From: Patrick Schönberger Date: Sat, 6 Feb 2021 12:43:39 +0000 (+0100) Subject: add cloth-cloth collision X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/8199b09231f15b0f84480656a0e92827d795fcdc?hp=56f6324db4aa55946a6b5ef7de3e1df8b0e22bca add cloth-cloth collision --- diff --git a/Scripts/cloth.js b/Scripts/cloth.js index aaa9d24..ff55549 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -1,6 +1,6 @@ const DAMPING = 0.03; const DRAG = 1 - DAMPING; -const MASS = 0.35; +const MASS = 0.1; const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0); const K = 1; @@ -25,18 +25,23 @@ class Constraint { correction.multiplyScalar(K); correction.clampLength(0, 1); const correctionHalf = correction.multiplyScalar(0.5); - if (this.p1.movable && this.p2.movable) { + + let p1movable = this.p1.movable && this.p1.movableTmp; + let p2movable = this.p2.movable && this.p2.movableTmp; + + if (p1movable && p2movable) { this.p1.position.add(correctionHalf); this.p2.position.sub(correctionHalf); - } else if (! this.p1.movable && this.p2.movable) { + } else if (! p1movable && p2movable) { this.p2.position.sub(correction); - } else if (this.p1.movable && ! this.p2.movable) { + } else if (p1movable && ! p2movable) { this.p1.position.add(correction); } } } class Particle { + movableTmp = true; movable = true; constructor(x, y, z, mass) { @@ -59,7 +64,7 @@ class Particle { nextPosition.add(this.position); nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); - if (this.movable) { + if (this.movable && this.movableTmp) { this.previous = this.position; this.position = nextPosition; } @@ -74,7 +79,7 @@ class Cloth { this.height = height; this.numPointsWidth = numPointsWidth; this.numPointsHeight = numPointsHeight; - this.windFactor = new THREE.Vector3(5, 2, 2); + this.windFactor = new THREE.Vector3(3, 2, 2); /** * distance between two vertices horizontally/vertically @@ -103,8 +108,8 @@ class Cloth { //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; + for (let i = 0; i < numPointsHeight; i++) + this.particles[this.getVertexIndex(0, i)].movable = false; //this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false; //this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false; @@ -213,8 +218,42 @@ class Cloth { for (let constraint of this.constraints) { constraint.satisfy(); } - //console.log(tmpCorrection); + + this.intersect(); + } + + intersect() { + let npw = this.numPointsWidth; + function getX(i) { return i % npw; } + function getY(i) { return Math.floor(i / npw); } + + for (let i in this.particles) { + for (let j in this.particles) { + let p1 = this.particles[i]; + let p2 = this.particles[j]; + + p1.movableTmp = true; + p2.movableTmp = true; + + if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1)) + continue; + + let dist = p1.position.distanceTo(p2.position); + const collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); + if (dist < collisionDistance) { + p1.movableTmp = false; + p2.movableTmp = false; + let diff = p1.position.clone().sub(p2.position).normalize(); + diff.multiplyScalar((collisionDistance - dist) * 1.001 / 2); + if (p1.movable) + p1.position.add(diff); + if (p2.movable) + p2.position.sub(diff); + } + } + } } + /** * helper function to calculate index of vertex * in "vertices" array based on its x and y positions diff --git a/Scripts/main.js b/Scripts/main.js index 7611601..6fa9f22 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -83,13 +83,17 @@ function init() { //const loader = new THREE.TextureLoader(); //Red color: 0xC70039 - const cloth = new Cloth(1, 0.5, 40, 20); + const cloth = new Cloth(1, 0.5, 20, 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 }); const clothMesh = new THREE.Mesh(clothGeometry, clothMaterial); scene.add(clothMesh); + document.getElementById("windToggle").onchange = (e) => { + options.wind = e.target.checked; + }; + let raycaster = new THREE.Raycaster(); let intersects; let rightMousePressed;