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OrigamiSimulator
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Amanda Ghassaei
OrigamiSimulator
Commits
9008ee1f
Commit
9008ee1f
authored
Feb 25, 2017
by
amandaghassaei
Browse files
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Browse Files
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Email Patches
Plain Diff
adding in crease stiffness
parent
a11b6ce4
Changes
7
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Showing
7 changed files
with
239 additions
and
17 deletions
+239
-17
index.html
index.html
+46
-3
js/controls.js
js/controls.js
+4
-0
js/crease.js
js/crease.js
+43
-0
js/dynamicModel.js
js/dynamicModel.js
+124
-13
js/globals.js
js/globals.js
+1
-0
js/model.js
js/model.js
+9
-1
js/node.js
js/node.js
+12
-0
No files found.
index.html
View file @
9008ee1f
...
...
@@ -65,7 +65,7 @@
<script
id=
"zeroTexture"
type=
"x-shader/x-fragment"
>
void
main
(){
gl_FragColor
=
vec4
(
0.0
,
0.0
,
0.0
,
0.0
);
gl_FragColor
=
vec4
(
0.0
);
}
</script>
...
...
@@ -83,7 +83,7 @@
float
isFixed
=
texture2D
(
u_mass
,
scaledFragCoord
).
y
;
if
(
isFixed
==
1.0
){
gl_FragColor
=
vec4
(
0.0
,
0.0
,
0.0
,
0.0
);
gl_FragColor
=
vec4
(
0.0
);
return
;
}
...
...
@@ -113,7 +113,7 @@
vec2
mass
=
texture2D
(
u_mass
,
scaledFragCoord
).
xy
;
if
(
mass
.
y
==
1.0
){
gl_FragColor
=
vec4
(
0.0
,
0.0
,
0.0
,
0.0
);
gl_FragColor
=
vec4
(
0.0
);
return
;
}
vec3
force
=
texture2D
(
u_externalForces
,
scaledFragCoord
).
xyz
;
...
...
@@ -153,6 +153,42 @@
}
</script>
<script
id=
"thetaCalcShader"
type=
"x-shader/x-fragment"
>
precision
mediump
float
;
uniform
vec2
u_textureDimFaces
;
uniform
vec2
u_textureDimCreases
;
uniform
sampler2D
u_normals
;
uniform
sampler2D
u_lastTheta
;
uniform
sampler2D
u_creaseVectors
;
void
main
(){
vec2
fragCoord
=
gl_FragCoord
.
xy
;
vec2
scaledFragCoord
=
fragCoord
/
u_textureDimCreases
;
vec4
lastTheta
=
texture2D
(
u_lastTheta
,
scaledFragCoord
);
if
(
lastTheta
[
2
]
<
0.0
){
gl_FragColor
=
vec4
(
0.0
,
0.0
,
-
1.0
,
-
1.0
);
return
;
}
vec2
normal1Index
=
vec2
(
mod
(
lastTheta
[
2
],
u_textureDimFaces
.
x
)
+
0.5
,
floor
(
lastTheta
[
2
]
/
u_textureDimFaces
.
x
)
+
0.5
);
normal1Index
/=
u_textureDimFaces
;
vec2
normal2Index
=
vec2
(
mod
(
lastTheta
[
3
],
u_textureDimFaces
.
x
)
+
0.5
,
floor
(
lastTheta
[
3
]
/
u_textureDimFaces
.
x
)
+
0.5
);
normal2Index
/=
u_textureDimFaces
;
vec3
normal1
=
texture2D
(
u_normals
,
normal1Index
).
xyz
;
vec3
normal2
=
texture2D
(
u_normals
,
normal2Index
).
xyz
;
float
theta
=
acos
(
dot
(
normal1
,
normal2
));
//normals are already normalized, no need to divide by length
vec3
creaseVector
=
texture2D
(
u_creaseVectors
,
scaledFragCoord
).
xyz
;
float
sign
=
dot
(
cross
(
normal1
,
normal2
),
creaseVector
);
if
(
sign
<
0.0
)
theta
*=
-
1.0
;
gl_FragColor
=
vec4
(
theta
,
theta
-
lastTheta
[
0
],
lastTheta
[
2
],
lastTheta
[
3
]);
//[theta, w, normal1Index, normal2Index]
}
</script>
<script
type=
"text/javascript"
src=
"dependencies/jquery-3.1.1.min.js"
></script>
<script
type=
"text/javascript"
src=
"dependencies/jquery-ui.min.js"
></script>
<script
type=
"text/javascript"
src=
"dependencies/flat-ui.min.js"
></script>
...
...
@@ -169,6 +205,7 @@
<script
type=
"text/javascript"
src=
"js/globals.js"
></script>
<script
type=
"text/javascript"
src=
"js/node.js"
></script>
<script
type=
"text/javascript"
src=
"js/beam.js"
></script>
<script
type=
"text/javascript"
src=
"js/crease.js"
></script>
<script
type=
"text/javascript"
src=
"js/model.js"
></script>
<script
type=
"text/javascript"
src=
"js/dynamicModel.js"
></script>
...
...
@@ -214,6 +251,12 @@
</div>
<div
id=
"controls"
>
<a
href=
"#"
id=
"about"
class=
"btn btn-lg btn-default"
>
About
</a><br/><br/>
<div
class=
"sliderInput"
id=
"creaseAngle"
>
<span
class=
"label-slider"
>
Crease Angle :
</span><div
class=
"flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"
></div>
<input
value=
""
placeholder=
""
class=
"form-control int"
type=
"text"
>
</div>
<br/><br/><br/>
<div
class=
"sliderInput"
id=
"axialStiffness"
>
<span
class=
"label-slider"
>
Axial Stiffness :
</span><div
class=
"flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"
></div>
<input
value=
""
placeholder=
""
class=
"form-control int"
type=
"text"
>
...
...
js/controls.js
View file @
9008ee1f
...
...
@@ -56,6 +56,10 @@ function initControls(globals){
globals
.
dynamicModel
.
reset
();
});
setSliderInput
(
"
#creaseAngle
"
,
globals
.
creaseAngle
,
0
,
Math
.
PI
,
0.1
,
function
(
val
){
globals
.
creaseAngle
=
val
;
});
function
setDeltaT
(
val
){
$
(
"
#deltaT
"
).
html
(
val
.
toFixed
(
4
));
}
...
...
js/crease.js
0 → 100644
View file @
9008ee1f
/**
* Created by amandaghassaei on 2/25/17.
*/
function
Crease
(
edge
,
face1Index
,
face2Index
,
targetTheta
,
node1
,
node2
){
//face1 corresponds to node1, face2 to node2
this
.
edge
=
edge
;
this
.
face1Index
=
face1Index
;
this
.
face2Index
=
face2Index
;
this
.
targetTheta
=
targetTheta
;
this
.
node1
=
node1
;
this
.
node2
=
node2
;
node1
.
addCrease
(
this
);
node2
.
addCrease
(
this
);
}
Crease
.
prototype
.
getLength
=
function
(){
return
this
.
edge
.
getLength
();
};
Crease
.
prototype
.
getVector
=
function
(){
return
this
.
edge
.
getVector
();
};
Crease
.
prototype
.
getNormal1Index
=
function
(){
return
this
.
face1Index
;
};
Crease
.
prototype
.
getNormal2Index
=
function
(){
return
this
.
face2Index
;
};
Crease
.
prototype
.
destroy
=
function
(){
this
.
node1
.
removeCrease
(
this
);
this
.
node2
.
removeCrease
(
this
);
this
.
edge
=
null
;
this
.
face1Index
=
null
;
this
.
face2Index
=
null
;
this
.
targetTheta
=
null
;
this
.
node1
=
null
;
this
.
node2
=
null
;
};
\ No newline at end of file
js/dynamicModel.js
View file @
9008ee1f
...
...
@@ -4,12 +4,15 @@
function
initDynamicModel
(
globals
){
var
object3D
=
new
THREE
.
Object3D
();
var
geometry
=
new
THREE
.
Geometry
();
geometry
.
dynamic
=
true
;
var
object3D
=
new
THREE
.
Mesh
(
geometry
,
new
THREE
.
MeshNormalMaterial
({
shading
:
THREE
.
FlatShading
,
side
:
THREE
.
DoubleSide
}));
object3D
.
visible
=
globals
.
dynamicSimVisible
;
globals
.
threeView
.
sceneAddModel
(
object3D
);
var
nodes
;
var
edges
;
var
creases
;
var
originalPosition
;
var
position
;
...
...
@@ -18,14 +21,31 @@ function initDynamicModel(globals){
var
lastVelocity
;
var
externalForces
;
var
mass
;
var
meta
;
//[beamsIndex, numBeams]
var
meta
;
//[beamsIndex, numBeams
, creasesIndex, numCreases
]
var
beamMeta
;
//[K, D, length, otherNodeIndex]
var
normals
;
var
creaseMeta
;
//[k, d, targetTheta, length (to node)]
var
creaseVectors
;
//vectors of oriented edges in crease
var
theta
;
//[theta, w, normalIndex1, normalIndex2]
var
lastTheta
;
//[theta, w, normalIndex1, normalIndex2]
function
syncNodesAndEdges
(){
nodes
=
globals
.
model
.
getNodes
();
edges
=
globals
.
model
.
getEdges
();
//update mesh nodes
geometry
.
vertices
=
[];
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
){
geometry
.
vertices
.
push
(
nodes
[
i
].
getPosition
());
}
geometry
.
faces
=
[];
geometry
.
faces
.
push
(
new
THREE
.
Face3
(
0
,
1
,
2
));
geometry
.
faces
.
push
(
new
THREE
.
Face3
(
0
,
2
,
3
));
geometry
.
computeFaceNormals
();
creases
=
globals
.
model
.
getCreases
();
initTypedArrays
();
}
...
...
@@ -34,6 +54,8 @@ function initDynamicModel(globals){
var
textureDim
=
0
;
var
textureDimEdges
=
0
;
var
textureDimFaces
=
0
;
var
textureDimCreases
=
0
;
syncNodesAndEdges
();
initTexturesAndPrograms
(
globals
.
gpuMath
);
steps
=
parseInt
(
setSolveParams
());
...
...
@@ -44,6 +66,11 @@ function initDynamicModel(globals){
globals
.
gpuMath
.
step
(
"
zeroTexture
"
,
[],
"
u_lastPosition
"
);
globals
.
gpuMath
.
step
(
"
zeroTexture
"
,
[],
"
u_velocity
"
);
globals
.
gpuMath
.
step
(
"
zeroTexture
"
,
[],
"
u_lastVelocity
"
);
// for (var i=0;i<creases.length;i++){
// lastTheta[i*4] = 0;
// lastTheta[i*4+1] = 0;
// }
}
function
runSolver
(){
...
...
@@ -86,26 +113,51 @@ function initDynamicModel(globals){
var
gpuMath
=
globals
.
gpuMath
;
gpuMath
.
setProgram
(
"
thetaCalc
"
);
gpuMath
.
setSize
(
textureDimCreases
,
textureDimCreases
);
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
"
);
gpuMath
.
step
(
"
positionCalc
"
,
[
"
u_velocity
"
,
"
u_lastPosition
"
,
"
u_mass
"
],
"
u_position
"
);
gpuMath
.
swapTextures
(
"
u_theta
"
,
"
u_lastTheta
"
);
gpuMath
.
swapTextures
(
"
u_velocity
"
,
"
u_lastVelocity
"
);
gpuMath
.
swapTextures
(
"
u_position
"
,
"
u_lastPosition
"
);
}
function
render
(){
var
vectorLength
=
1
;
globals
.
gpuMath
.
setProgram
(
"
packToBytes
"
);
globals
.
gpuMath
.
setUniformForProgram
(
"
packToBytes
"
,
"
u_vectorLength
"
,
vectorLength
,
"
1f
"
);
globals
.
gpuMath
.
setSize
(
textureDim
*
vectorLength
,
textureDim
);
globals
.
gpuMath
.
step
(
"
packToBytes
"
,
[
"
u_theta
"
],
"
outputBytes
"
);
if
(
globals
.
gpuMath
.
readyToRead
())
{
var
numPixels
=
creases
.
length
*
vectorLength
;
var
height
=
Math
.
ceil
(
numPixels
/
(
textureDimCreases
*
vectorLength
));
var
pixels
=
new
Uint8Array
(
height
*
textureDimCreases
*
4
*
vectorLength
);
globals
.
gpuMath
.
readPixels
(
0
,
0
,
textureDimCreases
*
vectorLength
,
height
,
pixels
);
var
parsedPixels
=
new
Float32Array
(
pixels
.
buffer
);
for
(
var
i
=
0
;
i
<
creases
.
length
;
i
++
)
{
console
.
log
(
parsedPixels
[
i
])
}
}
else
{
console
.
log
(
"
here
"
);
}
var
vectorLength
=
3
;
globals
.
gpuMath
.
setProgram
(
"
packToBytes
"
);
globals
.
gpuMath
.
setUniformForProgram
(
"
packToBytes
"
,
"
u_vectorLength
"
,
vectorLength
,
"
1f
"
);
globals
.
gpuMath
.
setSize
(
textureDim
*
vectorLength
,
textureDim
);
globals
.
gpuMath
.
step
(
"
packToBytes
"
,
[
"
u_lastPosition
"
],
"
outputBytes
"
);
var
pixels
=
new
Uint8Array
(
textureDim
*
textureDim
*
4
*
vectorLength
);
if
(
globals
.
gpuMath
.
readyToRead
())
{
var
numPixels
=
nodes
.
length
*
vectorLength
;
var
height
=
Math
.
ceil
(
numPixels
/
(
textureDim
*
vectorLength
));
var
pixels
=
new
Uint8Array
(
height
*
textureDim
*
4
*
vectorLength
);
//todo only grab pixels you need
globals
.
gpuMath
.
readPixels
(
0
,
0
,
textureDim
*
vectorLength
,
height
,
pixels
);
var
parsedPixels
=
new
Float32Array
(
pixels
.
buffer
);
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
)
{
...
...
@@ -116,6 +168,9 @@ function initDynamicModel(globals){
for
(
var
i
=
0
;
i
<
edges
.
length
;
i
++
){
edges
[
i
].
render
();
}
geometry
.
verticesNeedUpdate
=
true
;
geometry
.
computeFaceNormals
();
updateNormals
();
}
else
{
console
.
log
(
"
here
"
);
}
...
...
@@ -163,6 +218,10 @@ function initDynamicModel(globals){
gpuMath
.
initFrameBufferForTexture
(
"
u_velocity
"
);
gpuMath
.
initTextureFromData
(
"
u_lastVelocity
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
lastVelocity
);
gpuMath
.
initFrameBufferForTexture
(
"
u_lastVelocity
"
);
gpuMath
.
initTextureFromData
(
"
u_theta
"
,
textureDimCreases
,
textureDimCreases
,
"
FLOAT
"
,
theta
);
gpuMath
.
initFrameBufferForTexture
(
"
u_theta
"
);
gpuMath
.
initTextureFromData
(
"
u_lastTheta
"
,
textureDimCreases
,
textureDimCreases
,
"
FLOAT
"
,
lastTheta
);
gpuMath
.
initFrameBufferForTexture
(
"
u_lastTheta
"
);
gpuMath
.
initTextureFromData
(
"
u_originalPosition
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
originalPosition
);
gpuMath
.
initTextureFromData
(
"
u_meta
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
meta
);
...
...
@@ -184,6 +243,13 @@ function initDynamicModel(globals){
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDim
"
,
[
textureDim
,
textureDim
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
velocityCalc
"
,
"
u_textureDimEdges
"
,
[
textureDimEdges
,
textureDimEdges
],
"
2f
"
);
gpuMath
.
createProgram
(
"
thetaCalc
"
,
vertexShader
,
document
.
getElementById
(
"
thetaCalcShader
"
).
text
);
gpuMath
.
setUniformForProgram
(
"
thetaCalc
"
,
"
u_normals
"
,
0
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
thetaCalc
"
,
"
u_lastTheta
"
,
1
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
thetaCalc
"
,
"
u_creaseVectors
"
,
2
,
"
1i
"
);
gpuMath
.
setUniformForProgram
(
"
thetaCalc
"
,
"
u_textureDimFaces
"
,
[
textureDimFaces
,
textureDimFaces
],
"
2f
"
);
gpuMath
.
setUniformForProgram
(
"
thetaCalc
"
,
"
u_textureDimCreases
"
,
[
textureDimCreases
,
textureDimCreases
],
"
2f
"
);
gpuMath
.
createProgram
(
"
packToBytes
"
,
vertexShader
,
document
.
getElementById
(
"
packToBytesShader
"
).
text
);
gpuMath
.
initTextureFromData
(
"
outputBytes
"
,
textureDim
*
4
,
textureDim
,
"
UNSIGNED_BYTE
"
,
null
);
gpuMath
.
initFrameBufferForTexture
(
"
outputBytes
"
);
...
...
@@ -207,17 +273,21 @@ function initDynamicModel(globals){
return
0
;
}
function
updateMaterials
(
shouldUpdateLength
){
function
updateMaterials
(
initing
){
var
index
=
0
;
for
(
var
i
=
0
;
i
<
nodes
.
length
;
i
++
){
meta
[
4
*
i
]
=
index
;
meta
[
4
*
i
+
1
]
=
nodes
[
i
].
numBeams
();
if
(
initing
)
{
meta
[
4
*
i
]
=
index
;
meta
[
4
*
i
+
1
]
=
nodes
[
i
].
numBeams
();
}
for
(
var
j
=
0
;
j
<
nodes
[
i
].
beams
.
length
;
j
++
){
var
beam
=
nodes
[
i
].
beams
[
j
];
beamMeta
[
4
*
index
]
=
beam
.
getK
();
beamMeta
[
4
*
index
+
1
]
=
beam
.
getD
();
if
(
shouldUpdateLength
)
beamMeta
[
4
*
index
+
2
]
=
beam
.
getLength
();
beamMeta
[
4
*
index
+
3
]
=
beam
.
getOtherNode
(
nodes
[
i
]).
getIndex
();
if
(
initing
)
{
beamMeta
[
4
*
index
+
2
]
=
beam
.
getLength
();
beamMeta
[
4
*
index
+
3
]
=
beam
.
getOtherNode
(
nodes
[
i
]).
getIndex
();
}
index
+=
1
;
}
}
...
...
@@ -253,6 +323,28 @@ function initDynamicModel(globals){
globals
.
gpuMath
.
initTextureFromData
(
"
u_originalPosition
"
,
textureDim
,
textureDim
,
"
FLOAT
"
,
originalPosition
,
true
);
}
function
updateNormals
(){
var
numFaces
=
geometry
.
faces
.
length
;
for
(
var
i
=
0
;
i
<
numFaces
;
i
++
){
var
normal
=
geometry
.
faces
[
i
].
normal
;
normals
[
i
*
4
]
=
normal
.
x
;
normals
[
i
*
4
+
1
]
=
normal
.
y
;
normals
[
i
*
4
+
2
]
=
normal
.
z
;
}
globals
.
gpuMath
.
initTextureFromData
(
"
u_normals
"
,
textureDimFaces
,
textureDimFaces
,
"
FLOAT
"
,
normals
,
true
);
}
function
updateCreaseVectors
(){
for
(
var
i
=
0
;
i
<
creases
.
length
;
i
++
){
var
rgbaIndex
=
i
*
4
;
var
vector
=
creases
[
i
].
getVector
();
creaseVectors
[
rgbaIndex
]
=
vector
.
x
;
creaseVectors
[
rgbaIndex
+
1
]
=
vector
.
y
;
creaseVectors
[
rgbaIndex
+
2
]
=
vector
.
z
;
}
globals
.
gpuMath
.
initTextureFromData
(
"
u_creaseVectors
"
,
textureDimCreases
,
textureDimCreases
,
"
FLOAT
"
,
creaseVectors
,
true
);
}
function
initTypedArrays
(){
textureDim
=
calcTextureSize
(
nodes
.
length
);
...
...
@@ -263,6 +355,12 @@ function initDynamicModel(globals){
}
textureDimEdges
=
calcTextureSize
(
numEdges
);
var
numFaces
=
geometry
.
faces
.
length
;
textureDimFaces
=
calcTextureSize
(
numFaces
);
var
numCreases
=
creases
.
length
;
textureDimCreases
=
calcTextureSize
(
numCreases
);
originalPosition
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
position
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
lastPosition
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
...
...
@@ -273,6 +371,12 @@ function initDynamicModel(globals){
meta
=
new
Float32Array
(
textureDim
*
textureDim
*
4
);
beamMeta
=
new
Float32Array
(
textureDimEdges
*
textureDimEdges
*
4
);
normals
=
new
Float32Array
(
textureDimFaces
*
textureDimFaces
*
4
);
creaseMeta
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
creaseVectors
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
theta
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
lastTheta
=
new
Float32Array
(
textureDimCreases
*
textureDimCreases
*
4
);
for
(
var
i
=
0
;
i
<
textureDim
*
textureDim
;
i
++
){
mass
[
4
*
i
+
1
]
=
1
;
//set all fixed by default
}
...
...
@@ -281,19 +385,26 @@ function initDynamicModel(globals){
mass
[
4
*
index
]
=
node
.
getSimMass
();
});
for
(
var
i
=
0
;
i
<
textureDimCreases
*
textureDimCreases
;
i
++
){
if
(
i
>=
numCreases
){
lastTheta
[
i
*
4
+
2
]
=
-
1
;
lastTheta
[
i
*
4
+
3
]
=
-
1
;
continue
;
}
lastTheta
[
i
*
4
+
2
]
=
creases
[
i
].
getNormal1Index
();
lastTheta
[
i
*
4
+
3
]
=
creases
[
i
].
getNormal2Index
();
}
updateCreaseVectors
();
updateNormals
();
updateOriginalPosition
();
updateMaterials
(
true
);
updateFixed
();
updateExternalForces
();
}
function
getChildren
(){
return
object3D
.
children
;
}
return
{
setVisibility
:
setVisibility
,
getChildren
:
getChildren
,
setViewMode
:
setViewMode
,
syncNodesAndEdges
:
syncNodesAndEdges
,
updateOriginalPosition
:
updateOriginalPosition
,
...
...
js/globals.js
View file @
9008ee1f
...
...
@@ -19,6 +19,7 @@ function initGlobals(){
schematicVisible
:
true
,
//sim settings
creaseAngle
:
0
,
axialStiffness
:
100
,
creaseStiffness
:
1
,
panelStiffness
:
1
,
...
...
js/model.js
View file @
9008ee1f
...
...
@@ -21,6 +21,9 @@ function initModel(globals){
edges
.
push
(
new
Beam
([
nodes
[
3
],
nodes
[
0
]]));
edges
.
push
(
new
Beam
([
nodes
[
3
],
nodes
[
2
]]));
var
creases
=
[];
creases
.
push
(
new
Crease
(
edges
[
1
],
1
,
0
,
0
,
nodes
[
1
],
nodes
[
0
]));
_
.
each
(
nodes
,
function
(
node
){
globals
.
threeView
.
sceneAddModel
(
node
.
getObject3D
());
});
...
...
@@ -36,8 +39,13 @@ function initModel(globals){
return
edges
;
}
function
getCreases
(){
return
creases
;
}
return
{
getNodes
:
getNodes
,
getEdges
:
getEdges
getEdges
:
getEdges
,
getCreases
:
getCreases
}
}
\ No newline at end of file
js/node.js
View file @
9008ee1f
...
...
@@ -22,6 +22,7 @@ function Node(position, index){
this
.
object3D
.
_myNode
=
this
;
this
.
beams
=
[];
this
.
creases
=
[];
this
.
externalForce
=
null
;
this
.
fixed
=
false
;
...
...
@@ -78,6 +79,16 @@ Node.prototype.getMass = function(){
Node
.
prototype
.
addCrease
=
function
(
crease
){
this
.
creases
.
push
(
crease
);
};
Node
.
prototype
.
removeCrease
=
function
(
crease
){
if
(
this
.
creases
===
null
)
return
;
var
index
=
this
.
creases
.
indexOf
(
crease
);
if
(
index
>=
0
)
this
.
creases
.
splice
(
index
,
1
);
};
Node
.
prototype
.
addBeam
=
function
(
beam
){
this
.
beams
.
push
(
beam
);
...
...
@@ -163,5 +174,6 @@ Node.prototype.destroy = function(){
this
.
object3D
.
_myNode
=
null
;
this
.
object3D
=
null
;
this
.
beams
=
null
;
this
.
creases
=
null
;
this
.
externalForce
=
null
;
};
\ No newline at end of file
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