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