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OrigamiSimulator
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Amanda Ghassaei
OrigamiSimulator
Commits
1b89046d
Commit
1b89046d
authored
Feb 25, 2017
by
amandaghassaei
Browse files
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panel stiffness
parent
83e5d9a7
Changes
6
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Showing
6 changed files
with
101 additions
and
6 deletions
+101
-6
index.html
index.html
+39
-2
js/controls.js
js/controls.js
+2
-0
js/crease.js
js/crease.js
+22
-1
js/dynamicModel.js
js/dynamicModel.js
+33
-2
js/model.js
js/model.js
+1
-1
js/node.js
js/node.js
+4
-0
No files found.
index.html
View file @
1b89046d
...
...
@@ -98,14 +98,21 @@
precision
mediump
float
;
uniform
vec2
u_textureDim
;
uniform
vec2
u_textureDimEdges
;
uniform
vec2
u_textureDimFaces
;
uniform
vec2
u_textureDimCreases
;
uniform
vec2
u_textureDimNodeCreases
;
uniform
float
u_dt
;
uniform
sampler2D
u_lastPosition
;
uniform
sampler2D
u_lastVelocity
;
uniform
sampler2D
u_originalPosition
;
uniform
sampler2D
u_externalForces
;
uniform
sampler2D
u_mass
;
uniform
sampler2D
u_meta
;
//[beamsIndex, numBeams]
uniform
sampler2D
u_meta
;
//[beamsIndex, numBeam
, creaseMeta2Index, numCrease
s]
uniform
sampler2D
u_beamMeta
;
//[k, d, length, otherNodeIndex]
uniform
sampler2D
u_creaseMeta
;
//[k, d, targetTheta]
uniform
sampler2D
u_creaseMeta2
;
//[creaseIndex, momentArmLength, nodeIndex]
uniform
sampler2D
u_normals
;
uniform
sampler2D
u_theta
;
//[theta, z, normal1Index, normal2Index]
void
main
(){
vec2
fragCoord
=
gl_FragCoord
.
xy
;
...
...
@@ -123,7 +130,7 @@
vec3
originalPosition
=
texture2D
(
u_originalPosition
,
scaledFragCoord
).
xyz
;
vec4
neighborIndices
=
texture2D
(
u_meta
,
scaledFragCoord
);
vec
2
meta
=
texture2D
(
u_meta
,
scaledFragCoord
).
xy
;
vec
4
meta
=
texture2D
(
u_meta
,
scaledFragCoord
)
;
for
(
int
j
=
0
;
j
<
100
;
j
++
){
//for all beams (up to 100, had to put a const int in here)
if
(
j
>=
int
(
meta
[
1
]))
break
;
...
...
@@ -148,6 +155,36 @@
vec3
_force
=
deltaP
*
beamMeta
[
0
]
+
deltaV
*
beamMeta
[
1
];
force
+=
_force
;
}
for
(
int
j
=
0
;
j
<
100
;
j
++
){
//for all creases (up to 100, had to put a const int in here)
if
(
j
>=
int
(
meta
[
3
]))
break
;
float
nodeCreaseIndex1D
=
meta
[
2
]
+
float
(
j
);
vec2
nodeCreaseIndex
=
vec2
(
mod
(
nodeCreaseIndex1D
,
u_textureDimNodeCreases
.
x
)
+
0.5
,
floor
(
nodeCreaseIndex1D
/
u_textureDimNodeCreases
.
x
)
+
0.5
);
vec2
scaledNodeCreaseIndex
=
nodeCreaseIndex
/
u_textureDimNodeCreases
;
vec4
creaseMeta2
=
texture2D
(
u_creaseMeta2
,
scaledNodeCreaseIndex
);
float
creaseIndex1D
=
creaseMeta2
[
0
];
vec2
creaseIndex
=
vec2
(
mod
(
creaseIndex1D
,
u_textureDimCreases
.
x
)
+
0.5
,
floor
(
creaseIndex1D
/
u_textureDimCreases
.
x
)
+
0.5
);
vec2
scaledCreaseIndex
=
creaseIndex
/
u_textureDimCreases
;
vec4
thetas
=
texture2D
(
u_theta
,
scaledCreaseIndex
);
vec3
creaseMeta
=
texture2D
(
u_creaseMeta
,
scaledCreaseIndex
).
xyz
;
//[k, d, targetTheta]
float
nodeNum
=
creaseMeta2
[
2
];
float
normalIndex1D
=
thetas
[
2
];
if
(
nodeNum
>
1.1
)
normalIndex1D
=
thetas
[
3
];
vec2
normalsIndex
=
vec2
(
mod
(
normalIndex1D
,
u_textureDimFaces
.
x
)
+
0.5
,
floor
(
normalIndex1D
/
u_textureDimFaces
.
x
)
+
0.5
);
vec2
scaledNormalsIndex
=
normalsIndex
/
u_textureDimFaces
;
vec3
normal
=
texture2D
(
u_normals
,
scaledNormalsIndex
).
xyz
;
float
angForce
=
creaseMeta
[
0
]
*
(
creaseMeta
[
2
]
-
thetas
[
0
]);
float
momentArm
=
creaseMeta2
[
1
];
vec3
_force
=
angForce
/
momentArm
*
normal
;
force
+=
_force
;
}
vec3
velocity
=
force
*
u_dt
/
mass
.
x
+
lastVelocity
;
gl_FragColor
=
vec4
(
velocity
,
0.0
);
}
...
...
js/controls.js
View file @
1b89046d
...
...
@@ -53,10 +53,12 @@ function initControls(globals){
setSliderInput
(
"
#creaseStiffness
"
,
globals
.
creaseStiffness
,
1
,
1000
,
1
,
function
(
val
){
globals
.
creaseStiffness
=
val
;
globals
.
dynamicModel
.
updateCreasesMeta
();
});
setSliderInput
(
"
#panelStiffness
"
,
globals
.
panelStiffness
,
1
,
1000
,
1
,
function
(
val
){
globals
.
panelStiffness
=
val
;
globals
.
dynamicModel
.
updateCreasesMeta
();
});
setSlider
(
"
#damping
"
,
globals
.
percentDamping
,
0
,
1
,
0.01
,
function
(
val
){
...
...
js/crease.js
View file @
1b89046d
...
...
@@ -2,7 +2,7 @@
* Created by amandaghassaei on 2/25/17.
*/
function
Crease
(
edge
,
face1Index
,
face2Index
,
targetTheta
,
type
,
node1
,
node2
){
//type = 0 panel, 1 crease
function
Crease
(
edge
,
face1Index
,
face2Index
,
targetTheta
,
type
,
node1
,
node2
,
index
){
//type = 0 panel, 1 crease
//face1 corresponds to node1, face2 to node2
this
.
edge
=
edge
;
...
...
@@ -12,6 +12,7 @@ function Crease(edge, face1Index, face2Index, targetTheta, type, node1, node2){/
this
.
type
=
type
;
this
.
node1
=
node1
;
this
.
node2
=
node2
;
this
.
index
=
index
;
node1
.
addCrease
(
this
);
node2
.
addCrease
(
this
);
}
...
...
@@ -46,6 +47,25 @@ Crease.prototype.getD = function(){
return
globals
.
percentDamping
*
2
*
Math
.
sqrt
(
this
.
getK
());
};
Crease
.
prototype
.
getIndex
=
function
(){
return
this
.
index
;
};
Crease
.
prototype
.
getLengthTo
=
function
(
node
){
var
vector1
=
this
.
getVector
().
normalize
();
var
nodePosition
=
node
.
getOriginalPosition
();
var
vector2
=
nodePosition
.
sub
(
this
.
edge
.
nodes
[
1
].
getOriginalPosition
());
var
projLength
=
vector1
.
dot
(
vector2
);
return
Math
.
sqrt
(
vector2
.
lengthSq
()
-
projLength
*
projLength
);
};
Crease
.
prototype
.
getNodeIndex
=
function
(
node
){
if
(
node
==
this
.
node1
)
return
1
;
else
if
(
node
==
this
.
node2
)
return
2
;
console
.
warn
(
"
no node found
"
);
return
0
;
};
Crease
.
prototype
.
destroy
=
function
(){
this
.
node1
.
removeCrease
(
this
);
this
.
node2
.
removeCrease
(
this
);
...
...
@@ -56,4 +76,5 @@ Crease.prototype.destroy = function(){
this
.
type
=
null
;
this
.
node1
=
null
;
this
.
node2
=
null
;
this
.
index
=
null
;
};
\ No newline at end of file
js/dynamicModel.js
View file @
1b89046d
...
...
@@ -25,7 +25,8 @@ function initDynamicModel(globals){
var
beamMeta
;
//[K, D, length, otherNodeIndex]
var
normals
;
var
creaseMeta
;
//[k, d, targetTheta, length (to node)]
var
creaseMeta
;
//[k, d, targetTheta]
var
creaseMeta2
;
//[creaseIndex, length to node, nodeIndex (1/2)]
var
creaseVectors
;
//vectors of oriented edges in crease
var
theta
;
//[theta, w, normalIndex1, normalIndex2]
var
lastTheta
;
//[theta, w, normalIndex1, normalIndex2]
...
...
@@ -56,6 +57,7 @@ function initDynamicModel(globals){
var
textureDimEdges
=
0
;
var
textureDimFaces
=
0
;
var
textureDimCreases
=
0
;
var
textureDimNodeCreases
=
0
;
syncNodesAndEdges
();
initTexturesAndPrograms
(
globals
.
gpuMath
);
steps
=
parseInt
(
setSolveParams
());
...
...
@@ -119,7 +121,7 @@ function initDynamicModel(globals){
gpuMath
.
step
(
"
thetaCalc
"
,
[
"
u_normals
"
,
"
u_lastTheta
"
,
"
u_creaseVectors
"
],
"
u_theta
"
);
gpuMath
.
step
(
"
velocityCalc
"
,
[
"
u_lastPosition
"
,
"
u_lastVelocity
"
,
"
u_originalPosition
"
,
"
u_externalForces
"
,
"
u_mass
"
,
"
u_meta
"
,
"
u_beamMeta
"
],
"
u_velocity
"
);
"
u_mass
"
,
"
u_meta
"
,
"
u_beamMeta
"
,
"
u_creaseMeta
"
,
"
u_creaseMeta2
"
,
"
u_normals
"
,
"
u_theta
"
],
"
u_velocity
"
);
gpuMath
.
step
(
"
positionCalc
"
,
[
"
u_velocity
"
,
"
u_lastPosition
"
,
"
u_mass
"
],
"
u_position
"
);
gpuMath
.
swapTextures
(
"
u_theta
"
,
"
u_lastTheta
"
);
...
...
@@ -216,6 +218,7 @@ function initDynamicModel(globals){
gpuMath
.
initFrameBufferForTexture
(
"
u_lastTheta
"
);
gpuMath
.
initTextureFromData
(
"
u_meta
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
meta
);
gpuMath
.
initTextureFromData
(
"
u_creaseMeta2
"
,
textureDimNodeCreases
,
textureDimNodeCreases
,
"
FLOAT
"
,
creaseMeta2
);
gpuMath
.
createProgram
(
"
positionCalc
"
,
vertexShader
,
document
.
getElementById
(
"
positionCalcShader
"
).
text
);
gpuMath
.
setUniformForProgram
(
"
positionCalc
"
,
"
u_velocity
"
,
0
,
"
1i
"
);
...
...
@@ -231,8 +234,15 @@ function initDynamicModel(globals){
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_mass
"
,
4
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_meta
"
,
5
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_beamMeta
"
,
6
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_creaseMeta
"
,
7
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_creaseMeta2
"
,
8
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_normals
"
,
9
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_theta
"
,
10
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDim
"
,
[
textureDim
,
textureDim
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDimEdges
"
,
[
textureDimEdges
,
textureDimEdges
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDimFaces
"
,
[
textureDimFaces
,
textureDimFaces
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDimCreases
"
,
[
textureDimCreases
,
textureDimCreases
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDimNodeCreases
"
,
[
textureDimNodeCreases
,
textureDimNodeCreases
],
"
2f
"
);
gpuMath
.
createProgram
(
"
thetaCalc
"
,
vertexShader
,
document
.
getElementById
(
"
thetaCalcShader
"
).
text
);
gpuMath
.
setUniformForProgram
(
"
thetaCalc
"
,
"
u_normals
"
,
0
,
"
1i
"
);
...
...
@@ -357,6 +367,12 @@ function initDynamicModel(globals){
}
textureDimEdges
=
calcTextureSize
(
numEdges
);
var
numNodeCreases
=
0
;
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
){
numNodeCreases
+=
nodes
[
i
].
numCreases
();
}
textureDimNodeCreases
=
calcTextureSize
(
numNodeCreases
);
var
numFaces
=
geometry
.
faces
.
length
;
textureDimFaces
=
calcTextureSize
(
numFaces
);
...
...
@@ -375,6 +391,7 @@ function initDynamicModel(globals){
normals
=
new
Float32Array
(
textureDimFaces
*
textureDimFaces
*
4
);
creaseMeta
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
creaseMeta2
=
new
Float32Array
(
textureDimNodeCreases
*
textureDimNodeCreases
*
4
);
creaseVectors
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
theta
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
lastTheta
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
...
...
@@ -397,6 +414,19 @@ function initDynamicModel(globals){
lastTheta
[
i
*
4
+
3
]
=
creases
[
i
].
getNormal2Index
();
}
var
index
=
0
;
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
){
meta
[
i
*
4
+
2
]
=
index
;
var
nodeCreases
=
nodes
[
i
].
creases
;
meta
[
i
*
4
+
3
]
=
nodeCreases
.
length
;
for
(
var
j
=
0
;
j
<
nodeCreases
.
length
;
j
++
){
creaseMeta2
[
index
*
4
]
=
nodeCreases
[
j
].
getIndex
();
creaseMeta2
[
index
*
4
+
1
]
=
nodeCreases
[
j
].
getLengthTo
(
nodes
[
i
]);
creaseMeta2
[
index
*
4
+
2
]
=
nodeCreases
[
j
].
getNodeIndex
(
nodes
[
i
]);
index
++
;
}
}
updateOriginalPosition
();
updateMaterials
(
true
);
updateFixed
();
...
...
@@ -418,6 +448,7 @@ function initDynamicModel(globals){
syncNodesAndEdges
:
syncNodesAndEdges
,
updateOriginalPosition
:
updateOriginalPosition
,
updateMaterials
:
updateMaterials
,
updateCreasesMeta
:
updateCreasesMeta
,
reset
:
reset
,
pause
:
pause
,
resume
:
resume
,
...
...
js/model.js
View file @
1b89046d
...
...
@@ -22,7 +22,7 @@ function initModel(globals){
edges
.
push
(
new
Beam
([
nodes
[
3
],
nodes
[
2
]]));
var
creases
=
[];
creases
.
push
(
new
Crease
(
edges
[
1
],
1
,
0
,
0
,
0
,
nodes
[
1
],
nodes
[
0
]
));
creases
.
push
(
new
Crease
(
edges
[
2
],
1
,
0
,
0
,
0
,
nodes
[
3
],
nodes
[
1
],
0
));
_
.
each
(
nodes
,
function
(
node
){
globals
.
threeView
.
sceneAddModel
(
node
.
getObject3D
());
...
...
js/node.js
View file @
1b89046d
...
...
@@ -108,6 +108,10 @@ Node.prototype.numBeams = function(){
return
this
.
beams
.
length
;
};
Node
.
prototype
.
numCreases
=
function
(){
return
this
.
creases
.
length
;
};
Node
.
prototype
.
getIndex
=
function
(){
//in nodes array
return
this
.
index
;
};
...
...
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