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+<html lang="en">
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+ <head>
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+ <title>Ammo.js softbody cloth demo</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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+ <link type="text/css" rel="stylesheet" href="main.css">
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+ <style>
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+ body {
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+ color: #333;
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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">Sheen demo by <a href="https://github.com/DanielSturk">DanielSturk</a><br>Demo copied from <a href="./?q=cloth#webgl_physics_cloth">webgl_physics_cloth.html</a></div>
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+ <div id="container"></div>
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+
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+ <script src="../build/three.js"></script>
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+ <script src="js/libs/ammo.js"></script>
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+ <script src="js/controls/OrbitControls.js"></script>
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+ <script src="js/WebGL.js"></script>
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+ <script src="js/libs/stats.min.js"></script>
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+ <script src="js/libs/dat.gui.min.js"></script>
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+
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+ <script>
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+
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+ // Detects webgl
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+
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+ if ( WEBGL.isWebGLAvailable() === false ) {
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+
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+ document.body.appendChild( WEBGL.getWebGLErrorMessage() );
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+
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+ }
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+
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+ // Graphics variables
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+ var container, stats;
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+ var camera, controls, scene, renderer;
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+ var textureLoader;
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+ var clock = new THREE.Clock();
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+
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+ // Physics variables
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+ var gravityConstant = - 9.8;
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+ var physicsWorld;
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+ var rigidBodies = [];
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+ var margin = 0.05;
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+ var hinge;
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+ var cloth;
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+ var transformAux1;
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+
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+ var clothMaterial;
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+
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+ var params = {
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+ sheen: .5
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+ };
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+
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+ Ammo().then( function( AmmoLib ) {
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+
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+ Ammo = AmmoLib;
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+
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+ init();
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+ animate();
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+
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+ } );
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+
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+
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+ function init() {
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+
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+ initGraphics();
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+
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+ initPhysics();
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+
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+ createObjects();
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+
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+ }
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+
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+ function initGraphics() {
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+
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+ container = document.getElementById( 'container' );
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+
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+ camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.2, 2000 );
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+
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+ scene = new THREE.Scene();
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+ scene.background = new THREE.Color( 0xbfd1e5 );
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+
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+ camera.position.set( - 12, 7, 4 );
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+
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+ renderer = new THREE.WebGLRenderer();
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.shadowMap.enabled = true;
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+ container.appendChild( renderer.domElement );
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+
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+ controls = new THREE.OrbitControls( camera, renderer.domElement );
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+ controls.target.set( 0, 2, 0 );
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+ controls.update();
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+
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+ textureLoader = new THREE.TextureLoader();
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+
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+ var ambientLight = new THREE.AmbientLight( 0x404040 );
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+ scene.add( ambientLight );
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+
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+ var light = new THREE.DirectionalLight( 0xffffff, 1 );
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+ light.position.set( - 7, 10, 15 );
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+ light.castShadow = true;
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+ var d = 10;
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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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+
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+ light.shadow.camera.near = 2;
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+ light.shadow.camera.far = 50;
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+
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+ light.shadow.mapSize.x = 1024;
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+ light.shadow.mapSize.y = 1024;
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+
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+ light.shadow.bias = - 0.003;
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+ scene.add( light );
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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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+ window.addEventListener( 'resize', onWindowResize, false );
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+
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+ var gui = new dat.GUI();
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+
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+ gui.add( params, 'sheen', 0, 1 );
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+ gui.open();
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+
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+ }
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+
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+ function initPhysics() {
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+
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+ // Physics configuration
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+
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+ var collisionConfiguration = new Ammo.btSoftBodyRigidBodyCollisionConfiguration();
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+ var dispatcher = new Ammo.btCollisionDispatcher( collisionConfiguration );
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+ var broadphase = new Ammo.btDbvtBroadphase();
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+ var solver = new Ammo.btSequentialImpulseConstraintSolver();
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+ var softBodySolver = new Ammo.btDefaultSoftBodySolver();
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+ physicsWorld = new Ammo.btSoftRigidDynamicsWorld( dispatcher, broadphase, solver, collisionConfiguration, softBodySolver );
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+ physicsWorld.setGravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
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+ physicsWorld.getWorldInfo().set_m_gravity( new Ammo.btVector3( 0, gravityConstant, 0 ) );
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+
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+ transformAux1 = new Ammo.btTransform();
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+
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+ }
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+
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+ function createObjects() {
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+
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+ var pos = new THREE.Vector3();
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+ var quat = new THREE.Quaternion();
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+
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+ // The cloth
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+ // Cloth graphic object
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+ var clothWidth = 4;
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+ var clothHeight = 3;
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+ var clothNumSegmentsZ = clothWidth * 15;
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+ var clothNumSegmentsY = clothHeight * 15;
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+ var clothPos = new THREE.Vector3( - 3, 3, 2 );
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+
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+ //var clothGeometry = new THREE.BufferGeometry();
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+ var clothGeometry = new THREE.PlaneBufferGeometry( clothWidth, clothHeight, clothNumSegmentsZ, clothNumSegmentsY );
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+ clothGeometry.rotateY( Math.PI * 0.5 );
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+ clothGeometry.translate( clothPos.x, clothPos.y + clothHeight * 0.5, clothPos.z - clothWidth * 0.5 );
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+ clothMaterial = new THREE.MeshPhysicalMaterial( {
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+ color: 0xFFFFFF,
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+ side: THREE.DoubleSide,
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+ roughness: 1,
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+ sheen: .9
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+ } );
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+ cloth = new THREE.Mesh( clothGeometry, clothMaterial );
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+ cloth.castShadow = true;
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+ //cloth.receiveShadow = true;
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+ scene.add( cloth );
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+ textureLoader.load( "textures/grid.png", function ( texture ) {
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+
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+ texture.wrapS = THREE.RepeatWrapping;
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+ texture.wrapT = THREE.RepeatWrapping;
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+ texture.repeat.set( clothNumSegmentsZ, clothNumSegmentsY );
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+ cloth.material.map = texture;
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+ cloth.material.needsUpdate = true;
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+
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+ } );
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+
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+ var sphere = new THREE.Mesh(new THREE.SphereBufferGeometry(.5, 32, 32), clothMaterial);
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+ sphere.position.set(0, 2, 0);
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+ scene.add(sphere);
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+
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+ // Cloth physic object
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+ var softBodyHelpers = new Ammo.btSoftBodyHelpers();
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+ var clothCorner00 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z );
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+ var clothCorner01 = new Ammo.btVector3( clothPos.x, clothPos.y + clothHeight, clothPos.z - clothWidth );
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+ var clothCorner10 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z );
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+ var clothCorner11 = new Ammo.btVector3( clothPos.x, clothPos.y, clothPos.z - clothWidth );
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+ var clothSoftBody = softBodyHelpers.CreatePatch( physicsWorld.getWorldInfo(), clothCorner00, clothCorner01, clothCorner10, clothCorner11, clothNumSegmentsZ + 1, clothNumSegmentsY + 1, 0, true );
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+ var sbConfig = clothSoftBody.get_m_cfg();
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+ sbConfig.set_viterations( 10 );
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+ sbConfig.set_piterations( 10 );
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+
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+ clothSoftBody.setTotalMass( 0.9, false );
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+ Ammo.castObject( clothSoftBody, Ammo.btCollisionObject ).getCollisionShape().setMargin( margin * 3 );
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+ physicsWorld.addSoftBody( clothSoftBody, 1, - 1 );
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+ cloth.userData.physicsBody = clothSoftBody;
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+ // Disable deactivation
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+ clothSoftBody.setActivationState( 4 );
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+
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+ // The base
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+ var armMass = 2;
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+ var armLength = 3 + clothWidth;
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+ var pylonHeight = clothPos.y + clothHeight;
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+ var baseMaterial = new THREE.MeshPhongMaterial( { color: 0x606060 } );
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+ pos.set( clothPos.x, 0.1, clothPos.z - armLength );
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+ quat.set( 0, 0, 0, 1 );
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+ var base = createParalellepiped( 1, 0.2, 1, 0, pos, quat, baseMaterial );
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+ base.castShadow = true;
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+ base.receiveShadow = true;
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+ pos.set( clothPos.x, 0.5 * pylonHeight, clothPos.z - armLength );
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+ var pylon = createParalellepiped( 0.4, pylonHeight, 0.4, 0, pos, quat, baseMaterial );
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+ pylon.castShadow = true;
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+ pylon.receiveShadow = true;
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+ pos.set( clothPos.x, pylonHeight + 0.2, clothPos.z - 0.5 * armLength );
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+ var arm = createParalellepiped( 0.4, 0.4, armLength + 0.4, armMass, pos, quat, baseMaterial );
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+ arm.castShadow = true;
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+ arm.receiveShadow = true;
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+
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+ // Glue the cloth to the arm
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+ var influence = 0.5;
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+ clothSoftBody.appendAnchor( 0, arm.userData.physicsBody, false, influence );
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+ clothSoftBody.appendAnchor( clothNumSegmentsZ, arm.userData.physicsBody, false, influence );
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+
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+ // Hinge constraint to move the arm
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+ var pivotA = new Ammo.btVector3( 0, pylonHeight * 0.5, 0 );
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+ var pivotB = new Ammo.btVector3( 0, - 0.2, - armLength * 0.5 );
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+ var axis = new Ammo.btVector3( 0, 1, 0 );
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+ hinge = new Ammo.btHingeConstraint( pylon.userData.physicsBody, arm.userData.physicsBody, pivotA, pivotB, axis, axis, true );
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+ physicsWorld.addConstraint( hinge, true );
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+
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+ }
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+
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+ function createParalellepiped( sx, sy, sz, mass, pos, quat, material ) {
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+
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+ var threeObject = new THREE.Mesh( new THREE.BoxBufferGeometry( sx, sy, sz, 1, 1, 1 ), material );
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+ var shape = new Ammo.btBoxShape( new Ammo.btVector3( sx * 0.5, sy * 0.5, sz * 0.5 ) );
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+ shape.setMargin( margin );
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+
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+ createRigidBody( threeObject, shape, mass, pos, quat );
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+
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+ return threeObject;
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+
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+ }
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+
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+ function createRigidBody( threeObject, physicsShape, mass, pos, quat ) {
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+
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+ threeObject.position.copy( pos );
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+ threeObject.quaternion.copy( quat );
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+
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+ var transform = new Ammo.btTransform();
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+ transform.setIdentity();
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+ transform.setOrigin( new Ammo.btVector3( pos.x, pos.y, pos.z ) );
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+ transform.setRotation( new Ammo.btQuaternion( quat.x, quat.y, quat.z, quat.w ) );
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+ var motionState = new Ammo.btDefaultMotionState( transform );
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+
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+ var localInertia = new Ammo.btVector3( 0, 0, 0 );
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+ physicsShape.calculateLocalInertia( mass, localInertia );
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+
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+ var rbInfo = new Ammo.btRigidBodyConstructionInfo( mass, motionState, physicsShape, localInertia );
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+ var body = new Ammo.btRigidBody( rbInfo );
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+
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+ threeObject.userData.physicsBody = body;
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+
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+ scene.add( threeObject );
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+
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+ if ( mass > 0 ) {
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+
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+ rigidBodies.push( threeObject );
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+
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+ // Disable deactivation
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+ body.setActivationState( 4 );
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+
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+ }
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+
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+ physicsWorld.addRigidBody( body );
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+
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+ }
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+
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+ function createRandomColor() {
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+
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+ return Math.floor( Math.random() * ( 1 << 24 ) );
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+
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+ }
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+
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+ function createMaterial() {
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+
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+ return new THREE.MeshPhongMaterial( { color: createRandomColor() } );
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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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+ function animate() {
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+
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+ requestAnimationFrame( animate );
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+
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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 deltaTime = clock.getDelta();
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+
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+ updatePhysics( deltaTime );
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+
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+ clothMaterial.sheen = params.sheen;
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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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+ function updatePhysics( deltaTime ) {
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+
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+ // Hinge control
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+ hinge.enableAngularMotor( true, (Math.random() - .5) * 1., 50 );
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+ // Step world
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+ physicsWorld.stepSimulation( deltaTime, 10 );
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+
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+ // Update cloth
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+ var softBody = cloth.userData.physicsBody;
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+ var clothPositions = cloth.geometry.attributes.position.array;
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+ var numVerts = clothPositions.length / 3;
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+ var nodes = softBody.get_m_nodes();
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+ var indexFloat = 0;
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+ for ( var i = 0; i < numVerts; i ++ ) {
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+
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+ var node = nodes.at( i );
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+ var nodePos = node.get_m_x();
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+ clothPositions[ indexFloat ++ ] = nodePos.x();
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+ clothPositions[ indexFloat ++ ] = nodePos.y();
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+ clothPositions[ indexFloat ++ ] = nodePos.z();
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+
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+ }
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+ cloth.geometry.computeVertexNormals();
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+ cloth.geometry.attributes.position.needsUpdate = true;
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+ cloth.geometry.attributes.normal.needsUpdate = true;
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+
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+ // Update rigid bodies
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+ for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
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+
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+ var objThree = rigidBodies[ i ];
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+ var objPhys = objThree.userData.physicsBody;
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+ var ms = objPhys.getMotionState();
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+ if ( ms ) {
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+
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+ ms.getWorldTransform( transformAux1 );
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+ var p = transformAux1.getOrigin();
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+ var q = transformAux1.getRotation();
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+ objThree.position.set( p.x(), p.y(), p.z() );
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+ objThree.quaternion.set( q.x(), q.y(), q.z(), q.w() );
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+
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+ }
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+
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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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+ </body>
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+</html>
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