--- /dev/null
+/**\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
+export 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
+export 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
+export 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
+\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
+ faces.push(newFace);\r
+ }\r
+ }\r
+\r
+ /**\r
+ * call createExplicit\r
+ * with generated vertices and faces\r
+ */\r
+ this.createExplicit(vertices, faces);\r
+ }\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
+ /**\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
+ 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
+}
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