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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 ) {
- var x = ( u - 0.5 ) * width;
- var y = ( v + 0.5 ) * height;
- var z = 0;
- return new THREE.Vector3( x, y, z );
- };
- }
- function Particle( x, y, z, mass ) {
- this.position = clothFunction( x, y ); // position
- this.previous = clothFunction( x, y ); // previous
- this.original = clothFunction( x, y );
- 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();
- }
- // 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 satisifyConstraints( 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 face, faces = clothGeometry.faces, normal;
- particles = cloth.particles;
- for ( i = 0, il = faces.length; i < il; i ++ ) {
- face = faces[ i ];
- normal = face.normal;
- tmpForce.copy( normal ).normalize().multiplyScalar( normal.dot( windForce ) );
- particles[ face.a ].addForce( tmpForce );
- particles[ face.b ].addForce( tmpForce );
- particles[ face.c ].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 ];
- satisifyConstraints( 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 ];
- 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 );
- }
- }
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