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/**
* Convenience Function for calculating the distance between two vectors
* because THREE JS Vector functions mutate variables
* @param {Vector3} a - Vector A
* @param {Vector3} b - Vector B
*/
function vectorLength(a, b) {
let v1 = new THREE.Vector3();
v1.set(a.x, a.y, a.z);
let v2 = new THREE.Vector3();
v2.set(b.x, b.y, b.z);
return v1.sub(v2).length();
}
/**
* Class representing a quad face
* Each face consists of two triangular mesh faces
* containts four indices for determining vertices
* and six springs, one between each of the vertices
*/
export class Face {
a;
b;
c;
d;
springs = [];
constructor(a, b, c, d) {
this.a = a;
this.b = b;
this.c = c;
this.d = d;
}
}
/**
* Class representing a single spring
* has a current and resting length
* and indices to the two connected vertices
*/
export class Spring {
restLength;
currentLength;
index1;
index2;
/**
* set vertex indices
* and calculate inital length based on the
* vertex positions
* @param {Array<Vector3>} vertices
* @param {number} index1
* @param {number} index2
*/
constructor(vertices, index1, index2) {
this.index1 = index1;
this.index2 = index2;
let length = vectorLength(vertices[index1], vertices[index2]);
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;
}
}
/**
* Class representing a single piece of cloth
* contains THREE JS geometry,
* logically represented by an array of adjacent faces
* and vertex weights which are accessed by the same
* indices as the vertices in the Mesh
*/
export class Cloth {
VertexWeight = 1;
geometry = new THREE.Geometry();
faces = [];
vertexWeights = [];
/**
* creates a rectangular piece of cloth
* takes the size of the cloth
* and the number of vertices it should be composed of
* @param {number} width - width of the cloth
* @param {number} height - height of the cloth
* @param {number} numPointsWidth - number of vertices in horizontal direction
* @param {number} numPointsHeight - number of vertices in vertical direction
*/
createBasic(width, height, numPointsWidth, numPointsHeight) {
/** resulting vertices and faces */
let vertices = [];
let faces = [];
/**
* distance between two vertices horizontally/vertically
* divide by the number of points minus one
* because there are (n - 1) lines between n vertices
*/
let stepWidth = width / (numPointsWidth - 1);
let stepHeight = height / (numPointsHeight - 1);
/**
* iterate over the number of vertices in x/y axis
* and add a new Vector3 to "vertices"
*/
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)
);
}
}
/**
* helper function to calculate index of vertex
* in "vertices" array based on its x and y positions
* in the mesh
* @param {number} x - x index of vertex
* @param {number} y - y index of vertex
*/
function getVertexIndex(x, y) {
return y * numPointsWidth + x;
}
/**
* generate faces based on 4 vertices
* and 6 springs each
*/
for (let y = 0; y < numPointsHeight - 1; y++) {
for (let x = 0; x < numPointsWidth - 1; x++) {
let newFace = new Face(
getVertexIndex(x, y),
getVertexIndex(x, y + 1),
getVertexIndex(x + 1, y),
getVertexIndex(x + 1, y + 1),
);
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y)));
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1)));
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1)));
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);
}
}
/**
* call createExplicit
* with generated vertices and faces
*/
this.createExplicit(vertices, faces);
}
/**
* Generate THREE JS Geometry
* (list of vertices and list of indices representing triangles)
* and calculate the weight of each face and split it between
* surrounding vertices
* @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);
}
/**
* copy faces,
* generate two triangles per face,
* calculate weight of face as its area
* and split between the 4 vertices
*/
for (let i in faces) {
let face = faces[i];
/** copy faces to class member */
this.faces.push(face);
/** generate triangles */
this.geometry.faces.push(new THREE.Face3(
face.a, face.b, face.c
));
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
*/
let xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.a]);
let yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.a]);
let weight = xLength * yLength / 2;
xLength = vectorLength(this.geometry.vertices[face.b], this.geometry.vertices[face.d]);
yLength = vectorLength(this.geometry.vertices[face.c], this.geometry.vertices[face.d]);
weight += xLength * yLength / 2;
/**
* split weight equally between four surrounding vertices
*/
this.vertexWeights[face.a] += weight / 4;
this.vertexWeights[face.b] += weight / 4;
this.vertexWeights[face.c] += weight / 4;
this.vertexWeights[face.d] += weight / 4;
}
/**
* let THREE JS compute bounding sphere around generated mesh
* needed for View Frustum Culling internally
*/
this.geometry.computeBoundingSphere();
}
/**
* generate a debug mesh for visualizing
* vertices and springs of the cloth
* and add it to scene for rendering
* @param {Scene} scene - Scene to add Debug Mesh to
*/
createDebugMesh(scene) {
/**
* helper function to generate a single line
* between two Vertices with a given color
* @param {Vector3} from
* @param {Vector3} to
* @param {number} color
*/
function addLine(from, to, color) {
let geometry = new THREE.Geometry();
geometry.vertices.push(from);
geometry.vertices.push(to);
let material = new THREE.LineBasicMaterial({ color: color, linewidth: 10 });
let line = new THREE.Line(geometry, material);
line.renderOrder = 1;
scene.add(line);
}
/**
* helper function to generate a small sphere
* at a given Vertex Position with color
* @param {Vector3} point
* @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);
sphere.position.set(point.x, point.y, point.z);
scene.add(sphere);
}
let lineColor = 0x000000;
let pointColor = 0xff00000;
/**
* generate one line for each of the 6 springs
* and one point for each of the 4 vertices
* for all of the faces
*/
for (let i in this.faces) {
let face = this.faces[i];
addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.b], lineColor);
addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.c], lineColor);
addLine(this.geometry.vertices[face.a], this.geometry.vertices[face.d], lineColor);
addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.c], lineColor);
addLine(this.geometry.vertices[face.b], this.geometry.vertices[face.d], lineColor);
addLine(this.geometry.vertices[face.c], this.geometry.vertices[face.d], lineColor);
addPoint(this.geometry.vertices[face.a], pointColor);
addPoint(this.geometry.vertices[face.b], pointColor);
addPoint(this.geometry.vertices[face.c], pointColor);
addPoint(this.geometry.vertices[face.d], pointColor);
}
}
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;
}
}
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