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@@ -1,559 +1,558 @@
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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 webgpu - compute cloth</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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-</head>
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-<body>
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-
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-<div id="info">
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- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - compute cloth<br/>
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- Simple cloth simulation with a verlet system running in compute shaders
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-</div>
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-
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-<script type="importmap">
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- {
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- "imports": {
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- "three": "../build/three.webgpu.js",
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- "three/webgpu": "../build/three.webgpu.js",
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- "three/tsl": "../build/three.tsl.js",
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- "three/addons/": "./jsm/"
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- }
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- }
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-</script>
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-
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-<script type="module">
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-
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- import * as THREE from 'three';
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-
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- import { Fn, If, Return, instancedArray, instanceIndex, uniform, select, attribute, uint, Loop, float, transformNormalToView, cross, triNoise3D, time } from 'three/tsl';
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-
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- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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- import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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-
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- let renderer, scene, camera, controls;
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-
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- const clothWidth = 1;
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- const clothHeight = 1;
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- const clothNumSegmentsX = 30;
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- const clothNumSegmentsY = 30;
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- const sphereRadius = 0.15;
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-
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- let vertexPositionBuffer, vertexForceBuffer, vertexParamsBuffer;
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- let springVertexIdBuffer, springRestLengthBuffer, springForceBuffer;
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- let springListBuffer;
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- let computeSpringForces, computeVertexForces;
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- let dampeningUniform, spherePositionUniform, stiffnessUniform, sphereUniform, windUniform;
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- let vertexWireframeObject, springWireframeObject;
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- let clothMesh, clothMaterial, sphere;
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- let timeSinceLastStep = 0;
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- let timestamp = 0;
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- const verletVertices = [];
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- const verletSprings = [];
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- const verletVertexColumns = [];
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-
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- const clock = new THREE.Clock();
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-
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- const params = {
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- wireframe: false,
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- sphere: true,
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- wind: 1.0,
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- };
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-
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- init();
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-
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- async function init() {
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-
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- renderer = new THREE.WebGPURenderer( { antialias: true } );
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- renderer.setPixelRatio( window.devicePixelRatio );
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- renderer.setSize( window.innerWidth, window.innerHeight );
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- renderer.toneMapping = THREE.NeutralToneMapping;
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- renderer.toneMappingExposure = 1;
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- document.body.appendChild( renderer.domElement );
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-
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- scene = new THREE.Scene();
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-
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- camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.01, 10 );
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- camera.position.set( - 1.6, - 0.1, - 1.6 );
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-
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- controls = new OrbitControls( camera, renderer.domElement );
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- controls.minDistance = 1;
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- controls.maxDistance = 3;
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- controls.target.set( 0, - 0.1, 0 );
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- controls.update();
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-
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- const rgbeLoader = new RGBELoader().setPath( 'textures/equirectangular/' );
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-
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- const hdrTexture = await rgbeLoader.loadAsync( 'royal_esplanade_1k.hdr' );
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- hdrTexture.mapping = THREE.EquirectangularReflectionMapping;
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- scene.background = hdrTexture;
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- scene.backgroundBlurriness = 0.5;
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- scene.environment = hdrTexture;
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-
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- setupCloth();
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-
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- const gui = new GUI();
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- gui.add( stiffnessUniform, 'value', 0.1, 0.5, 0.01 ).name( 'stiffness' );
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- gui.add( params, 'wireframe' );
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- gui.add( params, 'sphere' );
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- gui.add( params, 'wind', 0, 5, 0.1 );
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- const materialFolder = gui.addFolder( 'material' );
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- materialFolder.addColor( clothMaterial, 'color' );
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- materialFolder.add( clothMaterial, 'roughness', 0.0, 1, 0.01 );
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- materialFolder.add( clothMaterial, 'sheen', 0.0, 1, 0.01 );
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- materialFolder.add( clothMaterial, 'sheenRoughness', 0.0, 1, 0.01 );
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- materialFolder.addColor( clothMaterial, 'sheenColor' );
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-
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- window.addEventListener( 'resize', onWindowResize );
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-
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- renderer.setAnimationLoop( render );
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-
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- }
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-
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- function setupVerletGeometry() {
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-
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- // this function sets up the geometry of the verlet system, a grid of vertices connected by springs
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-
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- const addVerletVertex = ( x, y, z, isFixed ) => {
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-
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- const id = verletVertices.length;
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- const vertex = {
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- id,
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- position: new THREE.Vector3( x, y, z ),
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- isFixed,
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- springIds: [],
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- };
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- verletVertices.push( vertex );
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- return vertex;
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+ <head>
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+ <title>three.js webgpu - compute cloth</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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+ </head>
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+ <body>
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+ <div id="info">
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+ <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgpu - compute cloth<br />
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+ Simple cloth simulation with a verlet system running in compute shaders
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+ </div>
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+
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+ <script type="importmap">
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+ {
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+ "imports": {
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+ "three": "../build/three.webgpu.js",
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+ "three/webgpu": "../build/three.webgpu.js",
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+ "three/tsl": "../build/three.tsl.js",
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+ "three/addons/": "./jsm/"
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+ }
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+ }
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+ </script>
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+
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+ <script type="module">
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+
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+ import * as THREE from 'three';
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+
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+ import { Fn, If, Return, instancedArray, instanceIndex, uniform, select, attribute, uint, Loop, float, transformNormalToView, cross, triNoise3D, time } from 'three/tsl';
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+
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+ import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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+ import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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+ import { RGBELoader } from 'three/addons/loaders/RGBELoader.js';
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+
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+ let renderer, scene, camera, controls;
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- };
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+ const clothWidth = 1;
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+ const clothHeight = 1;
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+ const clothNumSegmentsX = 30;
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+ const clothNumSegmentsY = 30;
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+ const sphereRadius = 0.15;
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- const addVerletSpring = ( vertex0, vertex1 ) => {
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+ let vertexPositionBuffer, vertexForceBuffer, vertexParamsBuffer;
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+ let springVertexIdBuffer, springRestLengthBuffer, springForceBuffer;
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+ let springListBuffer;
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+ let computeSpringForces, computeVertexForces;
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+ let dampeningUniform, spherePositionUniform, stiffnessUniform, sphereUniform, windUniform;
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+ let vertexWireframeObject, springWireframeObject;
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+ let clothMesh, clothMaterial, sphere;
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+ let timeSinceLastStep = 0;
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+ let timestamp = 0;
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+ const verletVertices = [];
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+ const verletSprings = [];
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+ const verletVertexColumns = [];
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- const id = verletSprings.length;
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- const spring = {
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- id,
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- vertex0,
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- vertex1
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+ const clock = new THREE.Clock();
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+
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+ const params = {
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+ wireframe: false,
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+ sphere: true,
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+ wind: 1.0,
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};
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- vertex0.springIds.push( id );
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- vertex1.springIds.push( id );
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- verletSprings.push( spring );
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- return spring;
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- };
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+ init();
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+
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+ async function init() {
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+
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+ renderer = new THREE.WebGPURenderer( { antialias: true } );
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+ renderer.setPixelRatio( window.devicePixelRatio );
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+ renderer.setSize( window.innerWidth, window.innerHeight );
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+ renderer.toneMapping = THREE.NeutralToneMapping;
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+ renderer.toneMappingExposure = 1;
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+ document.body.appendChild( renderer.domElement );
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+
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+ scene = new THREE.Scene();
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+
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+ camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.01, 10 );
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+ camera.position.set( - 1.6, - 0.1, - 1.6 );
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+
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+ controls = new OrbitControls( camera, renderer.domElement );
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+ controls.minDistance = 1;
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+ controls.maxDistance = 3;
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+ controls.target.set( 0, - 0.1, 0 );
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+ controls.update();
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+
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+ const rgbeLoader = new RGBELoader().setPath( 'textures/equirectangular/' );
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+
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+ const hdrTexture = await rgbeLoader.loadAsync( 'royal_esplanade_1k.hdr' );
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+ hdrTexture.mapping = THREE.EquirectangularReflectionMapping;
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+ scene.background = hdrTexture;
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+ scene.backgroundBlurriness = 0.5;
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+ scene.environment = hdrTexture;
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- // create the cloth's verlet vertices
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- for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
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+ setupCloth();
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- const column = [];
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- for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
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+ const gui = new GUI();
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+ gui.add( stiffnessUniform, 'value', 0.1, 0.5, 0.01 ).name( 'stiffness' );
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+ gui.add( params, 'wireframe' );
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+ gui.add( params, 'sphere' );
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+ gui.add( params, 'wind', 0, 5, 0.1 );
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+ const materialFolder = gui.addFolder( 'material' );
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+ materialFolder.addColor( clothMaterial, 'color' );
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+ materialFolder.add( clothMaterial, 'roughness', 0.0, 1, 0.01 );
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+ materialFolder.add( clothMaterial, 'sheen', 0.0, 1, 0.01 );
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+ materialFolder.add( clothMaterial, 'sheenRoughness', 0.0, 1, 0.01 );
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+ materialFolder.addColor( clothMaterial, 'sheenColor' );
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+
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+ window.addEventListener( 'resize', onWindowResize );
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+
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+ renderer.setAnimationLoop( render );
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- const posX = x * ( clothWidth / clothNumSegmentsX ) - clothWidth * 0.5;
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- const posZ = y * ( clothHeight / clothNumSegmentsY );
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- const isFixed = ( y === 0 ) && ( ( x % 5 ) === 0 ); // make some of the top vertices' positions fixed
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- const vertex = addVerletVertex( posX, clothHeight * 0.5, posZ, isFixed );
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- column.push( vertex );
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-
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}
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- verletVertexColumns.push( column );
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+ function setupVerletGeometry() {
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+
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+ // this function sets up the geometry of the verlet system, a grid of vertices connected by springs
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+
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+ const addVerletVertex = ( x, y, z, isFixed ) => {
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+
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+ const id = verletVertices.length;
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+ const vertex = {
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+ id,
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+ position: new THREE.Vector3( x, y, z ),
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+ isFixed,
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+ springIds: [],
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+ };
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+ verletVertices.push( vertex );
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+ return vertex;
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+
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+ };
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+
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+ const addVerletSpring = ( vertex0, vertex1 ) => {
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+
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+ const id = verletSprings.length;
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+ const spring = {
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+ id,
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+ vertex0,
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+ vertex1
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+ };
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+ vertex0.springIds.push( id );
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+ vertex1.springIds.push( id );
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+ verletSprings.push( spring );
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+ return spring;
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- }
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+ };
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+
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+ // create the cloth's verlet vertices
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+ for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
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+
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+ const column = [];
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+ for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
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+
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+ const posX = x * ( clothWidth / clothNumSegmentsX ) - clothWidth * 0.5;
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+ const posZ = y * ( clothHeight / clothNumSegmentsY );
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+ const isFixed = ( y === 0 ) && ( ( x % 5 ) === 0 ); // make some of the top vertices' positions fixed
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+ const vertex = addVerletVertex( posX, clothHeight * 0.5, posZ, isFixed );
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+ column.push( vertex );
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+
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+ }
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+
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+ verletVertexColumns.push( column );
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+
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+ }
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- // create the cloth's verlet springs
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- for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
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+ // create the cloth's verlet springs
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+ for ( let x = 0; x <= clothNumSegmentsX; x ++ ) {
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- for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
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+ for ( let y = 0; y <= clothNumSegmentsY; y ++ ) {
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- const vertex0 = verletVertexColumns[ x ][ y ];
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- if ( x > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y ] );
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- if ( y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x ][ y - 1 ] );
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- if ( x > 0 && y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y - 1 ] );
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- if ( x > 0 && y < clothNumSegmentsY ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y + 1 ] );
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+ const vertex0 = verletVertexColumns[ x ][ y ];
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+ if ( x > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y ] );
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+ if ( y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x ][ y - 1 ] );
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+ if ( x > 0 && y > 0 ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y - 1 ] );
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+ if ( x > 0 && y < clothNumSegmentsY ) addVerletSpring( vertex0, verletVertexColumns[ x - 1 ][ y + 1 ] );
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+
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+ // You can make the cloth more rigid by adding more springs between further apart vertices
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+ //if (x > 1) addVerletSpring(vertex0, verletVertexColumns[x - 2][y]);
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+ //if (y > 1) addVerletSpring(vertex0, verletVertexColumns[x][y - 2]);
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+
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+ }
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+
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+ }
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- // You can make the cloth more rigid by adding more springs between further apart vertices
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- //if (x > 1) addVerletSpring(vertex0, verletVertexColumns[x - 2][y]);
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- //if (y > 1) addVerletSpring(vertex0, verletVertexColumns[x][y - 2]);
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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 setupVerletVertexBuffers() {
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- function setupVerletVertexBuffers() {
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+ // setup the buffers holding the vertex data for the compute shaders
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- // setup the buffers holding the vertex data for the compute shaders
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+ const vertexCount = verletVertices.length;
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- const vertexCount = verletVertices.length;
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+ const springListArray = [];
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+ // this springListArray will hold a list of spring ids, ordered by the id of the vertex affected by that spring.
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+ // this is so the compute shader that accumulates the spring forces for each vertex can efficiently iterate over all springs affecting that vertex
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- const springListArray = [];
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- // this springListArray will hold a list of spring ids, ordered by the id of the vertex affected by that spring.
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- // this is so the compute shader that accumulates the spring forces for each vertex can efficiently iterate over all springs affecting that vertex
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+ const vertexPositionArray = new Float32Array( vertexCount * 3 );
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+ const vertexParamsArray = new Uint32Array( vertexCount * 3 );
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+ // the params Array holds three values for each verlet vertex:
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+ // x: isFixed, y: springCount, z: springPointer
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+ // isFixed is 1 if the verlet is marked as immovable, 0 if not
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+ // springCount is the number of springs connected to that vertex
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+ // springPointer is the index of the first spring in the springListArray that is connected to that vertex
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- const vertexPositionArray = new Float32Array( vertexCount * 3 );
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- const vertexParamsArray = new Uint32Array( vertexCount * 3 );
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- // the params Array holds three values for each verlet vertex:
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- // x: isFixed, y: springCount, z: springPointer
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- // isFixed is 1 if the verlet is marked as immovable, 0 if not
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- // springCount is the number of springs connected to that vertex
|
|
|
- // springPointer is the index of the first spring in the springListArray that is connected to that vertex
|
|
|
+ for ( let i = 0; i < vertexCount; i ++ ) {
|
|
|
|
|
|
- for ( let i = 0; i < vertexCount; i ++ ) {
|
|
|
+ const vertex = verletVertices[ i ];
|
|
|
+ vertexPositionArray[ i * 3 ] = vertex.position.x;
|
|
|
+ vertexPositionArray[ i * 3 + 1 ] = vertex.position.y;
|
|
|
+ vertexPositionArray[ i * 3 + 2 ] = vertex.position.z;
|
|
|
+ vertexParamsArray[ i * 3 ] = vertex.isFixed ? 1 : 0;
|
|
|
+ if ( ! vertex.isFixed ) {
|
|
|
+
|
|
|
+ vertexParamsArray[ i * 3 + 1 ] = vertex.springIds.length;
|
|
|
+ vertexParamsArray[ i * 3 + 2 ] = springListArray.length;
|
|
|
+ springListArray.push( ...vertex.springIds );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- const vertex = verletVertices[ i ];
|
|
|
- vertexPositionArray[ i * 3 ] = vertex.position.x;
|
|
|
- vertexPositionArray[ i * 3 + 1 ] = vertex.position.y;
|
|
|
- vertexPositionArray[ i * 3 + 2 ] = vertex.position.z;
|
|
|
- vertexParamsArray[ i * 3 ] = vertex.isFixed ? 1 : 0;
|
|
|
- if ( ! vertex.isFixed ) {
|
|
|
+ vertexPositionBuffer = instancedArray( vertexPositionArray, 'vec3' ).setPBO( true ); // setPBO(true) is only important for the WebGL Fallback
|
|
|
+ vertexForceBuffer = instancedArray( vertexCount, 'vec3' );
|
|
|
+ vertexParamsBuffer = instancedArray( vertexParamsArray, 'uvec3' );
|
|
|
+
|
|
|
+ springListBuffer = instancedArray( new Uint32Array( springListArray ), 'uint' ).setPBO( true );
|
|
|
|
|
|
- vertexParamsArray[ i * 3 + 1 ] = vertex.springIds.length;
|
|
|
- vertexParamsArray[ i * 3 + 2 ] = springListArray.length;
|
|
|
- springListArray.push( ...vertex.springIds );
|
|
|
-
|
|
|
}
|
|
|
-
|
|
|
- }
|
|
|
|
|
|
- vertexPositionBuffer = instancedArray( vertexPositionArray, 'vec3' ).setPBO( true ); // setPBO(true) is only important for the WebGL Fallback
|
|
|
- vertexForceBuffer = instancedArray( vertexCount, 'vec3' );
|
|
|
- vertexParamsBuffer = instancedArray( vertexParamsArray, 'uvec3' );
|
|
|
+ function setupVerletSpringBuffers() {
|
|
|
+
|
|
|
+ // setup the buffers holding the spring data for the compute shaders
|
|
|
+
|
|
|
+ const springCount = verletSprings.length;
|
|
|
+
|
|
|
+ const springVertexIdArray = new Uint32Array( springCount * 2 );
|
|
|
+ const springRestLengthArray = new Float32Array( springCount );
|
|
|
+
|
|
|
+ for ( let i = 0; i < springCount; i ++ ) {
|
|
|
+
|
|
|
+ const spring = verletSprings[ i ];
|
|
|
+ springVertexIdArray[ i * 2 ] = spring.vertex0.id;
|
|
|
+ springVertexIdArray[ i * 2 + 1 ] = spring.vertex1.id;
|
|
|
+ springRestLengthArray[ i ] = spring.vertex0.position.distanceTo( spring.vertex1.position );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ springVertexIdBuffer = instancedArray( springVertexIdArray, 'uvec2' ).setPBO( true );
|
|
|
+ springRestLengthBuffer = instancedArray( springRestLengthArray, 'float' );
|
|
|
+ springForceBuffer = instancedArray( springCount * 3, 'vec3' ).setPBO( true );
|
|
|
|
|
|
- springListBuffer = instancedArray( new Uint32Array( springListArray ), 'uint' ).setPBO( true );
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ function setupUniforms() {
|
|
|
|
|
|
- function setupVerletSpringBuffers() {
|
|
|
+ dampeningUniform = uniform( 0.99 );
|
|
|
+ spherePositionUniform = uniform( new THREE.Vector3( 0, 0, 0 ) );
|
|
|
+ sphereUniform = uniform( 1.0 );
|
|
|
+ windUniform = uniform( 1.0 );
|
|
|
+ stiffnessUniform = uniform( 0.2 );
|
|
|
|
|
|
- // setup the buffers holding the spring data for the compute shaders
|
|
|
+ }
|
|
|
|
|
|
- const springCount = verletSprings.length;
|
|
|
+ function setupComputeShaders() {
|
|
|
|
|
|
- const springVertexIdArray = new Uint32Array( springCount * 2 );
|
|
|
- const springRestLengthArray = new Float32Array( springCount );
|
|
|
+ // This function sets up the compute shaders for the verlet simulation
|
|
|
+ // There are two shaders that are executed for each simulation step
|
|
|
|
|
|
- for ( let i = 0; i < springCount; i ++ ) {
|
|
|
+ const vertexCount = verletVertices.length;
|
|
|
+ const springCount = verletSprings.length;
|
|
|
|
|
|
- const spring = verletSprings[ i ];
|
|
|
- springVertexIdArray[ i * 2 ] = spring.vertex0.id;
|
|
|
- springVertexIdArray[ i * 2 + 1 ] = spring.vertex1.id;
|
|
|
- springRestLengthArray[ i ] = spring.vertex0.position.distanceTo( spring.vertex1.position );
|
|
|
-
|
|
|
- }
|
|
|
+ // 1. computeSpringForces:
|
|
|
+ // This shader computes a force for each spring, depending on the distance between the two vertices connected by that spring and the targeted rest length
|
|
|
+ computeSpringForces = Fn( () => {
|
|
|
|
|
|
- springVertexIdBuffer = instancedArray( springVertexIdArray, 'uvec2' ).setPBO( true );
|
|
|
- springRestLengthBuffer = instancedArray( springRestLengthArray, 'float' );
|
|
|
- springForceBuffer = instancedArray( springCount * 3, 'vec3' ).setPBO( true );
|
|
|
+ If( instanceIndex.greaterThanEqual( uint( springCount ) ), () => {
|
|
|
|
|
|
- }
|
|
|
+ // compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of springs.
|
|
|
+ // in that case, return.
|
|
|
+ Return();
|
|
|
|
|
|
- function setupUniforms() {
|
|
|
+ } );
|
|
|
|
|
|
- dampeningUniform = uniform( 0.99 );
|
|
|
- spherePositionUniform = uniform( new THREE.Vector3( 0, 0, 0 ) );
|
|
|
- sphereUniform = uniform( 1.0 );
|
|
|
- windUniform = uniform( 1.0 );
|
|
|
- stiffnessUniform = uniform( 0.2 );
|
|
|
+ const vertexIds = springVertexIdBuffer.element( instanceIndex );
|
|
|
+ const restLength = springRestLengthBuffer.element( instanceIndex );
|
|
|
|
|
|
- }
|
|
|
+ const vertex0Position = vertexPositionBuffer.element( vertexIds.x );
|
|
|
+ const vertex1Position = vertexPositionBuffer.element( vertexIds.y );
|
|
|
|
|
|
- function setupComputeShaders() {
|
|
|
+ const delta = vertex1Position.sub( vertex0Position ).toVar();
|
|
|
+ const dist = delta.length().max( 0.000001 ).toVar();
|
|
|
+ const force = dist.sub( restLength ).mul( stiffnessUniform ).mul( delta ).mul( 0.5 ).div( dist );
|
|
|
+ springForceBuffer.element( instanceIndex ).assign( force );
|
|
|
|
|
|
- // This function sets up the compute shaders for the verlet simulation
|
|
|
- // There are two shaders that are executed for each simulation step
|
|
|
+ } )().compute( springCount );
|
|
|
|
|
|
- const vertexCount = verletVertices.length;
|
|
|
- const springCount = verletSprings.length;
|
|
|
+ // 2. computeVertexForces:
|
|
|
+ // This shader accumulates the force for each vertex.
|
|
|
+ // First it iterates over all springs connected to this vertex and accumulates their forces.
|
|
|
+ // Then it adds a gravital force, wind force, and the collision with the sphere.
|
|
|
+ // In the end it adds the force to the vertex' position.
|
|
|
+ computeVertexForces = Fn( () => {
|
|
|
|
|
|
- // 1. computeSpringForces:
|
|
|
- // This shader computes a force for each spring, depending on the distance between the two vertices connected by that spring and the targeted rest length
|
|
|
- computeSpringForces = Fn( ()=>{
|
|
|
+ If( instanceIndex.greaterThanEqual( uint( vertexCount ) ), () => {
|
|
|
|
|
|
- If( instanceIndex.greaterThanEqual( uint( springCount ) ), () => {
|
|
|
+ // compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of vertices.
|
|
|
+ // in that case, return.
|
|
|
+ Return();
|
|
|
|
|
|
- // compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of springs.
|
|
|
- // in that case, return.
|
|
|
- Return();
|
|
|
-
|
|
|
- } );
|
|
|
+ } );
|
|
|
|
|
|
- const vertexIds = springVertexIdBuffer.element( instanceIndex );
|
|
|
- const restLength = springRestLengthBuffer.element( instanceIndex );
|
|
|
+ const params = vertexParamsBuffer.element( instanceIndex ).toVar();
|
|
|
+ const isFixed = params.x;
|
|
|
+ const springCount = params.y;
|
|
|
+ const springPointer = params.z;
|
|
|
|
|
|
- const vertex0Position = vertexPositionBuffer.element( vertexIds.x );
|
|
|
- const vertex1Position = vertexPositionBuffer.element( vertexIds.y );
|
|
|
+ If( isFixed, () => {
|
|
|
|
|
|
- const delta = vertex1Position.sub( vertex0Position ).toVar();
|
|
|
- const dist = delta.length().max( 0.000001 ).toVar();
|
|
|
- const force = dist.sub( restLength ).mul( stiffnessUniform ).mul( delta ).mul( 0.5 ).div( dist );
|
|
|
- springForceBuffer.element( instanceIndex ).assign( force );
|
|
|
-
|
|
|
- } )().compute( springCount );
|
|
|
+ // don't need to calculate vertex forces if the vertex is set as immovable
|
|
|
+ Return();
|
|
|
|
|
|
- // 2. computeVertexForces:
|
|
|
- // This shader accumulates the force for each vertex.
|
|
|
- // First it iterates over all springs connected to this vertex and accumulates their forces.
|
|
|
- // Then it adds a gravital force, wind force, and the collision with the sphere.
|
|
|
- // In the end it adds the force to the vertex' position.
|
|
|
- computeVertexForces = Fn( ()=>{
|
|
|
+ } );
|
|
|
|
|
|
- If( instanceIndex.greaterThanEqual( uint( vertexCount ) ), () => {
|
|
|
+ const position = vertexPositionBuffer.element( instanceIndex ).toVar( 'vertexPosition' );
|
|
|
+ const force = vertexForceBuffer.element( instanceIndex ).toVar( 'vertexForce' );
|
|
|
|
|
|
- // compute Shaders are executed in groups of 64, so instanceIndex might be bigger than the amount of vertices.
|
|
|
- // in that case, return.
|
|
|
- Return();
|
|
|
-
|
|
|
- } );
|
|
|
+ force.mulAssign( dampeningUniform );
|
|
|
|
|
|
- const params = vertexParamsBuffer.element( instanceIndex ).toVar();
|
|
|
- const isFixed = params.x;
|
|
|
- const springCount = params.y;
|
|
|
- const springPointer = params.z;
|
|
|
+ const ptrStart = springPointer.toVar( 'ptrStart' );
|
|
|
+ const ptrEnd = ptrStart.add( springCount ).toVar( 'ptrEnd' );
|
|
|
|
|
|
- If( isFixed, () => {
|
|
|
+ Loop( { start: ptrStart, end: ptrEnd, type: 'uint', condition: '<' }, ( { i } ) => {
|
|
|
|
|
|
- // don't need to calculate vertex forces if the vertex is set as immovable
|
|
|
- Return();
|
|
|
-
|
|
|
- } );
|
|
|
+ const springId = springListBuffer.element( i ).toVar( 'springId' );
|
|
|
+ const springForce = springForceBuffer.element( springId );
|
|
|
+ const springVertexIds = springVertexIdBuffer.element( springId );
|
|
|
+ const factor = select( springVertexIds.x.equal( instanceIndex ), 1.0, - 1.0 );
|
|
|
+ force.addAssign( springForce.mul( factor ) );
|
|
|
|
|
|
- const position = vertexPositionBuffer.element( instanceIndex ).toVar( 'vertexPosition' );
|
|
|
- const force = vertexForceBuffer.element( instanceIndex ).toVar( 'vertexForce' );
|
|
|
+ } );
|
|
|
|
|
|
- force.mulAssign( dampeningUniform );
|
|
|
+ // gravity
|
|
|
+ force.y.subAssign( 0.00005 );
|
|
|
|
|
|
- const ptrStart = springPointer.toVar( 'ptrStart' );
|
|
|
- const ptrEnd = ptrStart.add( springCount ).toVar( 'ptrEnd' );
|
|
|
+ // wind
|
|
|
+ const noise = triNoise3D( position, 1, time ).sub( 0.2 ).mul( 0.0001 );
|
|
|
+ const windForce = noise.mul( windUniform );
|
|
|
+ force.z.subAssign( windForce );
|
|
|
|
|
|
- Loop( { start: ptrStart, end: ptrEnd, type: 'uint', condition: '<' }, ( { i } )=>{
|
|
|
+ // collision with sphere
|
|
|
+ const deltaSphere = position.add( force ).sub( spherePositionUniform );
|
|
|
+ const dist = deltaSphere.length();
|
|
|
+ const sphereForce = float( sphereRadius ).sub( dist ).max( 0 ).mul( deltaSphere ).div( dist ).mul( sphereUniform );
|
|
|
+ force.addAssign( sphereForce );
|
|
|
|
|
|
- const springId = springListBuffer.element( i ).toVar( 'springId' );
|
|
|
- const springForce = springForceBuffer.element( springId );
|
|
|
- const springVertexIds = springVertexIdBuffer.element( springId );
|
|
|
- const factor = select( springVertexIds.x.equal( instanceIndex ), 1.0, - 1.0 );
|
|
|
- force.addAssign( springForce.mul( factor ) );
|
|
|
-
|
|
|
- } );
|
|
|
+ vertexForceBuffer.element( instanceIndex ).assign( force );
|
|
|
+ vertexPositionBuffer.element( instanceIndex ).addAssign( force );
|
|
|
|
|
|
- // gravity
|
|
|
- force.y.subAssign( 0.00005 );
|
|
|
+ } )().compute( vertexCount );
|
|
|
|
|
|
- // wind
|
|
|
- const noise = triNoise3D( position, 1, time ).sub( 0.2 ).mul( 0.0001 );
|
|
|
- const windForce = noise.mul( windUniform );
|
|
|
- force.z.subAssign( windForce );
|
|
|
+ }
|
|
|
|
|
|
- // collision with sphere
|
|
|
- const deltaSphere = position.add( force ).sub( spherePositionUniform );
|
|
|
- const dist = deltaSphere.length();
|
|
|
- const sphereForce = float( sphereRadius ).sub( dist ).max( 0 ).mul( deltaSphere ).div( dist ).mul( sphereUniform );
|
|
|
- force.addAssign( sphereForce );
|
|
|
+ function setupWireframe() {
|
|
|
|
|
|
- vertexForceBuffer.element( instanceIndex ).assign( force );
|
|
|
- vertexPositionBuffer.element( instanceIndex ).addAssign( force );
|
|
|
+ // adds helpers to visualize the verlet system
|
|
|
|
|
|
- } )().compute( vertexCount );
|
|
|
+ // verlet vertex visualizer
|
|
|
+ const vertexWireframeMaterial = new THREE.SpriteNodeMaterial();
|
|
|
+ vertexWireframeMaterial.positionNode = vertexPositionBuffer.element( instanceIndex );
|
|
|
+ vertexWireframeObject = new THREE.Mesh( new THREE.PlaneGeometry( 0.01, 0.01 ), vertexWireframeMaterial );
|
|
|
+ vertexWireframeObject.frustumCulled = false;
|
|
|
+ vertexWireframeObject.count = verletVertices.length;
|
|
|
+ scene.add( vertexWireframeObject );
|
|
|
|
|
|
- }
|
|
|
|
|
|
- function setupWireframe() {
|
|
|
+ // verlet spring visualizer
|
|
|
+ const springWireframePositionBuffer = new THREE.BufferAttribute( new Float32Array( 6 ), 3, false );
|
|
|
+ const springWireframeIndexBuffer = new THREE.BufferAttribute( new Uint32Array( [ 0, 1 ] ), 1, false );
|
|
|
+ const springWireframeMaterial = new THREE.LineBasicNodeMaterial();
|
|
|
+ springWireframeMaterial.positionNode = Fn( () => {
|
|
|
|
|
|
- // adds helpers to visualize the verlet system
|
|
|
+ const vertexIds = springVertexIdBuffer.element( instanceIndex );
|
|
|
+ const vertexId = select( attribute( 'vertexIndex' ).equal( 0 ), vertexIds.x, vertexIds.y );
|
|
|
+ return vertexPositionBuffer.element( vertexId );
|
|
|
|
|
|
- // verlet vertex visualizer
|
|
|
- const vertexWireframeMaterial = new THREE.SpriteNodeMaterial();
|
|
|
- vertexWireframeMaterial.positionNode = vertexPositionBuffer.element( instanceIndex );
|
|
|
- vertexWireframeObject = new THREE.Mesh( new THREE.PlaneGeometry( 0.01, 0.01 ), vertexWireframeMaterial );
|
|
|
- vertexWireframeObject.frustumCulled = false;
|
|
|
- vertexWireframeObject.count = verletVertices.length;
|
|
|
- scene.add( vertexWireframeObject );
|
|
|
+ } )();
|
|
|
|
|
|
+ const springWireframeGeometry = new THREE.InstancedBufferGeometry();
|
|
|
+ springWireframeGeometry.setAttribute( 'position', springWireframePositionBuffer );
|
|
|
+ springWireframeGeometry.setAttribute( 'vertexIndex', springWireframeIndexBuffer );
|
|
|
+ springWireframeGeometry.instanceCount = verletSprings.length;
|
|
|
|
|
|
- // verlet spring visualizer
|
|
|
- const springWireframePositionBuffer = new THREE.BufferAttribute( new Float32Array( 6 ), 3, false );
|
|
|
- const springWireframeIndexBuffer = new THREE.BufferAttribute( new Uint32Array( [ 0, 1 ] ), 1, false );
|
|
|
- const springWireframeMaterial = new THREE.LineBasicNodeMaterial();
|
|
|
- springWireframeMaterial.positionNode = Fn( () => {
|
|
|
+ springWireframeObject = new THREE.Line( springWireframeGeometry, springWireframeMaterial );
|
|
|
+ springWireframeObject.frustumCulled = false;
|
|
|
+ springWireframeObject.count = verletSprings.length;
|
|
|
+ scene.add( springWireframeObject );
|
|
|
|
|
|
- const vertexIds = springVertexIdBuffer.element( instanceIndex );
|
|
|
- const vertexId = select( attribute( 'vertexIndex' ).equal( 0 ), vertexIds.x, vertexIds.y );
|
|
|
- return vertexPositionBuffer.element( vertexId );
|
|
|
-
|
|
|
- } )();
|
|
|
+ }
|
|
|
|
|
|
- const springWireframeGeometry = new THREE.InstancedBufferGeometry();
|
|
|
- springWireframeGeometry.setAttribute( 'position', springWireframePositionBuffer );
|
|
|
- springWireframeGeometry.setAttribute( 'vertexIndex', springWireframeIndexBuffer );
|
|
|
- springWireframeGeometry.instanceCount = verletSprings.length;
|
|
|
+ function setupSphere() {
|
|
|
|
|
|
- springWireframeObject = new THREE.Line( springWireframeGeometry, springWireframeMaterial );
|
|
|
- springWireframeObject.frustumCulled = false;
|
|
|
- springWireframeObject.count = verletSprings.length;
|
|
|
- scene.add( springWireframeObject );
|
|
|
+ const geometry = new THREE.IcosahedronGeometry( sphereRadius * 0.95, 4 );
|
|
|
+ const material = new THREE.MeshStandardNodeMaterial();
|
|
|
+ sphere = new THREE.Mesh( geometry, material );
|
|
|
+ scene.add( sphere );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- function setupSphere() {
|
|
|
+ function setupClothMesh() {
|
|
|
|
|
|
- const geometry = new THREE.IcosahedronGeometry( sphereRadius * 0.95, 4 );
|
|
|
- const material = new THREE.MeshStandardNodeMaterial();
|
|
|
- sphere = new THREE.Mesh( geometry, material );
|
|
|
- scene.add( sphere );
|
|
|
+ // This function generates a three Geometry and Mesh to render the cloth based on the verlet systems position data.
|
|
|
+ // Therefore it creates a plane mesh, in which each vertex will be centered in the center of 4 verlet vertices.
|
|
|
|
|
|
- }
|
|
|
+ const vertexCount = clothNumSegmentsX * clothNumSegmentsY;
|
|
|
+ const geometry = new THREE.BufferGeometry();
|
|
|
|
|
|
- function setupClothMesh() {
|
|
|
+ // verletVertexIdArray will hold the 4 verlet vertex ids that contribute to each geometry vertex's position
|
|
|
+ const verletVertexIdArray = new Uint32Array( vertexCount * 4 );
|
|
|
+ const indices = [];
|
|
|
|
|
|
- // This function generates a three Geometry and Mesh to render the cloth based on the verlet systems position data.
|
|
|
- // Therefore it creates a plane mesh, in which each vertex will be centered in the center of 4 verlet vertices.
|
|
|
+ const getIndex = ( x, y ) => {
|
|
|
|
|
|
- const vertexCount = clothNumSegmentsX * clothNumSegmentsY;
|
|
|
- const geometry = new THREE.BufferGeometry();
|
|
|
+ return y * clothNumSegmentsX + x;
|
|
|
|
|
|
- // verletVertexIdArray will hold the 4 verlet vertex ids that contribute to each geometry vertex's position
|
|
|
- const verletVertexIdArray = new Uint32Array( vertexCount * 4 );
|
|
|
- const indices = [];
|
|
|
+ };
|
|
|
|
|
|
- const getIndex = ( x, y ) => {
|
|
|
+ for ( let x = 0; x < clothNumSegmentsX; x ++ ) {
|
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|
|
|
|
- return y * clothNumSegmentsX + x;
|
|
|
+ for ( let y = 0; y < clothNumSegmentsX; y ++ ) {
|
|
|
|
|
|
- };
|
|
|
+ const index = getIndex( x, y );
|
|
|
+ verletVertexIdArray[ index * 4 ] = verletVertexColumns[ x ][ y ].id;
|
|
|
+ verletVertexIdArray[ index * 4 + 1 ] = verletVertexColumns[ x + 1 ][ y ].id;
|
|
|
+ verletVertexIdArray[ index * 4 + 2 ] = verletVertexColumns[ x ][ y + 1 ].id;
|
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|
+ verletVertexIdArray[ index * 4 + 3 ] = verletVertexColumns[ x + 1 ][ y + 1 ].id;
|
|
|
|
|
|
- for ( let x = 0; x < clothNumSegmentsX; x ++ ) {
|
|
|
+ if ( x > 0 && y > 0 ) {
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|
|
|
|
- for ( let y = 0; y < clothNumSegmentsX; y ++ ) {
|
|
|
+ indices.push( getIndex( x, y ), getIndex( x - 1, y ), getIndex( x - 1, y - 1 ) );
|
|
|
+ indices.push( getIndex( x, y ), getIndex( x - 1, y - 1 ), getIndex( x, y - 1 ) );
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|
|
|
|
- const index = getIndex( x, y );
|
|
|
- verletVertexIdArray[ index * 4 ] = verletVertexColumns[ x ][ y ].id;
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|
|
- verletVertexIdArray[ index * 4 + 1 ] = verletVertexColumns[ x + 1 ][ y ].id;
|
|
|
- verletVertexIdArray[ index * 4 + 2 ] = verletVertexColumns[ x ][ y + 1 ].id;
|
|
|
- verletVertexIdArray[ index * 4 + 3 ] = verletVertexColumns[ x + 1 ][ y + 1 ].id;
|
|
|
+ }
|
|
|
|
|
|
- if ( x > 0 && y > 0 ) {
|
|
|
+ }
|
|
|
|
|
|
- indices.push( getIndex( x, y ), getIndex( x - 1, y ), getIndex( x - 1, y - 1 ) );
|
|
|
- indices.push( getIndex( x, y ), getIndex( x - 1, y - 1 ), getIndex( x, y - 1 ) );
|
|
|
-
|
|
|
}
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
|
|
|
- const verletVertexIdBuffer = new THREE.BufferAttribute( verletVertexIdArray, 4, false );
|
|
|
- const positionBuffer = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3, false );
|
|
|
- geometry.setAttribute( 'position', positionBuffer );
|
|
|
- geometry.setAttribute( 'vertexIds', verletVertexIdBuffer );
|
|
|
- geometry.setIndex( indices );
|
|
|
+ const verletVertexIdBuffer = new THREE.BufferAttribute( verletVertexIdArray, 4, false );
|
|
|
+ const positionBuffer = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3, false );
|
|
|
+ geometry.setAttribute( 'position', positionBuffer );
|
|
|
+ geometry.setAttribute( 'vertexIds', verletVertexIdBuffer );
|
|
|
+ geometry.setIndex( indices );
|
|
|
|
|
|
- clothMaterial = new THREE.MeshPhysicalNodeMaterial( {
|
|
|
- color: 0x204080,
|
|
|
- side: THREE.DoubleSide,
|
|
|
- transparent: true,
|
|
|
- opacity: 0.85,
|
|
|
- sheen: 1.0,
|
|
|
- sheenRoughness: 0.5,
|
|
|
- sheenColor: 0xffffff
|
|
|
- } );
|
|
|
+ clothMaterial = new THREE.MeshPhysicalNodeMaterial( {
|
|
|
+ color: 0x204080,
|
|
|
+ side: THREE.DoubleSide,
|
|
|
+ transparent: true,
|
|
|
+ opacity: 0.85,
|
|
|
+ sheen: 1.0,
|
|
|
+ sheenRoughness: 0.5,
|
|
|
+ sheenColor: 0xffffff
|
|
|
+ } );
|
|
|
|
|
|
- clothMaterial.positionNode = Fn( ( { material } ) => {
|
|
|
+ clothMaterial.positionNode = Fn( ( { material } ) => {
|
|
|
|
|
|
- // gather the position of the 4 verlet vertices and calculate the center position and normal from that
|
|
|
- const vertexIds = attribute( 'vertexIds' );
|
|
|
- const v0 = vertexPositionBuffer.element( vertexIds.x ).toVar();
|
|
|
- const v1 = vertexPositionBuffer.element( vertexIds.y ).toVar();
|
|
|
- const v2 = vertexPositionBuffer.element( vertexIds.z ).toVar();
|
|
|
- const v3 = vertexPositionBuffer.element( vertexIds.w ).toVar();
|
|
|
+ // gather the position of the 4 verlet vertices and calculate the center position and normal from that
|
|
|
+ const vertexIds = attribute( 'vertexIds' );
|
|
|
+ const v0 = vertexPositionBuffer.element( vertexIds.x ).toVar();
|
|
|
+ const v1 = vertexPositionBuffer.element( vertexIds.y ).toVar();
|
|
|
+ const v2 = vertexPositionBuffer.element( vertexIds.z ).toVar();
|
|
|
+ const v3 = vertexPositionBuffer.element( vertexIds.w ).toVar();
|
|
|
|
|
|
- const top = v0.add( v1 );
|
|
|
- const right = v1.add( v3 );
|
|
|
- const bottom = v2.add( v3 );
|
|
|
- const left = v0.add( v2 );
|
|
|
+ const top = v0.add( v1 );
|
|
|
+ const right = v1.add( v3 );
|
|
|
+ const bottom = v2.add( v3 );
|
|
|
+ const left = v0.add( v2 );
|
|
|
|
|
|
- const tangent = right.sub( left ).normalize();
|
|
|
- const bitangent = bottom.sub( top ).normalize();
|
|
|
+ const tangent = right.sub( left ).normalize();
|
|
|
+ const bitangent = bottom.sub( top ).normalize();
|
|
|
|
|
|
- const normal = cross( tangent, bitangent );
|
|
|
+ const normal = cross( tangent, bitangent );
|
|
|
|
|
|
- // send the normalView from the vertex shader to the fragment shader
|
|
|
- material.normalNode = transformNormalToView( normal ).toVarying();
|
|
|
+ // send the normalView from the vertex shader to the fragment shader
|
|
|
+ material.normalNode = transformNormalToView( normal ).toVarying();
|
|
|
|
|
|
- return v0.add( v1 ).add( v2 ).add( v3 ).mul( 0.25 );
|
|
|
-
|
|
|
- } )();
|
|
|
+ return v0.add( v1 ).add( v2 ).add( v3 ).mul( 0.25 );
|
|
|
|
|
|
- clothMesh = new THREE.Mesh( geometry, clothMaterial );
|
|
|
- clothMesh.frustumCulled = false;
|
|
|
- scene.add( clothMesh );
|
|
|
+ } )();
|
|
|
|
|
|
- }
|
|
|
+ clothMesh = new THREE.Mesh( geometry, clothMaterial );
|
|
|
+ clothMesh.frustumCulled = false;
|
|
|
+ scene.add( clothMesh );
|
|
|
|
|
|
- function setupCloth() {
|
|
|
+ }
|
|
|
|
|
|
- setupVerletGeometry();
|
|
|
- setupVerletVertexBuffers();
|
|
|
- setupVerletSpringBuffers();
|
|
|
- setupUniforms();
|
|
|
- setupComputeShaders();
|
|
|
- setupWireframe();
|
|
|
- setupSphere();
|
|
|
- setupClothMesh();
|
|
|
+ function setupCloth() {
|
|
|
|
|
|
- }
|
|
|
+ setupVerletGeometry();
|
|
|
+ setupVerletVertexBuffers();
|
|
|
+ setupVerletSpringBuffers();
|
|
|
+ setupUniforms();
|
|
|
+ setupComputeShaders();
|
|
|
+ setupWireframe();
|
|
|
+ setupSphere();
|
|
|
+ setupClothMesh();
|
|
|
|
|
|
- function onWindowResize() {
|
|
|
+ }
|
|
|
|
|
|
- camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
+ function onWindowResize() {
|
|
|
|
|
|
- camera.updateProjectionMatrix();
|
|
|
+ camera.aspect = window.innerWidth / window.innerHeight;
|
|
|
|
|
|
- renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
+ camera.updateProjectionMatrix();
|
|
|
|
|
|
- }
|
|
|
+ renderer.setSize( window.innerWidth, window.innerHeight );
|
|
|
|
|
|
- function updateSphere() {
|
|
|
+ }
|
|
|
|
|
|
- sphere.position.set( Math.sin( timestamp * 2.1 ) * 0.1, 0, Math.sin( timestamp * 0.8 ) );
|
|
|
- spherePositionUniform.value.copy( sphere.position );
|
|
|
+ function updateSphere() {
|
|
|
|
|
|
- }
|
|
|
+ sphere.position.set( Math.sin( timestamp * 2.1 ) * 0.1, 0, Math.sin( timestamp * 0.8 ) );
|
|
|
+ spherePositionUniform.value.copy( sphere.position );
|
|
|
|
|
|
- async function render() {
|
|
|
+ }
|
|
|
|
|
|
- sphere.visible = params.sphere;
|
|
|
- sphereUniform.value = params.sphere ? 1 : 0;
|
|
|
- windUniform.value = params.wind;
|
|
|
- clothMesh.visible = ! params.wireframe;
|
|
|
- vertexWireframeObject.visible = params.wireframe;
|
|
|
- springWireframeObject.visible = params.wireframe;
|
|
|
+ async function render() {
|
|
|
|
|
|
- const deltaTime = Math.min( clock.getDelta(), 1 / 60 ); // don't advance the time too far, for example when the window is out of focus
|
|
|
- const stepsPerSecond = 360; // ensure the same amount of simulation steps per second on all systems, independent of refresh rate
|
|
|
- const timePerStep = 1 / stepsPerSecond;
|
|
|
+ sphere.visible = params.sphere;
|
|
|
+ sphereUniform.value = params.sphere ? 1 : 0;
|
|
|
+ windUniform.value = params.wind;
|
|
|
+ clothMesh.visible = ! params.wireframe;
|
|
|
+ vertexWireframeObject.visible = params.wireframe;
|
|
|
+ springWireframeObject.visible = params.wireframe;
|
|
|
|
|
|
- timeSinceLastStep += deltaTime;
|
|
|
+ const deltaTime = Math.min( clock.getDelta(), 1 / 60 ); // don't advance the time too far, for example when the window is out of focus
|
|
|
+ const stepsPerSecond = 360; // ensure the same amount of simulation steps per second on all systems, independent of refresh rate
|
|
|
+ const timePerStep = 1 / stepsPerSecond;
|
|
|
|
|
|
- while ( timeSinceLastStep >= timePerStep ) {
|
|
|
+ timeSinceLastStep += deltaTime;
|
|
|
|
|
|
- // run a verlet system simulation step
|
|
|
- timestamp += timePerStep;
|
|
|
- timeSinceLastStep -= timePerStep;
|
|
|
- updateSphere();
|
|
|
- await renderer.computeAsync( computeSpringForces );
|
|
|
- await renderer.computeAsync( computeVertexForces );
|
|
|
-
|
|
|
- }
|
|
|
+ while ( timeSinceLastStep >= timePerStep ) {
|
|
|
|
|
|
- await renderer.renderAsync( scene, camera );
|
|
|
+ // run a verlet system simulation step
|
|
|
+ timestamp += timePerStep;
|
|
|
+ timeSinceLastStep -= timePerStep;
|
|
|
+ updateSphere();
|
|
|
+ await renderer.computeAsync( computeSpringForces );
|
|
|
+ await renderer.computeAsync( computeVertexForces );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
+
|
|
|
+ await renderer.renderAsync( scene, camera );
|
|
|
|
|
|
+ }
|
|
|
|
|
|
-</script>
|
|
|
-</body>
|
|
|
-</html>
|
|
|
+ </script>
|
|
|
+ </body>
|
|
|
+</html>
|