From: Ramtin Naraghi Date: Sun, 24 Jan 2021 11:24:54 +0000 (+0100) Subject: Wind Force added, Cloth dragging added, fix vertex normals and change lighting X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/1e3751f45e04a76ce2b11c67aa70e7c65efaad89 Wind Force added, Cloth dragging added, fix vertex normals and change lighting --- diff --git a/Scripts/cloth.js b/Scripts/cloth.js index e39b95b..c873a3d 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -98,6 +98,9 @@ export class Cloth { vertexRigidness = []; + externalForces = []; + windForce = 0; + /** * creates a rectangular piece of cloth * takes the size of the cloth @@ -203,6 +206,7 @@ export class Cloth { // this.previousPositions.push(vertices[i]); this.vertexWeights.push(0); this.vertexRigidness.push(false); + this.externalForces.push(new THREE.Vector3(0,0,0)); } /** * copy faces, @@ -251,6 +255,7 @@ export class Cloth { */ this.geometry.computeBoundingSphere(); this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); } /** @@ -355,6 +360,7 @@ export class Cloth { this.geometry.elementsNeedUpdate = true; this.geometry.computeBoundingSphere(); this.geometry.computeFaceNormals(); + this.geometry.computeVertexNormals(); } @@ -369,7 +375,8 @@ getAcceleration(vertexIndex, dt) { if (this.vertexRigidness[vertexIndex]) return new THREE.Vector3(0, 0, 0); - let vertex = this.geometry.vertices[vertexIndex]; + let externalForce = this.externalForces[vertexIndex]; + let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce); // Mass of vertex let M = this.vertexWeights[vertexIndex]; @@ -471,10 +478,31 @@ getAcceleration(vertexIndex, dt) { } let result = new THREE.Vector3(1, 1, 1); + result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum); + + document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y); - let temp = result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).clone(); - result.sub(springSum); - document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y) + "\nTemp: " + Math.floor(temp.y); + let threshold = 1; + let forceReduktion = 0.8; + if(Math.abs(externalForce.z) > threshold){ + externalForce.z *= forceReduktion; + } else { + externalForce.z = 0; + } + + if(Math.abs(externalForce.y) > threshold){ + externalForce.y *= forceReduktion; + } else { + externalForce.y = 0; + } + + if(Math.abs(externalForce.x) > threshold){ + externalForce.x *= forceReduktion; + } else { + externalForce.x = 0; + } + + return result; } @@ -492,7 +520,7 @@ verlet(currentPosition, previousPosition, acceleration, passedTime) { // next position = 2 * current Position - previous position + acceleration * (passed time)^2 // acceleration (dv/dt) = F(net) // Dependency for one vertex: gravity, fluids/air, springs - const DRAG = 0.97; + const DRAG = 0.96; let nextPosition = new THREE.Vector3( (currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime), (currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime), @@ -520,9 +548,36 @@ euler(currentPosition, acceleration, passedTime) { wind(intersects) { let intersect = intersects[0]; - this.geometry.vertices[intersect.face.a].z -= 0.05; - this.geometry.vertices[intersect.face.b].z -= 0.05; - this.geometry.vertices[intersect.face.c].z -= 0.05; + this.externalForces[intersect.face.a].z -= this.windForce; + this.externalForces[intersect.face.b].z -= this.windForce; + this.externalForces[intersect.face.c].z -= this.windForce; +} + +mousePressed = false; +mouseMoved = false; +intersects; + +mousePress(intersects){ + this.mousePressed = true; + this.intersects = intersects; + +} + +mouseMove(mousePos){ + this.mouseMoved = true; + if(this.mousePressed){ + let intersect = this.intersects[0]; + this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90)); + /* + this.geometry.vertices[intersect.face.a].x = mousePos.x; + this.geometry.vertices[intersect.face.a].y = mousePos.y; + this.geometry.vertices[intersect.face.a].z = mousePos.z; + */ + } +} + +mouseRelease(){ + this.mousePressed = false; } } diff --git a/Scripts/main.js b/Scripts/main.js index 4c57ff9..c269982 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -52,11 +52,11 @@ function init() { /** setup cloth and generate debug mesh */ let cloth = new Cloth(); - cloth.createBasic(10, 10, 50, 50); + cloth.createBasic(10, 10, 10, 10); //cloth.createDebugMesh(scene); //const material = new THREE.MeshBasicMaterial({ color: 0x0000ff, side: THREE.DoubleSide }); - const material = new THREE.MeshStandardMaterial({ color: 0x0000ff, side: THREE.DoubleSide, flatShading: false }); + const material = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false }); const mesh = new THREE.Mesh(cloth.geometry, material); //const mesh = new THREE.WireframeGeometry(cloth.geometry); //const line = new THREE.LineSegments(mesh); @@ -67,18 +67,19 @@ function init() { scene.add( new THREE.AmbientLight( 0x222222 ) ); - const light1 = new THREE.PointLight( 0xffffff, 1, 100 ); - light1.position.set( 2, 1, 80 ); + const light1 = new THREE.PointLight( 0xffffff, 1, 50 ); + light1.position.set( 15, 1, 40 ); scene.add( light1 ); - const light2 = new THREE.PointLight( 0xffffff, 1, 100 ); - light2.position.set( -2, 1, 80 ); + const light2 = new THREE.PointLight( 0xffffff, 1, 50 ); + light2.position.set( -15, 0, 40 ); scene.add( light2 ); - const light3 = new THREE.PointLight( 0xffffff, 1, 100 ); - light3.position.set( 0, -1, 80 ); + const light3 = new THREE.PointLight( 0xffffff, 1, 50 ); + light3.position.set( 0, -1, 40 ); scene.add( light3 ); let raycaster = new THREE.Raycaster(); - + let intersects; + let rightMousePressed; /** * function called every frame * @param {number} dt - time passed since last frame in ms @@ -88,7 +89,7 @@ function init() { raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera ); - const intersects = raycaster.intersectObject( mesh ); + intersects = raycaster.intersectObject( mesh ); if ( intersects.length > 0 ) { cloth.wind(intersects); @@ -121,9 +122,39 @@ function init() { animate(performance.now()); } + + /** add mouse move callback */ canvas.onmousemove = (evt) => { mousePos.x = evt.clientX; mousePos.y = evt.clientY; + + var vec = new THREE.Vector3(); // create once and reuse + var pos = new THREE.Vector3(); // create once and reuse + + vec.set( + ( evt.clientX / window.innerWidth ) * 2 - 1, + - ( evt.clientY / window.innerHeight ) * 2 + 1, + 0.5 ); + + vec.unproject( camera ); + + vec.sub( camera.position ).normalize(); + + var distance = - camera.position.z / vec.z; + + pos.copy( camera.position ).add( vec.multiplyScalar( distance ) ); + + cloth.mouseMove(pos); }; + + canvas.onmousedown = (evt) => { + if(intersects.length > 0){ + cloth.mousePress(intersects); + } + } + + canvas.onmouseup = (evt) => { + cloth.mouseRelease(); + } } \ No newline at end of file