From: Patrick Date: Thu, 18 Mar 2021 16:05:15 +0000 (+0100) Subject: comments X-Git-Url: https://gitweb.ps.run/cloth_sim/commitdiff_plain/eac8eb4ec5115f16fc17b94fb194fdc1c005ddb5?ds=sidebyside comments --- diff --git a/Scripts/cloth.js b/Scripts/cloth.js index 1f1c1e0..712ed63 100644 --- a/Scripts/cloth.js +++ b/Scripts/cloth.js @@ -5,10 +5,6 @@ const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0); const K = 1; const MAX_STRETCH = 1.5; -// Explosion am Anfang -// Intersect mit Velocity? -// Wind/Ziehen - const options = { wind: true, }; @@ -21,22 +17,23 @@ class Spring { } satisfy() { + /** calculate current spring length */ const diff = this.p2.position.clone().sub(this.p1.position); const currentDist = diff.length(); if (currentDist == 0) return; if (currentDist <= this.restDist) return; //const correction = diff.multiplyScalar(1 - (this.restDist / currentDist)); + + /** calculate necessary correction length and direction */ const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist); correction.multiplyScalar(K); - if (currentDist >= this.restDist * MAX_STRETCH) { - - } - //correction.clampLength(0, 1); const correctionHalf = correction.multiplyScalar(0.5); let p1movable = this.p1.movable && this.p1.movableTmp; let p2movable = this.p2.movable && this.p2.movableTmp; + /** apply correction if masses aren't fixed */ + /** divide correction if both are movable */ if (p1movable && p2movable) { this.p1.position.add(correctionHalf); this.p2.position.sub(correctionHalf); @@ -67,8 +64,11 @@ class Mass { // verlet algorithm // next position = 2 * current Position - previous position + acceleration * (passed time)^2 // acceleration (dv/dt) = F(net) + /** calculate velocity */ const nextPosition = this.position.clone().sub(this.previous); + /** apply drag */ nextPosition.multiplyScalar(DRAG); + /** add to current position and add acceleration */ nextPosition.add(this.position); nextPosition.add(this.acceleration.multiplyScalar(dt*dt)); @@ -77,6 +77,7 @@ class Mass { this.position = nextPosition; } + /** reset for next frame */ this.acceleration.set(0, 0, 0); } } @@ -114,18 +115,16 @@ class Cloth { } } - //this.masses[this.getVertexIndex(0, 0)].movable = false; + /** attach cloth to flag pole */ const n = 3; for (let i = 0; i < numPointsHeight; i++) this.masses[this.getVertexIndex(0, i)].movable = false; - //this.masses[this.getVertexIndex(0, numPointsHeight-1)].movable = false; - //this.masses[this.getVertexIndex(numPointsWidth-1, 0)].movable = false; const REST_DIST_X = width / (numPointsWidth-1); const REST_DIST_Y = height / (numPointsHeight-1); /** - * generate springs (springs) + * generate springs (constraints) */ this.springs = []; for (let y = 0; y < numPointsHeight; y++) { @@ -154,6 +153,7 @@ class Cloth { const indices = []; const uvs = []; + /** create one vertex and one uv coordinate per mass */ for (let i in this.masses) { let particle = this.masses[i]; vertices.push( @@ -185,6 +185,7 @@ class Cloth { } } + /** set up geometry */ geometry.setIndex(indices); geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); geometry.setAttribute('uv', new THREE.Float32BufferAttribute(uvs, 2)); @@ -194,6 +195,7 @@ class Cloth { return geometry; } updateGeometry(geometry) { + /** update vertex positions in place */ const positions = geometry.attributes.position.array; for (let i in this.masses) { let p = this.masses[i]; @@ -201,6 +203,7 @@ class Cloth { positions[i*3+1] = p.position.y; positions[i*3+2] = p.position.z; } + /** update internally and recalculate bounding volume */ geometry.attributes.position.needsUpdate = true; geometry.computeBoundingSphere(); geometry.computeVertexNormals(); @@ -208,6 +211,10 @@ class Cloth { simulate(dt) { let now = performance.now(); for (let mass of this.masses) { + /** accumulate acceleration: + * - wind + * - gravity + */ let vertex = mass.position; let fWind = new THREE.Vector3( this.windFactor.x * (Math.sin(vertex.x * vertex.y * now)+1), @@ -221,14 +228,16 @@ class Cloth { mass.addForce(GRAVITY); + /** integrate motion */ mass.verlet(dt); } - + /** run satisfy step */ for (let constraint of this.springs) { constraint.satisfy(); } + /** prevent self-intersections */ this.intersect(); } @@ -241,15 +250,21 @@ class Cloth { p1.movableTmp = true; p2.movableTmp = true; + /** skip if i == j or if masses are adjacent */ if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1)) continue; + /** calculate distance of points */ let dist = p1.position.distanceTo(p2.position); + /** calculate minimal resting distance (largest distance that should not be fallen below) */ let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight); // collisionDistance /= 2; + /** calculate "sphere intersection" */ if (dist < collisionDistance) { // p1.movableTmp = false; // p2.movableTmp = false; + + /** vectors from p1 to p2 and the other way round */ let diffP2P1 = p1.position.clone().sub(p2.position).normalize(); diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2); let diffP1P2 = diffP2P1.clone().multiplyScalar(-1); @@ -260,6 +275,7 @@ class Cloth { // let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2; // let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2; + /** move masses apart */ if (p1.movable) p1.position.add(diffP2P1); //p1.position.add(diffP2P1.multiplyScalar(factor1)); @@ -272,13 +288,17 @@ class Cloth { } blow(camPos, intersects) { let face = intersects[0].face; + /** vector from cam to intersection (wind) */ let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100); + /** apply to all vertices of affected face */ this.masses[face.a].addForce(dir); this.masses[face.b].addForce(dir); this.masses[face.c].addForce(dir); } drag(mousePosWorld, index) { + /** calculate vector from vertex to cursor */ let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200); + /** apply to grabbed vertex */ this.masses[index].addForce(dir); } diff --git a/Scripts/main.js b/Scripts/main.js index 51d6762..1a30f7a 100644 --- a/Scripts/main.js +++ b/Scripts/main.js @@ -82,13 +82,15 @@ function init() { const loader = new THREE.TextureLoader(); //Red color: 0xC70039 + /** Create cloth and generate mesh */ const cloth = new Cloth(1, 0.5, 20, 20); const clothGeometry = cloth.generateGeometry(); - const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm2.png'), color: {type: "c", value: new THREE.Color(0xffffff)}, side: THREE.DoubleSide, flatShading: false, transparent: true }); + const clothMaterial = new THREE.MeshStandardMaterial({ map: loader.load('Textures/hsrm2.png'), 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); + /** Register wind checkbox */ document.getElementById("windToggle").checked = options.wind; document.getElementById("windToggle").onchange = (e) => { options.wind = e.target.checked; @@ -104,25 +106,31 @@ function init() { * @param {number} dt - time passed since last frame in ms */ function animate(dt) { + /** run simulation step */ cloth.simulate(dt / 1000); cloth.updateGeometry(clothGeometry); - - raycaster.setFromCamera(new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera); + /** raycast from camera to cursor */ + raycaster.setFromCamera(new THREE.Vector2((mousePos.x / w) * 2 - 1, ((h - mousePos.y) / h) * 2 - 1), camera); intersects = raycaster.intersectObject(clothMesh); + /** provide user interaction */ if (intersects.length > 0) { if (windKeyDown) cloth.blow(camera.position, intersects); + /** "grab" vertex index */ if (dragKeyDown && draggedIndex == -1) draggedIndex = intersects[0].face.a; } if (dragKeyDown && draggedIndex != -1) cloth.drag(calculateMousePosToWorld(mousePos), draggedIndex); + + /** queue next frame */ setTimeout(() => { animate(frameTime); }, frameTime); + renderer.render(scene, camera); } @@ -163,6 +171,7 @@ function init() { evt.preventDefault(); }, false); + /** register key events */ document.onkeydown = (evt) => { if (evt.code === "KeyW") windKeyDown = true; @@ -179,6 +188,7 @@ function init() { } }; + /** helper function to turn mouse position into 3D coordinates */ function calculateMousePosToWorld(mousePos){ var vec = new THREE.Vector3(); // create once and reuse var pos = new THREE.Vector3(); // create once and reuse