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cloth.html
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cloth.html
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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - cloth simulation</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
background-color: #000;
color: #000;
margin: 0px;
overflow: hidden;
}
#info {
position: absolute;
padding: 10px;
width: 100%;
text-align: center;
}
a {
text-decoration: underline;
cursor: pointer;
}
</style>
</head>
<body>
<div id="info">Simple Cloth Simulation<br/>
Verlet integration with relaxed constraints<br/>
<a onclick="wind = !wind;">Wind</a> |
<a onclick="sphere.visible = !sphere.visible;">Ball</a> |
<a onclick="togglePins();">Pins</a>
</div>
<script src="../build/three.js"></script>
<script src="js/WebGL.js"></script>
<script src="js/controls/OrbitControls.js"></script>
<script src="js/libs/stats.min.js"></script>
<script src="js/Cloth.js"></script>
<script>
/* testing cloth simulation */
var pinsFormation = [];
var pins = [ 6 ];
pinsFormation.push( pins );
pins = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ];
pinsFormation.push( pins );
pins = [ 0 ];
pinsFormation.push( pins );
pins = []; // cut the rope ;)
pinsFormation.push( pins );
pins = [ 0, cloth.w ]; // classic 2 pins
pinsFormation.push( pins );
pins = pinsFormation[ 1 ];
function togglePins() {
pins = pinsFormation[ ~~ ( Math.random() * pinsFormation.length ) ];
}
if ( WEBGL.isWebGLAvailable() === false ) {
document.body.appendChild( WEBGL.getWebGLErrorMessage() );
}
var container, stats;
var camera, scene, renderer;
var clothGeometry;
var sphere;
var object;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xcce0ff );
scene.fog = new THREE.Fog( 0xcce0ff, 500, 10000 );
// camera
camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.set( 1000, 50, 1500 );
// lights
scene.add( new THREE.AmbientLight( 0x666666 ) );
var light = new THREE.DirectionalLight( 0xdfebff, 1 );
light.position.set( 50, 200, 100 );
light.position.multiplyScalar( 1.3 );
light.castShadow = true;
light.shadow.mapSize.width = 1024;
light.shadow.mapSize.height = 1024;
var d = 300;
light.shadow.camera.left = - d;
light.shadow.camera.right = d;
light.shadow.camera.top = d;
light.shadow.camera.bottom = - d;
light.shadow.camera.far = 1000;
scene.add( light );
// cloth material
var loader = new THREE.TextureLoader();
var clothTexture = loader.load( 'textures/patterns/circuit_pattern.png' );
clothTexture.anisotropy = 16;
var clothMaterial = new THREE.MeshLambertMaterial( {
map: clothTexture,
side: THREE.DoubleSide,
alphaTest: 0.5
} );
// cloth geometry
clothGeometry = new THREE.ParametricBufferGeometry( clothFunction, cloth.w, cloth.h );
// cloth mesh
object = new THREE.Mesh( clothGeometry, clothMaterial );
object.position.set( 0, 0, 0 );
object.castShadow = true;
scene.add( object );
object.customDepthMaterial = new THREE.MeshDepthMaterial( {
depthPacking: THREE.RGBADepthPacking,
map: clothTexture,
alphaTest: 0.5
} );
// sphere
var ballGeo = new THREE.SphereBufferGeometry( ballSize, 32, 16 );
var ballMaterial = new THREE.MeshLambertMaterial();
sphere = new THREE.Mesh( ballGeo, ballMaterial );
sphere.castShadow = true;
sphere.receiveShadow = true;
scene.add( sphere );
// ground
var groundTexture = loader.load( 'textures/terrain/grasslight-big.jpg' );
groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
groundTexture.repeat.set( 25, 25 );
groundTexture.anisotropy = 16;
var groundMaterial = new THREE.MeshLambertMaterial( { map: groundTexture } );
var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 20000, 20000 ), groundMaterial );
mesh.position.y = - 250;
mesh.rotation.x = - Math.PI / 2;
mesh.receiveShadow = true;
scene.add( mesh );
// poles
var poleGeo = new THREE.BoxBufferGeometry( 5, 375, 5 );
var poleMat = new THREE.MeshLambertMaterial();
var mesh = new THREE.Mesh( poleGeo, poleMat );
mesh.position.x = - 125;
mesh.position.y = - 62;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var mesh = new THREE.Mesh( poleGeo, poleMat );
mesh.position.x = 125;
mesh.position.y = - 62;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var mesh = new THREE.Mesh( new THREE.BoxBufferGeometry( 255, 5, 5 ), poleMat );
mesh.position.y = - 250 + ( 750 / 2 );
mesh.position.x = 0;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var gg = new THREE.BoxBufferGeometry( 10, 10, 10 );
var mesh = new THREE.Mesh( gg, poleMat );
mesh.position.y = - 250;
mesh.position.x = 125;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
var mesh = new THREE.Mesh( gg, poleMat );
mesh.position.y = - 250;
mesh.position.x = - 125;
mesh.receiveShadow = true;
mesh.castShadow = true;
scene.add( mesh );
// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.gammaInput = true;
renderer.gammaOutput = true;
renderer.shadowMap.enabled = true;
// controls
var controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 1000;
controls.maxDistance = 5000;
// performance monitor
stats = new Stats();
container.appendChild( stats.dom );
//
window.addEventListener( 'resize', onWindowResize, false );
sphere.visible = ! true;
}
//
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
var time = Date.now();
var windStrength = Math.cos( time / 7000 ) * 20 + 40;
windForce.set( Math.sin( time / 2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) )
windForce.normalize()
windForce.multiplyScalar( windStrength );
simulate( time );
render();
stats.update();
}
function render() {
var p = cloth.particles;
for ( var i = 0, il = p.length; i < il; i ++ ) {
var v = p[ i ].position;
clothGeometry.attributes.position.setXYZ( i, v.x, v.y, v.z );
}
clothGeometry.attributes.position.needsUpdate = true;
clothGeometry.computeVertexNormals();
sphere.position.copy( ballPosition );
renderer.render( scene, camera );
}
</script>
</body>
</html>