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+<!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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+
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+ #info {
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+ text-align: center;
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+ padding: 10px;
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+ z-index: 10;
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+ width: 100%;
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+ position: absolute;
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+ }
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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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+
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+ <body>
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+ <div id="info">Simple Cloth Simulation #3<br/>
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+ Verlet based with Constrains relaxation<br/>
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+ Toggle: <a onclick="rotate = !rotate;">Camera</a> |
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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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+
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+ <script src="../build/Three.js"></script>
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+
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+ <script src="js/Detector.js"></script>
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+ <script src="js/Stats.js"></script>
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+
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+ <script src="js/ParametricGeometries.js"></script>
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+ <script src="js/Cloth.js"></script>
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+
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+ <script type="x-shader/x-fragment" id="fragmentShaderDepth">
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+
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+ uniform sampler2D texture;
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+ varying vec2 vUV;
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+
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+ vec4 pack_depth( const in float depth ) {
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+
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+ const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
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+ const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
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+ vec4 res = fract( depth * bit_shift );
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+ res -= res.xxyz * bit_mask;
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+ return res;
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+
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+ }
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+
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+ void main() {
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+
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+ vec4 pixel = texture2D( texture, vUV );
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+
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+ if ( pixel.a < 0.5 ) discard;
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+
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+ gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
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+
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+ }
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+ </script>
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+
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+ <script type="x-shader/x-vertex" id="vertexShaderDepth">
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+
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+ varying vec2 vUV;
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+
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+ void main() {
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+
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+ vUV = 0.75 * uv;
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+
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+ vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
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+
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+ gl_Position = projectionMatrix * mvPosition;
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+
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+ }
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+
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+ </script>
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+
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+ <script>
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+
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+ /* testing cloth simulation */
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+
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+ var pinsFormation = [];
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+ var pins = [];
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+
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+ pins[6] = true;
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+ pinsFormation.push( pins );
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+
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+ pins = [ true, true, true, true, true, true, true, true, true, true, true, true ];
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+ pinsFormation.push( pins );
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+
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+ pins = [ true ];
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+ pinsFormation.push( pins );
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+
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+ pins = []; // cut the rope ;)
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+ pinsFormation.push( pins );
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+
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+ pins = [ true ]; // classic 2 pins
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+ pins[ cloth.w ] = true;
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+ pinsFormation.push( pins );
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+
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+ pins = pinsFormation[ 1 ];
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+
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+
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+ function togglePins() {
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+
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+ pins = pinsFormation[ ~~( Math.random() * pinsFormation.length ) ];
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+
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+ }
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+
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+ if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
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+
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+ var container, stats;
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+ var camera, scene, renderer;
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+
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+ var clothGeometry;
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+ var sphere;
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+ var object, arrow;
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+
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+ var rotate = true;
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+
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+ init();
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+ animate();
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+
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+ function init() {
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+
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+ container = document.createElement( 'div' );
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+ document.body.appendChild( container );
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+
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+ // scene
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+
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+ scene = new THREE.Scene();
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+
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+ scene.fog = new THREE.Fog( 0x000000, 500, 10000 );
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+ scene.fog.color.setHSV( 0.6, 0.2, 1 );
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+
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+ // camera
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+
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+ camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
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+ camera.position.y = 50;
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+ camera.position.z = 1500;
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+ scene.add( camera );
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+
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+ // lights
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+
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+ var light, materials;
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+
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+ scene.add( new THREE.AmbientLight( 0x666666 ) );
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+
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+ light = new THREE.DirectionalLight( 0xffffff, 1.75 );
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+ light.color.setHSV( 0.6, 0.125, 1 );
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+ light.position.set( 50, 200, 100 );
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+ light.position.multiplyScalar( 1.3 );
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+
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+ light.castShadow = true;
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+ //light.shadowCameraVisible = true;
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+
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+ light.shadowMapWidth = 2048;
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+ light.shadowMapHeight = 2048;
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+
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+ var d = 300;
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+
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+ light.shadowCameraLeft = -d;
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+ light.shadowCameraRight = d;
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+ light.shadowCameraTop = d;
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+ light.shadowCameraBottom = -d;
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+
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+ light.shadowCameraFar = 1000;
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+ light.shadowDarkness = 0.5;
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+
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+ scene.add( light );
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+
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+ light = new THREE.DirectionalLight( 0xffffff, 0.35 );
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+ light.color.setHSV( 0.3, 0.95, 1 );
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+ light.position.set( 0, -1, 0 );
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+
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+ scene.add( light );
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+
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+ // cloth material
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+
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+ var clothTexture = THREE.ImageUtils.loadTexture( 'textures/patterns/circuit_pattern.png' );
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+ clothTexture.wrapS = clothTexture.wrapT = THREE.RepeatWrapping;
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+ clothTexture.anisotropy = 16;
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+
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+ materials = [
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+ new THREE.MeshPhongMaterial( { alphaTest: 0.5, ambient: 0xffffff, color: 0xffffff, specular: 0x030303, emissive: 0x111111, shiness: 10, perPixel: true, metal: false, map: clothTexture, doubleSided: true } ),
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+ new THREE.MeshBasicMaterial( { color: 0xff0000, wireframe: true, transparent: true, opacity: 0.9 } )
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+ ];
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+
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+ // cloth geometry
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+
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+ clothGeometry = new THREE.ParametricGeometry( THREE.ParametricGeometries.plane( 200, 200 ), cloth.w, cloth.h, true );
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+ clothGeometry.dynamic = true;
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+ clothGeometry.computeFaceNormals();
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+
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+ var uniforms = { texture: { type: "t", value: 0, texture: clothTexture } };
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+ var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
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+ var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
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+
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+ // cloth mesh
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+
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+ object = new THREE.Mesh( clothGeometry, materials[ 0 ] );
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+ object.position.set( 0, 0, 0 );
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+ object.castShadow = true;
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+ object.receiveShadow = true;
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+ scene.add( object );
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+
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+ object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
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+
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+ // sphere
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+
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+ var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
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+ var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
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+
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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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+
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+ // arrow
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+
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+ arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50, 0xff0000 );
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+ arrow.position.set( -200, 0, -200 );
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+ //scene.add( arrow );
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+
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+ var axis;
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+ axis = new THREE.AxisHelper();
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+ axis.position.set( 200, 0, -200 );
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+ axis.scale.x = axis.scale.y = axis.scale.z = 0.5;
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+ //scene.add( axis );
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+
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+ // ground
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+
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+ var initColor = new THREE.Color( 0x00ff00 );
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+ initColor.setHSV( 0.25, 0.85, 0.5 );
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+ var initTexture = THREE.ImageUtils.generateDataTexture( 1, 1, initColor );
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+
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+ var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, map: initTexture, perPixel: true } );
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+
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+ var groundTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", undefined, function() { groundMaterial.map = groundTexture } );
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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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+
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+ var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 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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+
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+ // poles
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+
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+ var poleGeo = new THREE.CubeGeometry( 5, 750, 5 );
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+ var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shiness: 100, perPixel: true } );
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+
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+ var mesh = new THREE.Mesh( poleGeo, 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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+
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+ var mesh = new THREE.Mesh( poleGeo, 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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+
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+ var mesh = new THREE.Mesh( new THREE.CubeGeometry( 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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+
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+ var gg = new THREE.CubeGeometry( 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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+
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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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+
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+ //
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+
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+ renderer = new THREE.WebGLRenderer( { antialias: true } );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.setClearColor( scene.fog.color );
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+
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+ container.appendChild( renderer.domElement );
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+
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+ renderer.gammaInput = true;
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+ renderer.gammaOutput = true;
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+ renderer.physicallyBasedShading = true;
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+
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+ renderer.shadowMapEnabled = true;
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+
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+ //
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+
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+ stats = new Stats();
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+ stats.domElement.style.position = 'absolute';
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+ stats.domElement.style.top = '0px';
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+ container.appendChild( stats.domElement );
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+
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+ stats.domElement.children[ 0 ].children[ 0 ].style.color = "#aaa";
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+ stats.domElement.children[ 0 ].style.background = "transparent";
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+ stats.domElement.children[ 0 ].children[ 1 ].style.display = "none";
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+
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+ //
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+
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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ sphere.visible = !true
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+
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+ }
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+
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+ //
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+
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+ function onWindowResize() {
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+
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+ camera.aspect = window.innerWidth / window.innerHeight;
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+ camera.updateProjectionMatrix();
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+
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+
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+ }
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+
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+ //
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+
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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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+ var time = Date.now();
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+
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+ 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 ) ).normalize().multiplyScalar( windStrength );
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+ arrow.setLength( windStrength );
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+ arrow.setDirection( windForce );
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+
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+ simulate();
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+ render();
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+ stats.update();
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+
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+ }
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+
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+ function render() {
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+
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+ var timer = Date.now() * 0.0002;
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+
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+ var p = cloth.particles;
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+
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+ for ( var i = 0, il = p.length; i < il; i ++ ) {
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+
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+ clothGeometry.vertices[ i ].copy( p[ i ].position );
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+
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+ }
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+
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+ clothGeometry.computeFaceNormals();
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+ clothGeometry.computeVertexNormals();
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+
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+ clothGeometry.normalsNeedUpdate = true;
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+ clothGeometry.verticesNeedUpdate = true;
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+
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+ sphere.position.copy( ballPosition );
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+
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+ if ( rotate ) {
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+
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+ camera.position.x = Math.cos( timer ) * 1500;
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+ camera.position.z = Math.sin( timer ) * 1500;
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+
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+ }
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+
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+ camera.lookAt( scene.position );
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+
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+ renderer.render( scene, camera );
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+
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+ }
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+
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+ </script>
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+ </body>
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+</html>
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