From: Patrick Schönberger Date: Sat, 6 Feb 2021 12:25:24 +0000 (+0100) Subject: tweaking parameters X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/56f6324db4aa55946a6b5ef7de3e1df8b0e22bca?ds=inline tweaking parameters --- diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 0c4f02c..aaa9d24 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -1,10 +1,12 @@ const DAMPING = 0.03; const DRAG = 1 - DAMPING; -const MASS = 0.1; +const MASS = 0.35; const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0); const K = 1; -let tmpCorrection; +const options = { + wind: true, +}; class Constraint { constructor(p1, p2, restDist) { @@ -18,12 +20,19 @@ class Constraint { const currentDist = diff.length(); if (currentDist == 0) return; if (currentDist <= this.restDist) return; - const correction = diff.multiplyScalar(1 - (this.restDist / currentDist)); + //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist)); + const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist); correction.multiplyScalar(K); - tmpCorrection = correction; + correction.clampLength(0, 1); const correctionHalf = correction.multiplyScalar(0.5); - this.p1.position.add(correctionHalf); - this.p2.position.sub(correctionHalf); + if (this.p1.movable && this.p2.movable) { + this.p1.position.add(correctionHalf); + this.p2.position.sub(correctionHalf); + } else if (! this.p1.movable && this.p2.movable) { + this.p2.position.sub(correction); + } else if (this.p1.movable && ! this.p2.movable) { + this.p1.position.add(correction); + } } } @@ -50,8 +59,10 @@ class Particle { nextPosition.add(this.position); nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); - this.previous = this.position; - this.position = nextPosition; + if (this.movable) { + this.previous = this.position; + this.position = nextPosition; + } this.acceleration.set(0, 0, 0); } @@ -63,7 +74,7 @@ class Cloth { this.height = height; this.numPointsWidth = numPointsWidth; this.numPointsHeight = numPointsHeight; - this.windFactor = new THREE.Vector3(0.5, 0.2, 0.2); + this.windFactor = new THREE.Vector3(5, 2, 2); /** * distance between two vertices horizontally/vertically @@ -90,9 +101,12 @@ class Cloth { } } - this.particles[this.getVertexIndex(0, 0)].movable = false; - this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false; - this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false; + //this.particles[this.getVertexIndex(0, 0)].movable = false; + const n = 3; + for (let i = 0; i <= n; i++) + this.particles[this.getVertexIndex(0, Math.floor((numPointsHeight-1)*(i/n)))].movable = false; + //this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false; + //this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false; const REST_DIST_X = width / (numPointsWidth-1); const REST_DIST_Y = height / (numPointsHeight-1); @@ -168,13 +182,9 @@ class Cloth { const positions = geometry.attributes.position.array; for (let i in this.particles) { let p = this.particles[i]; - if (p.movable) { - positions[i*3+0] = p.position.x; - positions[i*3+1] = p.position.y; - positions[i*3+2] = p.position.z; - } else { - p.position = p.previous; - } + positions[i*3+0] = p.position.x; + positions[i*3+1] = p.position.y; + positions[i*3+2] = p.position.z; } geometry.attributes.position.needsUpdate = true; geometry.computeBoundingSphere(); @@ -190,7 +200,8 @@ class Cloth { this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) ); // normalize then multiply? - particle.addForce(fWind); + if (options.wind) + particle.addForce(fWind); // calculate wind with normal? particle.addForce(GRAVITY); diff --git a/Scripts/main.js b/Scripts/main.js index 3353f4d..7611601 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -75,7 +75,7 @@ function init() { const canvasSpace = 200; /** Constant Frame Time */ - const frameTime = 1000.0 / 60.0; + const frameTime = 1000.0 / 200.0; /** Setup scene */ let [scene, camera, renderer] = setup_scene(canvasSpace); @@ -83,7 +83,7 @@ function init() { //const loader = new THREE.TextureLoader(); //Red color: 0xC70039 - const cloth = new Cloth(1, 0.5, 20, 10); + const cloth = new Cloth(1, 0.5, 40, 20); const clothGeometry = cloth.generateGeometry(); //const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/DeutschlandFlagge.jpg'), color: 0xffffff, side: THREE.DoubleSide, flatShading: false}); const clothMaterial = new THREE.MeshStandardMaterial({ color: 0xC70039, side: THREE.DoubleSide, flatShading: false });