From: Patrick Schönberger Date: Wed, 6 Jan 2021 09:24:10 +0000 (+0100) Subject: reorganize code into separate files X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/4079007a1ed290280e228b93432129c4a262dae9 reorganize code into separate files --- diff --git a/Scripts/main.js b/Scripts/main.js index 4d7ac7c..a0387ac 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -1,3 +1,6 @@ +import { Face, Spring, Cloth } from './cloth.js'; + + class Point { constructor(x, y) { this.x = x; @@ -25,296 +28,11 @@ class Point { } } -/** - * Convenience Function for calculating the distance between two vectors - * because THREE JS Vector functions mutate variables - * @param {Vector3} a - Vector A - * @param {Vector3} b - Vector B - */ -function vectorLength(a, b) { - let v1 = new THREE.Vector3(); - v1.set(a.x, a.y, a.z); - let v2 = new THREE.Vector3(); - v2.set(b.x, b.y, b.z); - - return v1.sub(v2).length(); -} - -/** - * Class representing a quad face - * Each face consists of two triangular mesh faces - * containts four indices for determining vertices - * and six springs, one between each of the vertices - */ -class Face { - a; - b; - c; - d; - - springs = []; - - constructor(a, b, c, d) { - this.a = a; - this.b = b; - this.c = c; - this.d = d; - } -} - -/** - * Class representing a single spring - * has a current and resting length - * and indices to the two connected vertices - */ -class Spring { - restLength; - currentLength; - index1; - index2; - - - /** - * set vertex indices - * and calculate inital length based on the - * vertex positions - * @param {Array of Vector3} vertices - * @param {number} index1 - * @param {number} index2 - */ - constructor(vertices, index1, index2) { - this.index1 = index1; - this.index2 = index2; - - let length = vectorLength(vertices[index1], vertices[index2]); - this.restLength = length; - this.currentLength = length; - } -} - -/** - * Class representing a single piece of cloth - * contains THREE JS geometry, - * logically represented by an array of adjacent faces - * and vertex weights which are accessed by the same - * indices as the vertices in the Mesh - */ -class Cloth { - VertexWeight = 1; - - geometry = new THREE.Geometry(); - - faces = []; - - vertexWeights = []; - - - /** - * creates a rectangular piece of cloth - * takes the size of the cloth - * and the number of vertices it should be composed of - * @param {number} width - width of the cloth - * @param {number} height - height of the cloth - * @param {number} numPointsWidth - number of vertices in horizontal direction - * @param {number} numPointsHeight - number of vertices in vertical direction - */ - createBasic(width, height, numPointsWidth, numPointsHeight) { - /** resulting vertices and faces */ - let vertices = []; - let faces = []; - - /** - * distance between two vertices horizontally/vertically - * divide by the number of points minus one - * because there are (n - 1) lines between n vertices - */ - let stepWidth = width / (numPointsWidth - 1); - let stepHeight = height / (numPointsHeight - 1); - - /** - * iterate over the number of vertices in x/y axis - * and add a new Vector3 to "vertices" - */ - for (let y = 0; y < numPointsHeight; y++) { - for (let x = 0; x < numPointsWidth; x++) { - vertices.push( - new THREE.Vector3(x * stepWidth, height - y * stepHeight, 0) - ); - } - } - - /** - * helper function to calculate index of vertex - * in "vertices" array based on its x and y positions - * in the mesh - * @param {number} x - x index of vertex - * @param {number} y - y index of vertex - */ - function getVertexIndex(x, y) { - return y * numPointsWidth + x; - } - - /** - * generate faces based on 4 vertices - * and 6 springs each - */ - for (let y = 0; y < numPointsHeight - 1; y++) { - for (let x = 0; x < numPointsWidth - 1; x++) { - let newFace = new Face( - getVertexIndex(x, y), - getVertexIndex(x, y + 1), - getVertexIndex(x + 1, y), - getVertexIndex(x + 1, y + 1), - ); - - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); - newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1))); - - faces.push(newFace); - } - } - - /** - * call createExplicit - * with generated vertices and faces - */ - this.createExplicit(vertices, faces); - } - - /** - * Generate THREE JS Geometry - * (list of vertices and list of indices representing triangles) - * and calculate the weight of each face and split it between - * surrounding vertices - * @param {Array of Vector3} vertices - * @param {Array of Face} faces - */ - createExplicit(vertices, faces) { - /** - * Copy vertices and initialize vertex weights to 0 - */ - for (let i in vertices) { - this.geometry.vertices.push(vertices[i]); - this.vertexWeights.push(0); - } - /** - * copy faces, - * generate two triangles per face, - * calculate weight of face as its area - * and split between the 4 vertices - */ - for (let i in faces) { - let face = faces[i]; - - /** copy faces to class member */ - this.faces.push(face); - - /** generate triangles */ - this.geometry.faces.push(new THREE.Face3( - face.a, face.b, face.c - )); - this.geometry.faces.push(new THREE.Face3( - face.c, face.b, face.d - )); - - /** - * calculate area of face as combined area of - * its two composing triangles - */ - let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]); - let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]); - let weight = xLength * yLength / 2; - - xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]); - yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]); - weight += xLength * yLength / 2; - - /** - * split weight equally between four surrounding vertices - */ - this.vertexWeights[face.a] += weight / 4; - this.vertexWeights[face.b] += weight / 4; - this.vertexWeights[face.c] += weight / 4; - this.vertexWeights[face.d] += weight / 4; - } - - /** - * let THREE JS compute bounding sphere around generated mesh - * needed for View Frustum Culling internally - */ - this.geometry.computeBoundingSphere(); - } - - /** - * generate a debug mesh for visualizing - * vertices and springs of the cloth - * and add it to scene for rendering - * @param {Scene} scene - Scene to add Debug Mesh to - */ - createDebugMesh(scene) { - /** - * helper function to generate a single line - * between two Vertices with a given color - * @param {Vector3} from - * @param {Vector3} to - * @param {number} color - */ - function addLine(from, to, color) { - let geometry = new THREE.Geometry(); - geometry.vertices.push(from); - geometry.vertices.push(to); - let material = new THREE.LineBasicMaterial( { color: color, linewidth: 10 } ); - let line = new THREE.Line(geometry, material); - line.renderOrder = 1; - scene.add(line); - } - /** - * helper function to generate a small sphere - * at a given Vertex Position with color - * @param {Vector3} point - * @param {number} color - */ - function addPoint(point, color) { - const geometry = new THREE.SphereGeometry( 0.05, 32, 32 ); - const material = new THREE.MeshBasicMaterial( { color: color } ); - const sphere = new THREE.Mesh( geometry, material ); - sphere.position.set(point.x, point.y, point.z); - scene.add( sphere ); - } - - let lineColor = 0x000000; - let pointColor = 0xff00000; - - /** - * generate one line for each of the 6 springs - * and one point for each of the 4 vertices - * for all of the faces - */ - for (let i in this.faces) { - let face = this.faces[i]; - addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor); - addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor); - addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor); - addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor); - addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor); - addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor); - - addPoint(this.geometry.vertices[face.a], pointColor); - addPoint(this.geometry.vertices[face.b], pointColor); - addPoint(this.geometry.vertices[face.c], pointColor); - addPoint(this.geometry.vertices[face.d], pointColor); - } - } -} /** * setup THREE JS Scene, Camera and Renderer */ -function setup_scene() { +function setup_scene(canvasSpace) { const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000); const renderer = new THREE.WebGLRenderer(); @@ -331,9 +49,12 @@ function setup_scene() { camera.position.y = 5; camera.position.z = 10; - return [scene, camera]; + return [scene, camera, renderer]; } +/** call "init" when document is fully loaded */ +document.body.onload = init; + function init() { let mousePos = new Point(); @@ -344,7 +65,7 @@ function init() { const canvasSpace = 200; /** Setup scene */ - let [scene, camera] = setup_scene(); + let [scene, camera, renderer] = setup_scene(canvasSpace); /** setup cloth and generate debug mesh */ let cloth = new Cloth(); @@ -367,8 +88,8 @@ function init() { /** add callback for window resize */ let canvas = document.getElementsByTagName("canvas")[0]; let resize = function () { - w = window.innerWidth; - h = window.innerHeight - 200; + let w = window.innerWidth; + let h = window.innerHeight - 200; canvas.width = w; canvas.height = h; } diff --git a/index.html b/index.html index 8dfb8eb..402b1b9 100644 --- a/index.html +++ b/index.html @@ -10,11 +10,11 @@ } - - +