createDebugMesh(scene);\r
\r
\r