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76f24fe | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 | import * as THREE from 'three';
import { OrbitControls } from './vendor/OrbitControls.js';
import { Simulation, MATERIALS } from './mpm.js';
import { makeAsset, SHAPE_LIST } from './assets.js';
const canvas = document.getElementById('view');
const renderer = new THREE.WebGLRenderer({ canvas, antialias: true, preserveDrawingBuffer: true });
renderer.setPixelRatio(Math.min(devicePixelRatio, 2));
renderer.outputColorSpace = THREE.SRGBColorSpace;
const scene = new THREE.Scene();
scene.background = new THREE.Color('#10151b');
const camera = new THREE.PerspectiveCamera(45, 1, 0.01, 100);
camera.position.set(1.5, 1.05, 1.6);
const controls = new OrbitControls(camera, canvas);
controls.enableDamping = true;
controls.target.set(0.5, 0.35, 0.5);
scene.add(new THREE.HemisphereLight('#cfe0f0', '#20262e', 1.3));
const key = new THREE.DirectionalLight('#fff4e2', 1.6);
key.position.set(2, 3, 1.5);
scene.add(key);
const rim = new THREE.DirectionalLight('#6ea8d8', 0.7);
rim.position.set(-2, 1.2, -1.5);
scene.add(rim);
// the unit box the solver works in
const floor = new THREE.Mesh(
new THREE.PlaneGeometry(1, 1).rotateX(-Math.PI / 2).translate(0.5, 0, 0.5),
new THREE.MeshStandardMaterial({ color: '#2b333d', roughness: 0.95 })
);
scene.add(floor);
const cage = new THREE.LineSegments(
new THREE.EdgesGeometry(new THREE.BoxGeometry(1, 1, 1).translate(0.5, 0.5, 0.5)),
new THREE.LineBasicMaterial({ color: '#33414f' })
);
scene.add(cage);
// ------------------------------------------------------------------ kernels ---
// One instanced ellipsoid per gaussian. A unit sphere scaled by the transformed
// axes is exactly what Σ' = F Σ Fᵀ describes, so the deformation is visible in
// the shape of each kernel and not only in where it moved.
let sim = null, asset = null, mesh = null;
const dummy = new THREE.Object3D();
const mat3 = new THREE.Matrix4();
function buildMesh(n, colors) {
if (mesh) { scene.remove(mesh); mesh.geometry.dispose(); mesh.material.dispose(); }
mesh = new THREE.InstancedMesh(
new THREE.SphereGeometry(1, 6, 4),
new THREE.MeshStandardMaterial({ roughness: 0.55, metalness: 0.05, vertexColors: false }),
n
);
mesh.instanceColor = new THREE.InstancedBufferAttribute(Float32Array.from(colors), 3);
mesh.frustumCulled = false;
scene.add(mesh);
}
function syncMesh() {
const { x, sigma, rot, n } = sim;
for (let i = 0; i < n; i++) {
// columns of F scaled by sigma give the transformed principal axes
const f = rot.subarray(i * 9, i * 9 + 9);
const sx = sigma[i * 3], sy = sigma[i * 3 + 1], sz = sigma[i * 3 + 2];
mat3.set(
f[0] * sx, f[1] * sy, f[2] * sz, x[i * 3],
f[3] * sx, f[4] * sy, f[5] * sz, x[i * 3 + 1],
f[6] * sx, f[7] * sy, f[8] * sz, x[i * 3 + 2],
0, 0, 0, 1
);
mesh.setMatrixAt(i, mat3);
}
mesh.instanceMatrix.needsUpdate = true;
}
// --------------------------------------------------------------------- ui -----
const shapeSel = document.getElementById('shape');
const matSel = document.getElementById('material');
const countEl = document.getElementById('count');
const statsEl = document.getElementById('stats');
shapeSel.innerHTML = SHAPE_LIST.map(s => `<option value="${s.id}">${s.label}</option>`).join('');
matSel.innerHTML = Object.entries(MATERIALS)
.map(([id, m]) => `<option value="${id}">${m.label}</option>`).join('');
let running = false;
// Explicit MPM needs many small steps, but each one is a full P2G/G2P sweep. Eight
// keeps a soft material stable while leaving the frame budget usable.
let substeps = 8;
function rebuild() {
const n = parseInt(countEl.value, 10) || 4000;
asset = makeAsset(shapeSel.value, n, 7);
sim = new Simulation(asset.positions, asset.sigma, matSel.value);
buildMesh(asset.count, asset.color);
syncMesh();
report(0);
}
function report(ms) {
const m = MATERIALS[sim.matName];
statsEl.textContent =
`${asset.count.toLocaleString()} kernels · ${m.label} · E=${m.E.toExponential(1)} · ` +
`t=${sim.time.toFixed(2)}s${ms ? ` · ${ms.toFixed(1)} ms/frame` : ''}`;
}
document.getElementById('go').onclick = () => {
running = !running;
document.getElementById('go').textContent = running ? 'Pause' : 'Drop';
document.getElementById('go').classList.toggle('on', running);
};
document.getElementById('reset').onclick = () => {
running = false;
document.getElementById('go').textContent = 'Drop';
document.getElementById('go').classList.remove('on');
rebuild();
};
shapeSel.onchange = () => { running = false; document.getElementById('go').textContent = 'Drop'; rebuild(); };
matSel.onchange = () => {
sim.setMaterial(matSel.value);
report(0);
};
countEl.onchange = () => { running = false; rebuild(); };
// ------------------------------------------------------------------- loop -----
function resize() {
const w = canvas.clientWidth, h = canvas.clientHeight;
if (canvas.width !== w || canvas.height !== h) {
renderer.setSize(w, h, false);
camera.aspect = w / h;
camera.updateProjectionMatrix();
}
}
let frameMs = 0;
function tick() {
if (!sim || !running) return;
const t0 = performance.now();
// Many small steps: MPM is explicit, so stability is set by the step size and
// the stiffest material has to survive it.
const dt = 2.4e-4;
for (let s = 0; s < substeps; s++) sim.step(dt);
syncMesh();
frameMs = frameMs * 0.85 + (performance.now() - t0) * 0.15;
report(frameMs);
}
function loop() {
resize();
controls.update();
tick();
renderer.render(scene, camera);
requestAnimationFrame(loop);
}
rebuild();
requestAnimationFrame(loop);
window.gp = {
renderer, scene, camera, controls, sim: () => sim,
step: (steps = 240) => { const d = 2.4e-4; for (let i = 0; i < steps; i++) sim.step(d); syncMesh(); },
setShape: (s) => { shapeSel.value = s; rebuild(); },
setMaterial: (m) => { matSel.value = m; sim.setMaterial(m); },
frame: () => { resize(); renderer.render(scene, camera); },
};
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