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- <!doctype html>
- <html lang="en">
- <head>
- <title>three.js webgl - cloth simulation</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #000;
- color: #000;
- margin: 0px;
- overflow: hidden;
- }
- #info {
- text-align: center;
- padding: 10px;
- z-index: 10;
- width: 100%;
- position: absolute;
- }
- a {
- text-decoration: underline;
- cursor: pointer;
- }
- #stats { position: absolute; top:0; left: 0 }
- #stats #fps { background: transparent !important }
- #stats #fps #fpsText { color: #aaa !important }
- #stats #fps #fpsGraph { display: none }
- </style>
- </head>
- <body>
- <div id="info">Simple Cloth Simulation<br/>
- Verlet integration with Constrains relaxation<br/>
- Toggle: <a onclick="rotate = !rotate;">Camera</a> |
- <a onclick="wind = !wind;">Wind</a> |
- <a onclick="sphere.visible = !sphere.visible;">Ball</a> |
- <a onclick="togglePins();">Pins</a>
- </div>
- <script src="../build/three.min.js"></script>
- <script src="js/Detector.js"></script>
- <script src="js/libs/stats.min.js"></script>
- <script src="js/Cloth.js"></script>
- <script type="x-shader/x-fragment" id="fragmentShaderDepth">
- uniform sampler2D texture;
- varying vec2 vUV;
- vec4 pack_depth( const in float depth ) {
- const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );
- const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );
- vec4 res = fract( depth * bit_shift );
- res -= res.xxyz * bit_mask;
- return res;
- }
- void main() {
- vec4 pixel = texture2D( texture, vUV );
- if ( pixel.a < 0.5 ) discard;
- gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );
- }
- </script>
- <script type="x-shader/x-vertex" id="vertexShaderDepth">
- varying vec2 vUV;
- void main() {
- vUV = 0.75 * uv;
- vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
- gl_Position = projectionMatrix * mvPosition;
- }
- </script>
- <script>
- /* testing cloth simulation */
- var pinsFormation = [];
- var pins = [6];
- pinsFormation.push( pins );
- pins = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 ];
- pinsFormation.push( pins );
- pins = [ 0 ];
- pinsFormation.push( pins );
- pins = []; // cut the rope ;)
- pinsFormation.push( pins );
- pins = [ 0, cloth.w ]; // classic 2 pins
- pinsFormation.push( pins );
- pins = pinsFormation[ 1 ];
- function togglePins() {
- pins = pinsFormation[ ~~( Math.random() * pinsFormation.length ) ];
- }
- if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
- var container, stats;
- var camera, scene, renderer;
- var clothGeometry;
- var sphere;
- var object, arrow;
- var rotate = true;
- init();
- animate();
- function init() {
- container = document.createElement( 'div' );
- document.body.appendChild( container );
- // scene
- scene = new THREE.Scene();
- scene.fog = new THREE.Fog( 0xcce0ff, 500, 10000 );
- // camera
- camera = new THREE.PerspectiveCamera( 30, window.innerWidth / window.innerHeight, 1, 10000 );
- camera.position.y = 50;
- camera.position.z = 1500;
- scene.add( camera );
- // lights
- var light, materials;
- scene.add( new THREE.AmbientLight( 0x666666 ) );
- light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
- light.position.set( 50, 200, 100 );
- light.position.multiplyScalar( 1.3 );
- light.castShadow = true;
- //light.shadowCameraVisible = true;
- light.shadowMapWidth = 2048;
- light.shadowMapHeight = 2048;
- var d = 300;
- light.shadowCameraLeft = -d;
- light.shadowCameraRight = d;
- light.shadowCameraTop = d;
- light.shadowCameraBottom = -d;
- light.shadowCameraFar = 1000;
- light.shadowDarkness = 0.5;
- scene.add( light );
- light = new THREE.DirectionalLight( 0x3dff0c, 0.35 );
- light.position.set( 0, -1, 0 );
- scene.add( light );
- // cloth material
- var clothTexture = THREE.ImageUtils.loadTexture( 'textures/patterns/circuit_pattern.png' );
- clothTexture.wrapS = clothTexture.wrapT = THREE.RepeatWrapping;
- clothTexture.anisotropy = 16;
- var clothMaterial = new THREE.MeshPhongMaterial( { alphaTest: 0.5, ambient: 0xffffff, color: 0xffffff, specular: 0x030303, emissive: 0x111111, shiness: 10, map: clothTexture, side: THREE.DoubleSide } );
- // cloth geometry
- clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
- clothGeometry.dynamic = true;
- clothGeometry.computeFaceNormals();
- var uniforms = { texture: { type: "t", value: clothTexture } };
- var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
- var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
- // cloth mesh
- object = new THREE.Mesh( clothGeometry, clothMaterial );
- object.position.set( 0, 0, 0 );
- object.castShadow = true;
- object.receiveShadow = true;
- scene.add( object );
- object.customDepthMaterial = new THREE.ShaderMaterial( { uniforms: uniforms, vertexShader: vertexShader, fragmentShader: fragmentShader } );
- // sphere
- var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
- var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff } );
- sphere = new THREE.Mesh( ballGeo, ballMaterial );
- sphere.castShadow = true;
- sphere.receiveShadow = true;
- scene.add( sphere );
- // arrow
- arrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50, 0xff0000 );
- arrow.position.set( -200, 0, -200 );
- // scene.add( arrow );
- // ground
- var initColor = new THREE.Color( 0x497f13 );
- var initTexture = THREE.ImageUtils.generateDataTexture( 1, 1, initColor );
- var groundMaterial = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, map: initTexture } );
- var groundTexture = THREE.ImageUtils.loadTexture( "textures/terrain/grasslight-big.jpg", undefined, function() { groundMaterial.map = groundTexture } );
- groundTexture.wrapS = groundTexture.wrapT = THREE.RepeatWrapping;
- groundTexture.repeat.set( 25, 25 );
- groundTexture.anisotropy = 16;
- var mesh = new THREE.Mesh( new THREE.PlaneGeometry( 20000, 20000 ), groundMaterial );
- mesh.position.y = -250;
- mesh.rotation.x = - Math.PI / 2;
- mesh.receiveShadow = true;
- scene.add( mesh );
- // poles
- var poleGeo = new THREE.CubeGeometry( 5, 375, 5 );
- var poleMat = new THREE.MeshPhongMaterial( { color: 0xffffff, specular: 0x111111, shiness: 100 } );
- 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.CubeGeometry( 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.CubeGeometry( 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 = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setClearColor( scene.fog.color );
- container.appendChild( renderer.domElement );
- renderer.gammaInput = true;
- renderer.gammaOutput = true;
- renderer.shadowMapEnabled = true;
- //
- stats = new Stats();
- container.appendChild( stats.domElement );
- //
- window.addEventListener( 'resize', onWindowResize, false );
- sphere.visible = !true
- }
- //
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- //
- function animate() {
- requestAnimationFrame( animate );
- var time = Date.now();
- windStrength = Math.cos( time / 7000 ) * 20 + 40;
- windForce.set( Math.sin( time / 2000 ), Math.cos( time / 3000 ), Math.sin( time / 1000 ) ).normalize().multiplyScalar( windStrength );
- arrow.setLength( windStrength );
- arrow.setDirection( windForce );
- simulate(time);
- render();
- stats.update();
- }
- function render() {
- var timer = Date.now() * 0.0002;
- var p = cloth.particles;
- for ( var i = 0, il = p.length; i < il; i ++ ) {
- clothGeometry.vertices[ i ].copy( p[ i ].position );
- }
- clothGeometry.computeFaceNormals();
- clothGeometry.computeVertexNormals();
- clothGeometry.normalsNeedUpdate = true;
- clothGeometry.verticesNeedUpdate = true;
- sphere.position.copy( ballPosition );
- if ( rotate ) {
- camera.position.x = Math.cos( timer ) * 1500;
- camera.position.z = Math.sin( timer ) * 1500;
- }
- camera.lookAt( scene.position );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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