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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.copy(a);
let v2 = new THREE.Vector3();
v2.copy(b);
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();
direction.copy(vertices[this.index1]);
direction.sub(vertices[this.index2]);
direction.divideScalar(vectorLength(vertices[this.index1], vertices[this.index2]));
return direction;
}
update(vertices) {
let length = vectorLength(vertices[this.index1], vertices[this.index2]);
this.currentLength = length;
}
}
/**
* 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 = [];
vertexRigidness = [];
fixedPoints = [];
externalForces = [];
windForce = 50;
/**
* 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 = [];
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 Vector3 to "vertices"
*/
for (let y = 0; y < numPointsHeight; y++) {
for (let x = 0; x < numPointsWidth; x++) {
vertices.push(
new THREE.Vector3((x - (numPointsWidth/2)) * 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))); // oben
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x, y + 1))); // links
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y), getVertexIndex(x + 1, y + 1))); // oben links -> unten rechts diagonal
newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x, y + 1))); // oben rechts -> unten links diagonal
newFace.springs.push(new Spring(vertices, getVertexIndex(x + 1, y), getVertexIndex(x + 1, y + 1))); // rechts
newFace.springs.push(new Spring(vertices, getVertexIndex(x, y + 1), getVertexIndex(x + 1, y + 1))); // unten
faces.push(newFace);
}
}
/**
* call createExplicit
* with generated vertices and faces
*/
this.createExplicit(vertices, faces);
/**
* hand cloth from left and right upper corners
*/
//this.vertexRigidness[0] = true;
//this.vertexRigidness[numPointsWidth * (numPointsHeight - 1)] = true;
this.fixedPoints.push(getVertexIndex(8, 10));
this.fixedPoints.push(getVertexIndex(12, 9));
}
/**
* 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].clone());
this.previousPositions.push(vertices[i].clone());
// this.geometry.vertices.push(vertices[i]);
// this.previousPositions.push(vertices[i]);
this.vertexWeights.push(0);
this.vertexRigidness.push(false);
this.externalForces.push(new THREE.Vector3(0,0,0));
}
/**
* 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();
this.geometry.computeFaceNormals();
this.geometry.computeVertexNormals();
}
/**
* 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 time in seconds since last frame
*/
simulate(dt) {
for (let i in this.geometry.vertices) {
let acceleration = this.getAcceleration(i, dt);
//acceleration.clampLength(0, 10);
if (Math.abs(acceleration.length()) <= 10e-4) {
acceleration.set(0, 0, 0);
}
let currentPosition = this.verlet(this.geometry.vertices[i].clone(), this.previousPositions[i].clone(), acceleration, dt);
//let currentPosition = this.euler(this.geometry.vertices[i], acceleration, dt);
this.previousPositions[i].copy(this.geometry.vertices[i]);
this.geometry.vertices[i].copy(currentPosition);
}
this.checkIntersect();
this.time += dt;
for (let face of this.faces) {
for (let spring of face.springs) {
spring.update(this.geometry.vertices);
}
}
/**
* 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();
this.geometry.computeFaceNormals();
this.geometry.computeVertexNormals();
}
checkIntersect() {
let npw = this.numPointsWidth;
function getX(i, ) { return i % npw; }
function getY(i) { return Math.floor(i / npw); }
for (let i in this.geometry.vertices) {
for (let j in this.geometry.vertices) {
this.vertexRigidness[i] = false;
this.vertexRigidness[j] = false;
if (i == j || (Math.abs(getX(i) - getX(j)) == 1 && Math.abs(getY(i) - getY(j)) == 1))
continue;
let posI = this.geometry.vertices[i];
let posJ = this.geometry.vertices[j];
let dist = posI.distanceTo(posJ);
const collisionDistance = 0.5;
if (dist < collisionDistance) {
this.vertexRigidness[i] = true;
this.vertexRigidness[j] = true;
let diff = this.geometry.vertices[i].clone().sub(this.geometry.vertices[j]).normalize().multiplyScalar((collisionDistance - dist) * 1.001 / 2);
this.geometry.vertices[i].add(diff);
this.geometry.vertices[j].sub(diff);
console.log(this.geometry.vertices[i].distanceTo(this.geometry.vertices[j]));
}
}
}
}
/**
* 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) {
if (this.fixedPoints.includes(parseInt(vertexIndex)) ||
this.vertexRigidness[vertexIndex]) {
return new THREE.Vector3(0, 0, 0);
}
let externalForce = this.externalForces[vertexIndex];
let vertex = this.geometry.vertices[vertexIndex];//.add(externalForce);
// Mass of vertex
let M = this.vertexWeights[vertexIndex];
// constant gravity
let g = new THREE.Vector3(0, -9.8, 0);
// stiffness
let k = 500;
// 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 = 0.1;
let velocity = new THREE.Vector3(
(this.previousPositions[vertexIndex].x - vertex.x) / dt,
(this.previousPositions[vertexIndex].y - vertex.y) / dt,
(this.previousPositions[vertexIndex].z - vertex.z) / dt
);
//console.log(velocity, vertex, this.previousPositions[vertexIndex]);
let fAirResistance = velocity.multiply(velocity).multiplyScalar(-a);
let springSum = new THREE.Vector3(0, 0, 0);
// Get the bounding springs and add them to the needed springs
// TODO: optimize
const numPointsX = this.numPointsWidth;
const numPointsY = this.numPointsHeight;
const numFacesX = numPointsX - 1;
const numFacesY = numPointsY - 1;
function getFaceIndex(x, y) {
return y * numFacesX + x;
}
let indexX = vertexIndex % numPointsX;
let indexY = Math.floor(vertexIndex / numPointsX);
let springs = [];
// 0 oben
// 1 links
// 2 oben links -> unten rechts diagonal
// 3 oben rechts -> unten links diagonal
// 4 rechts
// 5 unten
let ul = indexX > 0 && indexY < numPointsY - 1;
let ur = indexX < numPointsX - 1 && indexY < numPointsY - 1;
let ol = indexX > 0 && indexY > 0;
let or = indexX < numPointsX - 1 && indexY > 0;
if (ul) {
let faceUL = this.faces[getFaceIndex(indexX - 1, indexY)];
springs.push(faceUL.springs[3]);
if (!ol)
springs.push(faceUL.springs[0]);
springs.push(faceUL.springs[4]);
}
if (ur) {
let faceUR = this.faces[getFaceIndex(indexX, indexY)];
springs.push(faceUR.springs[2]);
if (!or)
springs.push(faceUR.springs[0]);
if (!ul)
springs.push(faceUR.springs[1]);
}
if (ol) {
let faceOL = this.faces[getFaceIndex(indexX - 1, indexY - 1)];
springs.push(faceOL.springs[2]);
springs.push(faceOL.springs[4]);
springs.push(faceOL.springs[5]);
}
if (or) {
let faceOR = this.faces[getFaceIndex(indexX , indexY - 1)];
springs.push(faceOR.springs[3]);
if (!ol)
springs.push(faceOR.springs[1]);
springs.push(faceOR.springs[5]);
}
for (let spring of springs) {
let springDirection = spring.getDirection(this.geometry.vertices);
if (spring.index1 == vertexIndex)
springDirection.multiplyScalar(-1);
springSum.add(springDirection.multiplyScalar(k * (spring.restLength - spring.currentLength)));
}
let result = new THREE.Vector3(1, 1, 1);
result.multiplyScalar(M).multiply(g).add(fWind).add(externalForce).add(fAirResistance).sub(springSum);
document.getElementById("Output").innerText = "SpringSum: " + Math.floor(springSum.y);
let threshold = 1;
let forceReduktion = 0.8;
if(Math.abs(externalForce.z) > threshold){
externalForce.z *= forceReduktion;
} else {
externalForce.z = 0;
}
if(Math.abs(externalForce.y) > threshold){
externalForce.y *= forceReduktion;
} else {
externalForce.y = 0;
}
if(Math.abs(externalForce.x) > threshold){
externalForce.x *= forceReduktion;
} else {
externalForce.x = 0;
}
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
const DRAG = 0.96;
let nextPosition = new THREE.Vector3(
(currentPosition.x - previousPosition.x) * DRAG + currentPosition.x + acceleration.x * (passedTime * passedTime),
(currentPosition.y - previousPosition.y) * DRAG + currentPosition.y + acceleration.y * (passedTime * passedTime),
(currentPosition.z - previousPosition.z) * DRAG + currentPosition.z + acceleration.z * (passedTime * passedTime),
);
// 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;
}
euler(currentPosition, acceleration, passedTime) {
let nextPosition = new THREE.Vector3(
currentPosition.x + acceleration.x * passedTime,
currentPosition.y + acceleration.y * passedTime,
currentPosition.z + acceleration.z * passedTime,
);
return nextPosition;
}
wind(intersects) {
let intersect = intersects[0];
this.externalForces[intersect.face.a].z -= this.windForce;
this.externalForces[intersect.face.b].z -= this.windForce;
this.externalForces[intersect.face.c].z -= this.windForce;
}
mousePressed = false;
mouseMoved = false;
intersects;
mousePress(intersects){
this.mousePressed = true;
this.intersects = intersects;
}
mouseMove(mousePos){
this.mouseMoved = true;
if(this.mousePressed){
let intersect = this.intersects[0];
this.externalForces[intersect.face.a].add(mousePos.clone().sub(this.geometry.vertices[intersect.face.a]).multiplyScalar(90));
/*
this.geometry.vertices[intersect.face.a].x = mousePos.x;
this.geometry.vertices[intersect.face.a].y = mousePos.y;
this.geometry.vertices[intersect.face.a].z = mousePos.z;
*/
}
}
mouseRelease(){
this.mousePressed = false;
}
}
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