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| /* | |
| * Cloth Simulation using a relaxed constraints solver | |
| */ | |
| // Suggested Readings | |
| // Advanced Character Physics by Thomas Jakobsen Character | |
| // http://freespace.virgin.net/hugo.elias/models/m_cloth.htm | |
| // http://en.wikipedia.org/wiki/Cloth_modeling | |
| // http://cg.alexandra.dk/tag/spring-mass-system/ | |
| // Real-time Cloth Animation http://www.darwin3d.com/gamedev/articles/col0599.pdf | |
| var DAMPING = 0.03; | |
| var DRAG = 1 - DAMPING; | |
| var MASS = 0.1; | |
| var restDistance = 25; | |
| var xSegs = 10; | |
| var ySegs = 10; | |
| var clothFunction = plane( restDistance * xSegs, restDistance * ySegs ); | |
| var cloth = new Cloth( xSegs, ySegs ); | |
| var GRAVITY = 981 * 1.4; | |
| var gravity = new THREE.Vector3( 0, - GRAVITY, 0 ).multiplyScalar( MASS ); | |
| var TIMESTEP = 18 / 1000; | |
| var TIMESTEP_SQ = TIMESTEP * TIMESTEP; | |
| var pins = []; | |
| var wind = true; | |
| var windStrength = 2; | |
| var windForce = new THREE.Vector3( 0, 0, 0 ); | |
| var ballPosition = new THREE.Vector3( 0, - 45, 0 ); | |
| var ballSize = 60; //40 | |
| var tmpForce = new THREE.Vector3(); | |
| var lastTime; | |
| function plane( width, height ) { | |
| return function ( u, v, target ) { | |
| var x = ( u - 0.5 ) * width; | |
| var y = ( v + 0.5 ) * height; | |
| var z = 0; | |
| target.set( x, y, z ); | |
| }; | |
| } | |
| function Particle( x, y, z, mass ) { | |
| this.position = new THREE.Vector3(); | |
| this.previous = new THREE.Vector3(); | |
| this.original = new THREE.Vector3(); | |
| this.a = new THREE.Vector3( 0, 0, 0 ); // acceleration | |
| this.mass = mass; | |
| this.invMass = 1 / mass; | |
| this.tmp = new THREE.Vector3(); | |
| this.tmp2 = new THREE.Vector3(); | |
| // init | |
| clothFunction( x, y, this.position ); // position | |
| clothFunction( x, y, this.previous ); // previous | |
| clothFunction( x, y, this.original ); | |
| } | |
| // Force -> Acceleration | |
| Particle.prototype.addForce = function ( force ) { | |
| this.a.add( | |
| this.tmp2.copy( force ).multiplyScalar( this.invMass ) | |
| ); | |
| }; | |
| // Performs Verlet integration | |
| Particle.prototype.integrate = function ( timesq ) { | |
| var newPos = this.tmp.subVectors( this.position, this.previous ); | |
| newPos.multiplyScalar( DRAG ).add( this.position ); | |
| newPos.add( this.a.multiplyScalar( timesq ) ); | |
| this.tmp = this.previous; | |
| this.previous = this.position; | |
| this.position = newPos; | |
| this.a.set( 0, 0, 0 ); | |
| }; | |
| var diff = new THREE.Vector3(); | |
| function satisfyConstraints( p1, p2, distance ) { | |
| diff.subVectors( p2.position, p1.position ); | |
| var currentDist = diff.length(); | |
| if ( currentDist === 0 ) return; // prevents division by 0 | |
| var correction = diff.multiplyScalar( 1 - distance / currentDist ); | |
| var correctionHalf = correction.multiplyScalar( 0.5 ); | |
| p1.position.add( correctionHalf ); | |
| p2.position.sub( correctionHalf ); | |
| } | |
| function Cloth( w, h ) { | |
| w = w || 10; | |
| h = h || 10; | |
| this.w = w; | |
| this.h = h; | |
| var particles = []; | |
| var constraints = []; | |
| var u, v; | |
| // Create particles | |
| for ( v = 0; v <= h; v ++ ) { | |
| for ( u = 0; u <= w; u ++ ) { | |
| particles.push( | |
| new Particle( u / w, v / h, 0, MASS ) | |
| ); | |
| } | |
| } | |
| // Structural | |
| for ( v = 0; v < h; v ++ ) { | |
| for ( u = 0; u < w; u ++ ) { | |
| constraints.push( [ | |
| particles[ index( u, v ) ], | |
| particles[ index( u, v + 1 ) ], | |
| restDistance | |
| ] ); | |
| constraints.push( [ | |
| particles[ index( u, v ) ], | |
| particles[ index( u + 1, v ) ], | |
| restDistance | |
| ] ); | |
| } | |
| } | |
| for ( u = w, v = 0; v < h; v ++ ) { | |
| constraints.push( [ | |
| particles[ index( u, v ) ], | |
| particles[ index( u, v + 1 ) ], | |
| restDistance | |
| ] ); | |
| } | |
| for ( v = h, u = 0; u < w; u ++ ) { | |
| constraints.push( [ | |
| particles[ index( u, v ) ], | |
| particles[ index( u + 1, v ) ], | |
| restDistance | |
| ] ); | |
| } | |
| // While many systems use shear and bend springs, | |
| // the relaxed constraints model seems to be just fine | |
| // using structural springs. | |
| // Shear | |
| // var diagonalDist = Math.sqrt(restDistance * restDistance * 2); | |
| // for (v=0;v<h;v++) { | |
| // for (u=0;u<w;u++) { | |
| // constraints.push([ | |
| // particles[index(u, v)], | |
| // particles[index(u+1, v+1)], | |
| // diagonalDist | |
| // ]); | |
| // constraints.push([ | |
| // particles[index(u+1, v)], | |
| // particles[index(u, v+1)], | |
| // diagonalDist | |
| // ]); | |
| // } | |
| // } | |
| this.particles = particles; | |
| this.constraints = constraints; | |
| function index( u, v ) { | |
| return u + v * ( w + 1 ); | |
| } | |
| this.index = index; | |
| } | |
| function simulate( time ) { | |
| if ( ! lastTime ) { | |
| lastTime = time; | |
| return; | |
| } | |
| var i, il, particles, particle, pt, constraints, constraint; | |
| // Aerodynamics forces | |
| if ( wind ) { | |
| var indx; | |
| var normal = new THREE.Vector3(); | |
| var indices = clothGeometry.index; | |
| var normals = clothGeometry.attributes.normal; | |
| particles = cloth.particles; | |
| for ( i = 0, il = indices.count; i < il; i += 3 ) { | |
| for ( j = 0; j < 3; j ++ ) { | |
| indx = indices.getX( i + j ); | |
| normal.fromBufferAttribute( normals, indx ) | |
| tmpForce.copy( normal ).normalize().multiplyScalar( normal.dot( windForce ) ); | |
| particles[ indx ].addForce( tmpForce ); | |
| } | |
| } | |
| } | |
| for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) { | |
| particle = particles[ i ]; | |
| particle.addForce( gravity ); | |
| particle.integrate( TIMESTEP_SQ ); | |
| } | |
| // Start Constraints | |
| constraints = cloth.constraints; | |
| il = constraints.length; | |
| for ( i = 0; i < il; i ++ ) { | |
| constraint = constraints[ i ]; | |
| satisfyConstraints( constraint[ 0 ], constraint[ 1 ], constraint[ 2 ] ); | |
| } | |
| // Ball Constraints | |
| ballPosition.z = - Math.sin( Date.now() / 600 ) * 90; //+ 40; | |
| ballPosition.x = Math.cos( Date.now() / 400 ) * 70; | |
| if ( sphere.visible ) { | |
| for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) { | |
| particle = particles[ i ]; | |
| var pos = particle.position; | |
| diff.subVectors( pos, ballPosition ); | |
| if ( diff.length() < ballSize ) { | |
| // collided | |
| diff.normalize().multiplyScalar( ballSize ); | |
| pos.copy( ballPosition ).add( diff ); | |
| } | |
| } | |
| } | |
| // Floor Constraints | |
| for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) { | |
| particle = particles[ i ]; | |
| pos = particle.position; | |
| if ( pos.y < - 250 ) { | |
| pos.y = - 250; | |
| } | |
| } | |
| // Pin Constraints | |
| for ( i = 0, il = pins.length; i < il; i ++ ) { | |
| var xy = pins[ i ]; | |
| var p = particles[ xy ]; | |
| p.position.copy( p.original ); | |
| p.previous.copy( p.original ); | |
| } | |
| } | |