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path: root/Scripts/cloth.js
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const MASS = 0.1;

class Constraint {
  constructor(p1, p2, distance) {
    this.p1 = p1;
    this.p2 = p2;
    this.distance = distance;
  }
}

class Particle {
  constructor(x, y, z, mass) {
    this.position = new THREE.Vector3(x, y, z);
    this.previous = new THREE.Vector3(x, y, z);
    this.acceleration = new THREE.Vector3(0, 0, 0);
    this.mass = mass;
  }
  addForce(force) {

  }
  verlet(dt) {

  }
}

class Cloth {
  constructor(width, height, numPointsWidth, numPointsHeight) {
    this.width = width;
    this.height = height;
    this.numPointsWidth = numPointsWidth;
    this.numPointsHeight = numPointsHeight;

    /**
     * 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 Particle to "particles"
     */
    this.particles = [];
    for (let y = 0; y < numPointsHeight; y++) {
      for (let x = 0; x < numPointsWidth; x++) {
        this.particles.push(
          new Particle(
            (x - ((numPointsWidth-1)/2)) * stepWidth,
            height - (y + ((numPointsHeight-1)/2)) * stepHeight,
            0,
            MASS)
        );
      }
    }

    const REST_DIST_X = width / (numPointsWidth-1);
    const REST_DIST_Y = height / (numPointsHeight-1);

    /**
     * generate constraints (springs)
     */
    this.constraints = [];
    for (let y = 0; y < numPointsHeight; y++) {
      for (let x = 0; x < numPointsWidth; x++) {
        if (x < numPointsWidth-1) {
          this.constraints.push(new Constraint(
            this.particles[this.getVertexIndex(x, y)],
            this.particles[this.getVertexIndex(x+1, y)],
            REST_DIST_X
          ));
        }
        if (x < numPointsWidth-1) {
          this.constraints.push(new Constraint(
            this.particles[this.getVertexIndex(x, y)],
            this.particles[this.getVertexIndex(x, y+1)],
            REST_DIST_Y
          ));
        }
      }
    }
  }
  generateGeometry() {
    const geometry = new THREE.BufferGeometry();

    const vertices = [];
    const normals = [];
    const indices = [];

    for (let particle of this.particles) {
      vertices.push(
        particle.position.x,
        particle.position.y,
        particle.position.z);
    }

    const numPointsWidth = this.numPointsWidth;
    const numPointsHeight = this.numPointsHeight;

    /**
     * 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++) {
        indices.push(
          this.getVertexIndex(x, y),
          this.getVertexIndex(x+1, y),
          this.getVertexIndex(x+1, y+1)
        );
        indices.push(
          this.getVertexIndex(x, y),
          this.getVertexIndex(x+1, y+1),
          this.getVertexIndex(x, y+1)
        );
      }
    }

    geometry.setIndex(indices);
    geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3));
    //geometry.setAttribute('normal', new THREE.Float32BufferAttribute(normals, 3));
    geometry.computeBoundingSphere();
    geometry.computeVertexNormals();

    return geometry;
  }
  updateGeometry(geometry) {

  }
  satisfyConstraints() {

  }
  simulate() {

  }
  /**
   * 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
   */
  getVertexIndex(x, y) {
    return y * this.numPointsWidth + x;
  }
}