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const DAMPING = 0.03;
const DRAG = 1 - DAMPING;
const MASS = 0.1;
const GRAVITY = new THREE.Vector3(0, -9.81 * MASS, 0);
const K = 1;
const MAX_STRETCH = 1.5;
// Explosion am Anfang
// Intersect mit Velocity?
// Wind/Ziehen
const options = {
wind: true,
};
class Spring {
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);
if (currentDist >= this.restDist * MAX_STRETCH) {
}
//correction.clampLength(0, 1);
const correctionHalf = correction.multiplyScalar(0.5);
let p1movable = this.p1.movable && this.p1.movableTmp;
let p2movable = this.p2.movable && this.p2.movableTmp;
if (p1movable && p2movable) {
this.p1.position.add(correctionHalf);
this.p2.position.sub(correctionHalf);
} else if (! p1movable && p2movable) {
this.p2.position.sub(correction);
} else if (p1movable && ! p2movable) {
this.p1.position.add(correction);
}
}
}
class Mass {
movableTmp = true;
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.movableTmp) {
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(3, 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 "masses"
*/
this.masses = [];
for (let y = 0; y < numPointsHeight; y++) {
for (let x = 0; x < numPointsWidth; x++) {
this.masses.push(
new Mass(
(x - ((numPointsWidth-1)/2)) * stepWidth,
height - (y + ((numPointsHeight-1)/2)) * stepHeight,
0,
MASS)
);
}
}
//this.masses[this.getVertexIndex(0, 0)].movable = false;
const n = 3;
for (let i = 0; i < numPointsHeight; i++)
this.masses[this.getVertexIndex(0, i)].movable = false;
//this.masses[this.getVertexIndex(0, numPointsHeight-1)].movable = false;
//this.masses[this.getVertexIndex(numPointsWidth-1, 0)].movable = false;
const REST_DIST_X = width / (numPointsWidth-1);
const REST_DIST_Y = height / (numPointsHeight-1);
/**
* generate springs (springs)
*/
this.springs = [];
for (let y = 0; y < numPointsHeight; y++) {
for (let x = 0; x < numPointsWidth; x++) {
if (x < numPointsWidth-1) {
this.springs.push(new Spring(
this.masses[this.getVertexIndex(x, y)],
this.masses[this.getVertexIndex(x+1, y)],
REST_DIST_X
));
}
if (y < numPointsHeight-1) {
this.springs.push(new Spring(
this.masses[this.getVertexIndex(x, y)],
this.masses[this.getVertexIndex(x, y+1)],
REST_DIST_Y
));
}
}
}
}
generateGeometry() {
const geometry = new THREE.BufferGeometry();
const vertices = [];
const indices = [];
const uvs = [];
for (let i in this.masses) {
let particle = this.masses[i];
vertices.push(
particle.position.x,
particle.position.y,
particle.position.z);
uvs.push(
this.getX(i) / (this.numPointsWidth-1),
1 - (this.getY(i) / (this.numPointsHeight-1))
);
}
/**
* generate faces based on 4 vertices
* and 6 springs each
*/
for (let y = 0; y < this.numPointsHeight - 1; y++) {
for (let x = 0; x < this.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('uv', new THREE.Float32BufferAttribute(uvs, 2));
geometry.computeBoundingSphere();
geometry.computeVertexNormals();
return geometry;
}
updateGeometry(geometry) {
const positions = geometry.attributes.position.array;
for (let i in this.masses) {
let p = this.masses[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 mass of this.masses) {
let vertex = mass.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)
mass.addForce(fWind);
// calculate wind with normal?
mass.addForce(GRAVITY);
mass.verlet(dt);
}
for (let constraint of this.springs) {
constraint.satisfy();
}
this.intersect();
}
intersect() {
for (let i in this.masses) {
for (let j in this.masses) {
let p1 = this.masses[i];
let p2 = this.masses[j];
p1.movableTmp = true;
p2.movableTmp = true;
if (i == j || (Math.abs(this.getX(i) - this.getX(j)) == 1 && Math.abs(this.getY(i) - this.getY(j)) == 1))
continue;
let dist = p1.position.distanceTo(p2.position);
let collisionDistance = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);
// collisionDistance /= 2;
if (dist < collisionDistance) {
// p1.movableTmp = false;
// p2.movableTmp = false;
let diffP2P1 = p1.position.clone().sub(p2.position).normalize();
diffP2P1.multiplyScalar((collisionDistance - dist) * 1.001 / 2);
let diffP1P2 = diffP2P1.clone().multiplyScalar(-1);
// let v1 = p1.position.clone().sub(p1.previous).normalize();
// let v2 = p2.position.clone().sub(p2.previous).normalize();
// let factor1 = (Math.PI - Math.acos(v1.dot(diffP2P1))) / Math.PI * 2;
// let factor2 = (Math.PI - Math.acos(v2.dot(diffP1P2))) / Math.PI * 2;
if (p1.movable)
p1.position.add(diffP2P1);
//p1.position.add(diffP2P1.multiplyScalar(factor1));
if (p2.movable)
p2.position.add(diffP1P2);
//p2.position.add(diffP1P2.multiplyScalar(factor2));
}
}
}
}
blow(camPos, intersects) {
let face = intersects[0].face;
let dir = intersects[0].point.clone().sub(camPos).multiplyScalar(100);
this.masses[face.a].addForce(dir);
this.masses[face.b].addForce(dir);
this.masses[face.c].addForce(dir);
}
drag(mousePosWorld, index) {
let dir = mousePosWorld.clone().sub(this.masses[index].position).multiplyScalar(200);
this.masses[index].addForce(dir);
}
/**
* 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;
}
getX(i) { return i % this.numPointsWidth; }
getY(i) { return Math.floor(i / this.numPointsWidth); }
}
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