mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
281 lines
5.6 KiB
JavaScript
Executable File
281 lines
5.6 KiB
JavaScript
Executable File
/*
|
|
* Cloth Simulation using a relaxed constrains 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 = .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 satisifyConstrains(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 constrains = [];
|
|
|
|
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 ++) {
|
|
|
|
constrains.push([
|
|
particles[index(u, v)],
|
|
particles[index(u, v + 1)],
|
|
restDistance
|
|
]);
|
|
|
|
constrains.push([
|
|
particles[index(u, v)],
|
|
particles[index(u + 1, v)],
|
|
restDistance
|
|
]);
|
|
|
|
}
|
|
}
|
|
|
|
for (u = w, v = 0; v < h; v ++) {
|
|
constrains.push([
|
|
particles[index(u, v)],
|
|
particles[index(u, v + 1)],
|
|
restDistance
|
|
|
|
]);
|
|
}
|
|
|
|
for (v = h, u = 0; u < w; u ++) {
|
|
constrains.push([
|
|
particles[index(u, v)],
|
|
particles[index(u + 1, v)],
|
|
restDistance
|
|
]);
|
|
}
|
|
|
|
|
|
// While many system uses shear and bend springs,
|
|
// the relax constrains model seem 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++) {
|
|
|
|
// constrains.push([
|
|
// particles[index(u, v)],
|
|
// particles[index(u+1, v+1)],
|
|
// diagonalDist
|
|
// ]);
|
|
|
|
// constrains.push([
|
|
// particles[index(u+1, v)],
|
|
// particles[index(u, v+1)],
|
|
// diagonalDist
|
|
// ]);
|
|
|
|
// }
|
|
// }
|
|
|
|
|
|
this.particles = particles;
|
|
this.constrains = constrains;
|
|
|
|
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, constrains, constrain;
|
|
|
|
// 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 Constrains
|
|
|
|
constrains = cloth.constrains,
|
|
il = constrains.length;
|
|
for (i = 0; i < il; i ++) {
|
|
constrain = constrains[i];
|
|
satisifyConstrains(constrain[0], constrain[1], constrain[2]);
|
|
}
|
|
|
|
// Ball Constrains
|
|
|
|
|
|
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 Constains
|
|
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 Constrains
|
|
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);
|
|
}
|
|
|
|
|
|
}
|