From: Patrick Schönberger Date: Mon, 1 Feb 2021 13:08:56 +0000 (+0100) Subject: cloth-cloth collision X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/8ecb6f064f0708ed010f1239a7bddc283411b6e7 cloth-cloth collision --- diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 1ec79d5..0708d5e 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -98,8 +98,10 @@ export class Cloth { vertexRigidness = []; + fixedPoints = []; + externalForces = []; - windForce = 100; + windForce = 50; /** * creates a rectangular piece of cloth @@ -133,7 +135,7 @@ export class Cloth { 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) + new THREE.Vector3((x - (numPointsWidth/2)) * stepWidth, height - y * stepHeight, 0) ); } } @@ -182,8 +184,10 @@ export class Cloth { /** * hand cloth from left and right upper corners */ - this.vertexRigidness[0] = true; - this.vertexRigidness[numPointsWidth-1] = true; + //this.vertexRigidness[0] = true; + //this.vertexRigidness[numPointsWidth * (numPointsHeight - 1)] = true; + this.fixedPoints.push(getVertexIndex(8, 10)); + this.fixedPoints.push(getVertexIndex(12, 9)); } /** @@ -341,7 +345,8 @@ export class Cloth { this.previousPositions[i].copy(this.geometry.vertices[i]); this.geometry.vertices[i].copy(currentPosition); } - //console.log(this.getAcceleration(1, dt)); + + this.checkIntersect(); this.time += dt; @@ -364,7 +369,31 @@ export class Cloth { } - +checkIntersect() { + let npw = this.numPointsWidth; + function getX(i, ) { return i % npw; } + function getY(i) { return Math.floor(i / npw); } + for (let i in this.geometry.vertices) { + for (let j in this.geometry.vertices) { + this.vertexRigidness[i] = false; + this.vertexRigidness[j] = false; + if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1)) + continue; + let posI = this.geometry.vertices[i]; + let posJ = this.geometry.vertices[j]; + let dist = posI.distanceTo(posJ); + const collisionDistance = 0.5; + if (dist < collisionDistance) { + this.vertexRigidness[i] = true; + this.vertexRigidness[j] = true; + let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2); + this.geometry.vertices[i].add(diff); + this.geometry.vertices[j].sub(diff); + console.log(this.geometry.vertices[i].distanceTo(this.geometry.vertices[j])); + } + } + } +} /** * Equation of motion for each vertex which represents the acceleration @@ -372,8 +401,10 @@ export class Cloth { * @param {number} dt The time passed since last frame */ getAcceleration(vertexIndex, dt) { - if (this.vertexRigidness[vertexIndex]) + if (this.fixedPoints.includes(parseInt(vertexIndex)) || + this.vertexRigidness[vertexIndex]) { return new THREE.Vector3(0, 0, 0); + } let externalForce = this.externalForces[vertexIndex]; let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce); @@ -383,7 +414,7 @@ getAcceleration(vertexIndex, dt) { // constant gravity let g = new THREE.Vector3(0, -9.8, 0); // stiffness - let k = 1000; + let k = 500; // Wind vector let fWind = new THREE.Vector3( diff --git a/Scripts/main.js b/Scripts/main.js index 01e3283..588e8f1 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -35,7 +35,7 @@ function setup_scene(canvasSpace) { scene.add(directionalLight); /** position camera */ - camera.position.y = 5; + camera.position.y = 3; camera.position.z = 10; addLights(scene); return [scene, camera, renderer]; @@ -62,7 +62,7 @@ function init() { /** setup cloth and generate debug mesh */ let cloth = new Cloth(); - cloth.createBasic(10, 10, 10, 10); + cloth.createBasic(10, 10, 20, 20); //cloth.createDebugMesh(scene);