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| author | patrick-scho | 2025-04-17 22:22:14 +0200 |
|---|---|---|
| committer | patrick-scho | 2025-04-17 22:22:14 +0200 |
| commit | 959c350fb8cddf7d1b31907fcc1f7f99dad52f3e (patch) | |
| tree | ce2f5e05082aa0536bad3d87dce424a3d3b2db93 /Scripts/_cloth.js | |
| parent | f97f4ee25759ffaa6a4d4709f45fc8b7b5b24973 (diff) | |
| download | cloth_sim-959c350fb8cddf7d1b31907fcc1f7f99dad52f3e.tar.gz cloth_sim-959c350fb8cddf7d1b31907fcc1f7f99dad52f3e.zip | |
Diffstat (limited to 'Scripts/_cloth.js')
| -rw-r--r-- | Scripts/_cloth.js | 621 |
1 files changed, 0 insertions, 621 deletions
diff --git a/Scripts/_cloth.js b/Scripts/_cloth.js deleted file mode 100644 index 546f7d3..0000000 --- a/Scripts/_cloth.js +++ /dev/null @@ -1,621 +0,0 @@ -/**
- * 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;
-
- windFactor = new THREE.Vector3(0, 0, 0);
-
- /**
- * 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.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 Vector3 to "vertices"
- */
- for (let y = 0; y < numPointsHeight; y++) {
- for (let x = 0; x < numPointsWidth; x++) {
- vertices.push(
- new THREE.Vector3((x - ((numPointsWidth-1)/2)) * stepWidth, height - (y + ((numPointsHeight-1)/2)) * 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.fixedPoints.push(getVertexIndex(0, 0));
- this.fixedPoints.push(getVertexIndex(0, 19));
- }
-
- /**
- * 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;
-
- weight *= 10;
-
- /**
- * 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 = Math.min(this.width / this.numPointsWidth, this.height / this.numPointsHeight);
- 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);
- if (!(this.fixedPoints.includes(i) || this.fixedPoints.includes(j))) {
- this.geometry.vertices[i].add(diff);
- this.geometry.vertices[j].sub(diff);
- }
- }
- }
- }
-}
-
-/**
- * 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 = 1000;
-
- // Wind vector
- let fWind = new THREE.Vector3(
- this.windFactor.x * (Math.sin(vertex.x * vertex.y * this.time)+1),
- this.windFactor.y * Math.cos(vertex.z * this.time),
- this.windFactor.z * Math.sin(Math.cos(5 * vertex.x * vertex.y * vertex.z))
- );
- //console.log(fWind);
-
- /**
- * 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 = 0.97;
- 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;
-}
-
-}
-
|
