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b40f1ec | 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 | import * as THREE from 'three';
import { Pattern, CreaseType } from './patterns';
export class Vertex {
pos: THREE.Vector3;
oldPos: THREE.Vector3;
originalPos: THREE.Vector2;
fixed: boolean = false;
constructor(x: number, y: number) {
this.pos = new THREE.Vector3(x, y, 0);
this.oldPos = new THREE.Vector3(x, y, 0);
this.originalPos = new THREE.Vector2(x, y);
}
}
export class DistanceConstraint {
v1: Vertex;
v2: Vertex;
restLength: number;
constructor(v1: Vertex, v2: Vertex) {
this.v1 = v1;
this.v2 = v2;
this.restLength = v1.originalPos.distanceTo(v2.originalPos);
}
solve() {
const delta = new THREE.Vector3().subVectors(this.v2.pos, this.v1.pos);
const dist = delta.length();
if (dist === 0) return;
const diff = (dist - this.restLength) / dist;
const correction = delta.multiplyScalar(diff * 0.5);
if (!this.v1.fixed && !this.v2.fixed) {
this.v1.pos.add(correction);
this.v2.pos.sub(correction);
} else if (!this.v1.fixed) {
this.v1.pos.add(correction.multiplyScalar(2));
} else if (!this.v2.fixed) {
this.v2.pos.sub(correction.multiplyScalar(2));
}
}
}
export class CreaseConstraint {
vA: Vertex;
vB: Vertex;
vC: Vertex; // hinge
vD: Vertex; // hinge
type: CreaseType;
d: number;
vA_len: number;
vB_len: number;
constructor(vA: Vertex, vB: Vertex, vC: Vertex, vD: Vertex, type: CreaseType) {
this.vA = vA;
this.vB = vB;
this.vC = vC;
this.vD = vD;
this.type = type;
const C = vC.originalPos;
const D = vD.originalPos;
const A = vA.originalPos;
const B = vB.originalPos;
const CD = new THREE.Vector2().subVectors(D, C);
const hingeLen = CD.length();
const hingeDir = CD.clone().divideScalar(hingeLen);
const CA = new THREE.Vector2().subVectors(A, C);
const CB = new THREE.Vector2().subVectors(B, C);
const projA_len = CA.dot(hingeDir);
const projB_len = CB.dot(hingeDir);
this.d = Math.abs(projA_len - projB_len);
this.vA_len = Math.sqrt(Math.max(0, CA.lengthSq() - projA_len * projA_len));
this.vB_len = Math.sqrt(Math.max(0, CB.lengthSq() - projB_len * projB_len));
}
solve(foldPercent: number) {
let theta = 0;
const maxAngle = Math.PI * 0.85; // Prevent folding completely flat to stop self-intersection
if (this.type === 'mountain') theta = foldPercent * maxAngle;
if (this.type === 'valley') theta = -foldPercent * maxAngle;
// Target distance
const L_sq = this.d * this.d + this.vA_len * this.vA_len + this.vB_len * this.vB_len + 2 * this.vA_len * this.vB_len * Math.cos(theta);
const targetDist = Math.sqrt(Math.max(0, L_sq));
// Apply distance constraint between A and B
const delta = new THREE.Vector3().subVectors(this.vB.pos, this.vA.pos);
const dist = delta.length();
if (dist === 0) return;
const diff = (dist - targetDist) / dist;
const correction = delta.multiplyScalar(diff * 0.5);
// We can use a slightly lower stiffness for creases to allow the structural springs to dominate
const stiffness = 0.5;
correction.multiplyScalar(stiffness);
if (!this.vA.fixed) this.vA.pos.add(correction);
if (!this.vB.fixed) this.vB.pos.sub(correction);
// Apply bias force if needed
if (this.type !== 'flat' && foldPercent > 0.001) {
const hingeDir = new THREE.Vector3().subVectors(this.vD.pos, this.vC.pos).normalize();
const n1 = new THREE.Vector3().subVectors(this.vA.pos, this.vC.pos).cross(hingeDir).normalize();
const n2 = hingeDir.clone().cross(new THREE.Vector3().subVectors(this.vB.pos, this.vC.pos)).normalize();
const dot = n1.dot(n2);
if (dot > 0.99 || isNaN(dot)) { // almost flat
const forceDir = this.type === 'mountain' ? 1 : -1;
const push = new THREE.Vector3(0, 0, forceDir * 0.02); // Global Z push
if (!this.vA.fixed) this.vA.pos.sub(push);
if (!this.vB.fixed) this.vB.pos.sub(push);
if (!this.vC.fixed) this.vC.pos.add(push);
if (!this.vD.fixed) this.vD.pos.add(push);
}
}
}
}
export class OrigamiSimulation {
vertices: Vertex[] = [];
structuralSprings: DistanceConstraint[] = [];
creases: CreaseConstraint[] = [];
faces: number[][] = [];
constructor(pattern: Pattern) {
this.vertices = pattern.vertices.map(v => new Vertex(v[0], v[1]));
this.faces = pattern.faces;
// Fix the center vertex to prevent floating away
let centerIdx = 0;
let minDist = Infinity;
this.vertices.forEach((v, i) => {
const dist = v.originalPos.lengthSq();
if (dist < minDist) {
minDist = dist;
centerIdx = i;
}
});
this.vertices[centerIdx].fixed = true;
// Fix another vertex connected to the center vertex to prevent rotation
// Find an edge connected to centerIdx
const connectedEdge = pattern.faces.find(f => f.includes(centerIdx));
if (connectedEdge) {
const otherIdx = connectedEdge.find(v => v !== centerIdx);
if (otherIdx !== undefined) {
this.vertices[otherIdx].fixed = true;
}
// Fix a third vertex to completely prevent spinning in 3D
const thirdIdx = connectedEdge.find(v => v !== centerIdx && v !== otherIdx);
if (thirdIdx !== undefined) {
this.vertices[thirdIdx].fixed = true;
}
}
// Build structural springs (edges of faces)
const edgeMap = new Map<string, { faces: number[], v1: number, v2: number }>();
const addEdge = (v1: number, v2: number, faceIdx: number) => {
const key = v1 < v2 ? `${v1}-${v2}` : `${v2}-${v1}`;
if (!edgeMap.has(key)) {
edgeMap.set(key, { faces: [], v1, v2 });
this.structuralSprings.push(new DistanceConstraint(this.vertices[v1], this.vertices[v2]));
}
edgeMap.get(key)!.faces.push(faceIdx);
};
this.faces.forEach((face, i) => {
addEdge(face[0], face[1], i);
addEdge(face[1], face[2], i);
addEdge(face[2], face[0], i);
});
// Build creases
edgeMap.forEach((edge, key) => {
if (edge.faces.length === 2) {
const f1 = this.faces[edge.faces[0]];
const f2 = this.faces[edge.faces[1]];
// Find opposite vertices
const vA_idx = f1.find(v => v !== edge.v1 && v !== edge.v2)!;
const vB_idx = f2.find(v => v !== edge.v1 && v !== edge.v2)!;
// Check if this edge is in pattern.creases
let type: CreaseType = 'flat';
const creaseDef = pattern.creases.find(c =>
(c.edge[0] === edge.v1 && c.edge[1] === edge.v2) ||
(c.edge[0] === edge.v2 && c.edge[1] === edge.v1)
);
if (creaseDef) {
type = creaseDef.type;
}
this.creases.push(new CreaseConstraint(
this.vertices[vA_idx],
this.vertices[vB_idx],
this.vertices[edge.v1],
this.vertices[edge.v2],
type
));
}
});
// Add initial noise to break symmetry
this.vertices.forEach(v => {
v.pos.z += (Math.random() - 0.5) * 0.01;
v.oldPos.copy(v.pos);
});
}
step(foldPercent: number) {
const damping = 0.8; // Increased damping for stability
for (const v of this.vertices) {
if (v.fixed) continue;
const velocity = new THREE.Vector3().subVectors(v.pos, v.oldPos).multiplyScalar(damping);
v.oldPos.copy(v.pos);
v.pos.add(velocity);
}
const _tri = new THREE.Triangle();
const _closest = new THREE.Vector3();
const _delta = new THREE.Vector3();
const _faceCorrection = new THREE.Vector3();
const thickness = 0.06; // Increased thickness for impenetrable paper
const thicknessSq = thickness * thickness;
// Solve constraints iteratively
const iterations = 60; // More iterations for rigid collisions
for (let i = 0; i < iterations; i++) {
for (const crease of this.creases) {
crease.solve(foldPercent);
}
for (const spring of this.structuralSprings) {
spring.solve();
}
// Self-collision (Vertex-Face repulsion)
for (let j = 0; j < this.vertices.length; j++) {
const v = this.vertices[j];
for (let f = 0; f < this.faces.length; f++) {
const face = this.faces[f];
if (face.includes(j)) continue;
const vA = this.vertices[face[0]];
const vB = this.vertices[face[1]];
const vC = this.vertices[face[2]];
_tri.set(vA.pos, vB.pos, vC.pos);
_tri.closestPointToPoint(v.pos, _closest);
_delta.subVectors(v.pos, _closest); // Vector FROM face TO vertex
const distSq = _delta.lengthSq();
if (distSq < thicknessSq) {
let dist = Math.sqrt(distSq);
let overlap = thickness - dist;
if (dist < 0.0001) {
_tri.getNormal(_delta); // Use normal if exactly touching
} else {
_delta.normalize();
}
// Apply strong repulsion force
_delta.multiplyScalar(overlap * 0.9);
if (!v.fixed) v.pos.addScaledVector(_delta, 0.5);
_faceCorrection.copy(_delta).multiplyScalar(-0.5 / 3);
if (!vA.fixed) vA.pos.add(_faceCorrection);
if (!vB.fixed) vB.pos.add(_faceCorrection);
if (!vC.fixed) vC.pos.add(_faceCorrection);
}
}
}
}
}
}
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