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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">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- background-color: #cce0ff;
- color: #000;
- }
- a {
- color: #080;
- }
- </style>
- </head>
- <body>
- <div id="info">Simple Cloth Simulation<br/>
- Verlet integration with relaxed constraints<br/>
- </div>
- <script type="module">
- import * as THREE from '../build/three.module.js';
- import Stats from './jsm/libs/stats.module.js';
- import { GUI } from './jsm/libs/dat.gui.module.js';
- import { OrbitControls } from './jsm/controls/OrbitControls.js';
- /*
- * 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 params = {
- enableWind: true,
- showBall: false,
- tooglePins: togglePins
- };
- 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 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, j, il, particles, particle, constraints, constraint;
- // Aerodynamics forces
- if ( params.enableWind ) {
- 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 ( params.showBall ) {
- sphere.visible = true;
- 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 );
- }
- }
- } else {
- sphere.visible = false;
- }
- // 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 );
- }
- }
- /* 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 ) ];
- }
- 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;
- sphere.visible = false;
- 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;
- groundTexture.encoding = THREE.sRGBEncoding;
- 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.outputEncoding = THREE.sRGBEncoding;
- renderer.shadowMap.enabled = true;
- // controls
- var controls = new 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 );
- //
- var gui = new GUI();
- gui.add( params, 'enableWind' );
- gui.add( params, 'showBall' );
- gui.add( params, 'tooglePins' );
- }
- //
- 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>
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