From: Patrick Schönberger Date: Fri, 22 Jan 2021 15:48:29 +0000 (+0100) Subject: fix verlet integration, add wind X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/590349d576668595128e2d15bbd72e9391a97fc1 fix verlet integration, add wind --- diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 038b235..266af16 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -373,7 +373,7 @@ getAcceleration(vertexIndex, dt) { // constant gravity let g = new THREE.Vector3(0, -9.8, 0); // stiffness - let k = 500; + let k = 1000; // Wind vector let fWind = new THREE.Vector3( @@ -381,13 +381,12 @@ getAcceleration(vertexIndex, dt) { Math.cos(vertex.z * this.time), Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z)) ); - fWind.set(0, 0, 0); /** * constant determined by the properties of the surrounding fluids (air) * achievement of cloth effects through try out * */ - let a = 0.01; + let a = 0.1; let velocity = new THREE.Vector3( (this.previousPositions[vertexIndex].x - vertex.x) / dt, @@ -490,13 +489,19 @@ 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; let nextPosition = new THREE.Vector3( - (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime), - (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime), - (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime), + (currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime), + (currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime), + (currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime), ); + // let nextPosition = new THREE.Vector3( + // (2 * currentPosition.x) - previousPosition.x + acceleration.x * (passedTime * passedTime), + // (2 * currentPosition.y) - previousPosition.y + acceleration.y * (passedTime * passedTime), + // (2 * currentPosition.z) - previousPosition.z + acceleration.z * (passedTime * passedTime), + // ); + return nextPosition; } @@ -510,5 +515,12 @@ euler(currentPosition, acceleration, passedTime) { return nextPosition; } +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; +} + } diff --git a/Scripts/main.js b/Scripts/main.js index 4e7c2ef..20a6e92 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -8,35 +8,6 @@ import { Face, Spring, Cloth } from './cloth.js'; * evtl. an Stoff ziehen */ - -class Point { - constructor(x, y) { - this.x = x; - this.y = y; - } - - add(that) { - return new Point( - this.x + that.x, - this.y + that.y - ); - } - - sub(that) { - return new Point( - this.x - that.x, - this.y - that.y - ); - } - - dist(that) { - let a = this.x - that.x; - let b = this.y - that.y; - return Math.sqrt(a * a + b * b) - } -} - - /** * setup THREE JS Scene, Camera and Renderer */ @@ -64,7 +35,7 @@ function setup_scene(canvasSpace) { document.body.onload = init; function init() { - let mousePos = new Point(); + let mousePos = new THREE.Vector2(); let previousClothSimulation; /** @@ -99,6 +70,8 @@ function init() { const light = new THREE.DirectionalLight( 0xffffff, 0.5 ); light.position.set( 0, 1, 0.5 ); scene.add( light ); + + let raycaster = new THREE.Raycaster(); /** * function called every frame @@ -107,17 +80,27 @@ function init() { function animate(dt) { cloth.simulate(dt/1000); + raycaster.setFromCamera( new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera ); + + const intersects = raycaster.intersectObject( mesh ); + + if ( intersects.length > 0 ) { + cloth.wind(intersects); + } setTimeout(() => { animate(frameTime); }, frameTime); renderer.render(scene, camera); } + /** add callback for window resize */ let canvas = document.getElementsByTagName("canvas")[0]; + let w = window.innerWidth; + let h = window.innerHeight - canvasSpace; let resize = function () { - let w = window.innerWidth; - let h = window.innerHeight - 200; + w = window.innerWidth; + h = window.innerHeight - canvasSpace; canvas.width = w; canvas.height = h; }