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class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
add(that) {
return new Point(
this.x + that.x,
this.y + that.y
);
}
sub(that) {
return new Point(
this.x - that.x,
this.y - that.y
);
}
dist(that) {
let a = this.x - that.x;
let b = this.y - that.y;
return Math.sqrt(a * a + b * b)
}
}
/**
* 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
*/
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
*/
class Spring {
restLength;
currentLength;
index1;
index2;
/**
* set vertex indices
* and calculate inital length based on the
* vertex positions
* @param {Array of 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;
}
}
/**
* 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
*/
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 of Vector3} vertices
* @param {Array of 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.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);
}
}
}
/**
* setup THREE JS Scene, Camera and Renderer
*/
function setup_scene() {
const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, window.innerWidth / (window.innerHeight - canvasSpace), 0.1, 1000);
const renderer = new THREE.WebGLRenderer();
/** size canvas to leave some space for UI */
renderer.setSize(window.innerWidth, window.innerHeight - canvasSpace);
/** embed canvas in HTML */
document.getElementById("threejscontainer").appendChild(renderer.domElement);
/** add global light */
const directionalLight = new THREE.DirectionalLight(0xffffff, 1);
scene.add(directionalLight);
/** position camera */
camera.position.y = 5;
camera.position.z = 10;
return [scene, camera];
}
function init() {
let mousePos = new Point();
/**
* Space left empty under canvas
* for UI elements
*/
const canvasSpace = 200;
/** Setup scene */
let [scene, camera] = setup_scene();
/** setup cloth and generate debug mesh */
let cloth = new Cloth();
cloth.createBasic(10, 10, 5, 5);
cloth.createDebugMesh(scene);
const material = new THREE.MeshBasicMaterial({ color: 0x0000ff });
const mesh = new THREE.Mesh(cloth.geometry, material);
scene.add(mesh);
/**
* function called every frame
* @param {number} dt - time passed since last frame
*/
function animate(dt) {
requestAnimationFrame(animate);
renderer.render(scene, camera);
}
/** add callback for window resize */
let canvas = document.getElementsByTagName("canvas")[0];
let resize = function () {
w = window.innerWidth;
h = window.innerHeight - 200;
canvas.width = w;
canvas.height = h;
}
window.onresize = resize;
resize();
/**
* if canvas has been successfully initialized
* start rendering
*/
if (canvas.getContext) {
animate(performance.now());
}
/** add mouse move callback */
canvas.onmousemove = (evt) => {
mousePos.x = evt.clientX;
mousePos.y = evt.clientY;
};
}
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