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const DAMPING = 0.03;
const DRAG = 1 - DAMPING;
const MASS = 0.35;
const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);
const K = 1;
const options = {
wind: true,
};
class Constraint {
constructor(p1, p2, restDist) {
this.p1 = p1;
this.p2 = p2;
this.restDist = restDist;
}
satisfy() {
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));
const correction = diff.multiplyScalar((currentDist - this.restDist) / currentDist);
correction.multiplyScalar(K);
correction.clampLength(0, 1);
const correctionHalf = correction.multiplyScalar(0.5);
if (this.p1.movable && this.p2.movable) {
this.p1.position.add(correctionHalf);
this.p2.position.sub(correctionHalf);
} else if (! this.p1.movable && this.p2.movable) {
this.p2.position.sub(correction);
} else if (this.p1.movable && ! this.p2.movable) {
this.p1.position.add(correction);
}
}
}
class Particle {
movable = true;
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) {
this.acceleration.add(
force.clone().multiplyScalar(1/this.mass)
);
}
verlet(dt) {
// verlet algorithm
// next position = 2 * current Position - previous position + acceleration * (passed time)^2
// acceleration (dv/dt) = F(net)
const nextPosition = this.position.clone().sub(this.previous);
nextPosition.multiplyScalar(DRAG);
nextPosition.add(this.position);
nextPosition.add(this.acceleration.multiplyScalar(dt*dt));
if (this.movable) {
this.previous = this.position;
this.position = nextPosition;
}
this.acceleration.set(0, 0, 0);
}
}
class Cloth {
constructor(width, height, numPointsWidth, numPointsHeight) {
this.width = width;
this.height = height;
this.numPointsWidth = numPointsWidth;
this.numPointsHeight = numPointsHeight;
this.windFactor = new THREE.Vector3(5, 2, 2);
/**
* 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)
);
}
}
//this.particles[this.getVertexIndex(0, 0)].movable = false;
const n = 3;
for (let i = 0; i <= n; i++)
this.particles[this.getVertexIndex(0, Math.floor((numPointsHeight-1)*(i/n)))].movable = false;
//this.particles[this.getVertexIndex(0, numPointsHeight-1)].movable = false;
//this.particles[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;
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 (y < numPointsHeight-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) {
const positions = geometry.attributes.position.array;
for (let i in this.particles) {
let p = this.particles[i];
positions[i*3+0] = p.position.x;
positions[i*3+1] = p.position.y;
positions[i*3+2] = p.position.z;
}
geometry.attributes.position.needsUpdate = true;
geometry.computeBoundingSphere();
geometry.computeVertexNormals();
}
simulate(dt) {
let now = performance.now();
for (let particle of this.particles) {
let vertex = particle.position;
let fWind = new THREE.Vector3(
this.windFactor.x * (Math.sin(vertex.x * vertex.y * now)+1),
this.windFactor.y * Math.cos(vertex.z * now),
this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))
);
// normalize then multiply?
if (options.wind)
particle.addForce(fWind);
// calculate wind with normal?
particle.addForce(GRAVITY);
particle.verlet(dt);
}
for (let constraint of this.constraints) {
constraint.satisfy();
}
//console.log(tmpCorrection);
}
/**
* 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;
}
}
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