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-rw-r--r--Scripts/cloth.js178
1 files changed, 164 insertions, 14 deletions
diff --git a/Scripts/cloth.js b/Scripts/cloth.js
index e84facc..9389ef6 100644
--- a/Scripts/cloth.js
+++ b/Scripts/cloth.js
@@ -46,12 +46,12 @@ export class Spring {
index1;
index2;
-
+
/**
* set vertex indices
* and calculate inital length based on the
* vertex positions
- * @param {Array of Vector3} vertices
+ * @param {Array<Vector3>} vertices
* @param {number} index1
* @param {number} index2
*/
@@ -63,6 +63,19 @@ export class Spring {
this.restLength = length;
this.currentLength = length;
}
+
+ getDirection(vertices) {
+ let direction = new THREE.Vector3(
+ vertices[this.index1].x,
+ vertices[this.index1].y,
+ vertices[this.index1].z
+ );
+
+ direction.sub(vertices[this.index2]);
+ direction.divideScalar(vectorLength(vertices[this.index1], vertices[this.index2]));
+
+ return direction;
+ }
}
/**
@@ -81,7 +94,8 @@ export class Cloth {
vertexWeights = [];
-
+
+
/**
* creates a rectangular piece of cloth
* takes the size of the cloth
@@ -126,7 +140,7 @@ export class Cloth {
function getVertexIndex(x, y) {
return y * numPointsWidth + x;
}
-
+
/**
* generate faces based on 4 vertices
* and 6 springs each
@@ -146,7 +160,7 @@ export class Cloth {
newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1)));
newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1)));
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1)));
-
+
faces.push(newFace);
}
}
@@ -163,15 +177,17 @@ export class Cloth {
* (list of vertices and list of indices representing triangles)
* and calculate the weight of each face and split it between
* surrounding vertices
- * @param {Array of Vector3} vertices
- * @param {Array of Face} faces
+ * @param {Array<Vector3>} vertices
+ * @param {Array<Face>} faces
*/
createExplicit(vertices, faces) {
+
/**
* Copy vertices and initialize vertex weights to 0
*/
for (let i in vertices) {
this.geometry.vertices.push(vertices[i]);
+ this.previousPositions.push(vertices[i]);
this.vertexWeights.push(0);
}
/**
@@ -193,7 +209,7 @@ export class Cloth {
this.geometry.faces.push(new THREE.Face3(
face.c, face.b, face.d
));
-
+
/**
* calculate area of face as combined area of
* its two composing triangles
@@ -240,7 +256,7 @@ export class Cloth {
let geometry = new THREE.Geometry();
geometry.vertices.push(from);
geometry.vertices.push(to);
- let material = new THREE.LineBasicMaterial( { color: color, linewidth: 10 } );
+ let material = new THREE.LineBasicMaterial({ color: color, linewidth: 10 });
let line = new THREE.Line(geometry, material);
line.renderOrder = 1;
scene.add(line);
@@ -252,11 +268,11 @@ export class Cloth {
* @param {number} color
*/
function addPoint(point, color) {
- const geometry = new THREE.SphereGeometry( 0.05, 32, 32 );
- const material = new THREE.MeshBasicMaterial( { color: color } );
- const sphere = new THREE.Mesh( geometry, material );
+ const geometry = new THREE.SphereGeometry(0.05, 32, 32);
+ const material = new THREE.MeshBasicMaterial({ color: color });
+ const sphere = new THREE.Mesh(geometry, material);
sphere.position.set(point.x, point.y, point.z);
- scene.add( sphere );
+ scene.add(sphere);
}
let lineColor = 0x000000;
@@ -282,4 +298,138 @@ export class Cloth {
addPoint(this.geometry.vertices[face.d], pointColor);
}
}
-} \ No newline at end of file
+
+ previousPositions = [];
+ time = 0;
+ /**
+ *
+ * @param {number} dt
+ */
+ simulate(dt) {
+
+
+
+ for (let i in this.geometry.vertices) {
+ let currentPosition;
+ let acceleration = this.getAcceleration(i, dt);
+
+ currentPosition = this.verlet(this.geometry.vertices[i], this.previousPositions[i], acceleration, dt/2000);
+
+ this.previousPositions[i] = currentPosition;
+ this.geometry.vertices[i] = currentPosition;
+
+ }
+ console.log(this.geometry.vertices[0]);
+ this.time += dt;
+
+ /**
+ * let THREE JS compute bounding sphere around generated mesh
+ * needed for View Frustum Culling internally
+ */
+
+ this.geometry.verticesNeedUpdate = true;
+ this.geometry.elementsNeedUpdate = true;
+ this.geometry.computeBoundingSphere();
+
+ }
+
+
+
+/**
+ * Equation of motion for each vertex which represents the acceleration
+ * @param {number} vertexIndex The index of the current vertex whose acceleration should be calculated
+ * @param {number} dt The time passed since last frame
+ */
+getAcceleration(vertexIndex, dt) {
+
+ let vertex = this.geometry.vertices[vertexIndex];
+
+ // Mass of vertex
+ let M = this.vertexWeights[vertexIndex];
+ // constant gravity
+ let g = new THREE.Vector3(0, -1.8, 0);
+ // stiffness
+ let k = 5;
+
+ // Wind vector
+ let fWind = new THREE.Vector3(
+ Math.sin(vertex.x * vertex.y * this.time),
+ Math.cos(vertex.z* this.time),
+ Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))
+ );
+
+ /**
+ * constant determined by the properties of the surrounding fluids (air)
+ * achievement of cloth effects through try out
+ * */
+ let a = 1;
+
+ let velocity = new THREE.Vector3(
+ (vertex.x - this.previousPositions[vertexIndex].x) / dt,
+ (vertex.y - this.previousPositions[vertexIndex].y) / dt,
+ (vertex.z - this.previousPositions[vertexIndex].z) / dt
+ );
+
+
+ let fAirResistance = velocity.multiplyScalar(-a);
+
+ let springSum = new THREE.Vector3(0, 0, 0);
+
+ // Get the bounding springs and add them to the needed springs
+ for (let i in this.faces) {
+ if (this.faces[i].a == vertexIndex || this.faces[i].b == vertexIndex || this.faces[i].c == vertexIndex || this.faces[i].d == vertexIndex) {
+ for (let j in this.faces[i].springs) {
+ if (this.faces[i].springs[j].index1 == vertexIndex || this.faces[i].springs[j].index2 == vertexIndex) {
+
+ let spring = this.faces[i].springs[j];
+ let springDirection = spring.getDirection(this.geometry.vertices);
+
+
+ if (this.faces[i].springs[j].index1 == vertexIndex)
+ springDirection.multiplyScalar(-1);
+
+ springSum.add(springDirection.multiplyScalar(k * (spring.currentLength - spring.restLength)));
+
+ }
+ }
+ }
+ }
+
+
+ let result = new THREE.Vector3(1, 1, 1);
+
+
+ result.multiplyScalar(M).multiply(g).add(fWind).add(fAirResistance).sub(springSum);
+
+
+ return result;
+
+
+}
+
+/**
+ * The Verlet algorithm as an integrator
+ * to get the next position of a vertex
+ * @param {Vector3} currentPosition
+ * @param {Vector3} previousPosition
+ * @param {Vector3} acceleration
+ * @param {number} passedTime The delta time since last frame
+ */
+verlet(currentPosition, previousPosition, acceleration, passedTime) {
+ // verlet algorithm
+ // next position = 2 * current Position - previous position + acceleration * (passed time)^2
+ // acceleration (dv/dt) = F(net)
+ // Dependency for one vertex: gravity, fluids/air, springs
+
+ 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;
+}
+
+
+}
+