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我正在尝试学习和理解 Three.js 的工作原理。我从创建布料模拟开始,但遇到了一个小故障。似乎将布料设置为 25 以上的宽度,使片段开始聚集。

我在 Cloth.js 文件中设置宽度var ySegs = 60;,在控制台中我收到警告“THREE.WebGLRenderer:图像不是二的幂 (1800x2819)。调整为 2048x2048”,这些问题是否相关?如果有人可以帮助我了解导致此问题的原因,将不胜感激。

// Cloth.js
var DAMPING = 0.03;
var DRAG = 1 - DAMPING;
var MASS = 0.1;
var restDistance = 25;

var xSegs = 12;
var ySegs = 25;

var clothFunction = plane( restDistance * xSegs, restDistance * ySegs );

var cloth = new Cloth( xSegs, ySegs );

var GRAVITY = 981 * 1.4;
var gravity = new THREE.Vector3( 0, - GRAVITY, 0 ).multiplyScalar( MASS );


var TIMESTEP = 18 / 1000;
var TIMESTEP_SQ = TIMESTEP * TIMESTEP;

var pins = [];


var wind = true;
var windStrength = 2;
var windForce = new THREE.Vector3( 0, 0, 0 );

var ballPosition = new THREE.Vector3( 0, - 45, 0 );
var ballSize = 60; //40

var tmpForce = new THREE.Vector3();

var lastTime;


function plane( width, height ) {

	return function( u, v ) {

		var x = ( u - 0.5 ) * width;
		var y = ( v + 0.5 ) * height;
		var z = 0;

		return new THREE.Vector3( x, y, z );

	};

}

function Particle( x, y, z, mass ) {

	this.position = clothFunction( x, y ); // position
	this.previous = clothFunction( x, y ); // previous
	this.original = clothFunction( x, y );
	this.a = new THREE.Vector3( 0, 0, 0 ); // acceleration
	this.mass = mass;
	this.invMass = 1 / mass;
	this.tmp = new THREE.Vector3();
	this.tmp2 = new THREE.Vector3();

}

// Force -> Acceleration

Particle.prototype.addForce = function( force ) {

	this.a.add(
		this.tmp2.copy( force ).multiplyScalar( this.invMass )
	);

};


// Performs Verlet integration

Particle.prototype.integrate = function( timesq ) {

	var newPos = this.tmp.subVectors( this.position, this.previous );
	newPos.multiplyScalar( DRAG ).add( this.position );
	newPos.add( this.a.multiplyScalar( timesq ) );

	this.tmp = this.previous;
	this.previous = this.position;
	this.position = newPos;

	this.a.set( 0, 0, 0 );

};


var diff = new THREE.Vector3();

function satisfyConstraints( p1, p2, distance ) {

	diff.subVectors( p2.position, p1.position );
	var currentDist = diff.length();
	if ( currentDist === 0 ) return; // prevents division by 0
	var correction = diff.multiplyScalar( 1 - distance / currentDist );
	var correctionHalf = correction.multiplyScalar( 0.5 );
	p1.position.add( correctionHalf );
	p2.position.sub( correctionHalf );

}


function Cloth( w, h ) {

	w = w || 10;
	h = h || 10;
	this.w = w;
	this.h = h;

	var particles = [];
	var constraints = [];

	var u, v;

	// Create particles
	for ( v = 0; v <= h; v ++ ) {

		for ( u = 0; u <= w; u ++ ) {

			particles.push(
				new Particle( u / w, v / h, 0, MASS )
			);

		}

	}

	// Structural

	for ( v = 0; v < h; v ++ ) {

		for ( u = 0; u < w; u ++ ) {

			constraints.push( [
				particles[ index( u, v ) ],
				particles[ index( u, v + 1 ) ],
				restDistance
			] );

			constraints.push( [
				particles[ index( u, v ) ],
				particles[ index( u + 1, v ) ],
				restDistance
			] );

		}

	}

	for ( u = w, v = 0; v < h; v ++ ) {

		constraints.push( [
			particles[ index( u, v ) ],
			particles[ index( u, v + 1 ) ],
			restDistance

		] );

	}

	for ( v = h, u = 0; u < w; u ++ ) {

		constraints.push( [
			particles[ index( u, v ) ],
			particles[ index( u + 1, v ) ],
			restDistance
		] );

}


	this.particles = particles;
	this.constraints = constraints;

	function index( u, v ) {

		return u + v * ( w + 1 );

	}

	this.index = index;

}

function simulate( time ) {

	if ( ! lastTime ) {

		lastTime = time;
		return;

	}

	var i, il, particles, particle, pt, constraints, constraint;

	// Aerodynamics forces

	if ( wind ) {

		var face, faces = clothGeometry.faces, normal;

		particles = cloth.particles;

		for ( i = 0, il = faces.length; i < il; i ++ ) {

			face = faces[ i ];
			normal = face.normal;

			tmpForce.copy( normal ).normalize().multiplyScalar( normal.dot( windForce ) );
			particles[ face.a ].addForce( tmpForce );
			particles[ face.b ].addForce( tmpForce );
			particles[ face.c ].addForce( tmpForce );

		}

	}

	for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) {

		particle = particles[ i ];
		particle.addForce( gravity );

		particle.integrate( TIMESTEP_SQ );

	}

	// Start Constraints

	constraints = cloth.constraints;
	il = constraints.length;

	for ( i = 0; i < il; i ++ ) {

		constraint = constraints[ i ];
		satisfyConstraints( constraint[ 0 ], constraint[ 1 ], constraint[ 2 ] );

	}

	// Ball Constraints

	ballPosition.z = - Math.sin( Date.now() / 600 ) * 90 ; //+ 40;
	ballPosition.x = Math.cos( Date.now() / 400 ) * 70;

	if ( sphere.visible ) {

		for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) {

			particle = particles[ i ];
			var pos = particle.position;
			diff.subVectors( pos, ballPosition );
			if ( diff.length() < ballSize ) {

				// collided
				diff.normalize().multiplyScalar( ballSize );
				pos.copy( ballPosition ).add( diff );

			}

		}

	}


	// Floor Constraints

	for ( particles = cloth.particles, i = 0, il = particles.length; i < il; i ++ ) {

		particle = particles[ i ];
		pos = particle.position;
		if ( pos.y < - 250 ) {

			pos.y = - 250;

		}

	}

	// Pin Constraints

	for ( i = 0, il = pins.length; i < il; i ++ ) {

		var xy = pins[ i ];
		var p = particles[ xy ];
		p.position.copy( p.original );
		p.previous.copy( p.original );

	}
}

			/* Testing */
			var pinsFormation = [];
			var pins = [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12];
			pinsFormation.push( pins );
			pins = pinsFormation[ 0 ];
			function togglePins() {
				pins = pinsFormation[ ~~ ( Math.random() * pinsFormation.length ) ];
			}

            var colours = [
                {bg: 'rgb(56, 255, 211)', flag:'assets/images/rectangle_3.png'},
                {bg: 'rgb(255, 190, 73)', flag:'assets/images/rectangle_1.png'},
                {bg: 'rgb(227, 195, 255)', flag:'assets/images/rectangle_2.png'}
            ];
            var colourChoice = colours[ ~~ ( Math.random() * colours.length ) ];

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
			var container, stats;
			var camera, scene, renderer;
			var clothGeometry;
			var sphere;
			var object;
			init();
			animate();
			function init() {
				container = document.createElement('div');
                container.setAttribute("id", "canvas-cnt");
				document.body.appendChild( container );
				// scene
				scene = new THREE.Scene();
				scene.background = new THREE.Color(colourChoice.bg);
				
				// camera
				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
				camera.position.x = 0;
				camera.position.y = -300;
				camera.position.z = 1800;
				scene.add(camera);

				// lights
				var light, materials;
				scene.add( new THREE.AmbientLight( 0x666666 ) );
				light = new THREE.DirectionalLight( 0xdfebff, 1.75 );
				light.position.set( 50, 200, 100 );
				light.position.multiplyScalar( 1.3 );
				light.castShadow = true;
				light.shadow.mapSize.width = 1024;
				light.shadow.mapSize.height = 1024;
				var d = 300;
				light.shadow.camera.left = - d;
				light.shadow.camera.right = d;
				light.shadow.camera.top = d;
				light.shadow.camera.bottom = - d;
				light.shadow.camera.far = 1000;
				scene.add( light );

				// cloth material
				var loader = new THREE.TextureLoader();
				var clothTexture = loader.load(colourChoice.flag);
				clothTexture.wrapS = clothTexture.wrapT = THREE.RepeatWrapping;
				clothTexture.anisotropy = 16;
				var clothMaterial = new THREE.MeshPhongMaterial( {
					specular: 0x030303,
					map: clothTexture,
					side: THREE.DoubleSide,
					alphaTest: 0.5
				} );
				// cloth geometry
				clothGeometry = new THREE.ParametricGeometry( clothFunction, cloth.w, cloth.h );
				clothGeometry.dynamic = true;
                console.log(cloth.w, cloth.h);
				var uniforms = { texture:  { value: clothTexture } };
				var vertexShader = document.getElementById( 'vertexShaderDepth' ).textContent;
				var fragmentShader = document.getElementById( 'fragmentShaderDepth' ).textContent;
				// cloth mesh
				object = new THREE.Mesh( clothGeometry, clothMaterial );
				object.position.set( 0, 130, 0 );

                object.rotateZ( Math.PI / 2 );
				object.castShadow = true;
				scene.add( object );
				object.customDepthMaterial = new THREE.ShaderMaterial( {
					uniforms: uniforms,
					vertexShader: vertexShader,
					fragmentShader: fragmentShader,
					side: THREE.DoubleSide
				} );
				// sphere
				var ballGeo = new THREE.SphereGeometry( ballSize, 20, 20 );
				var ballMaterial = new THREE.MeshPhongMaterial( { color: 0xaaaaaa } );
				sphere = new THREE.Mesh( ballGeo, ballMaterial );
				sphere.castShadow = true;
				sphere.receiveShadow = true;
				scene.add( sphere );

				// renderer
				renderer = new THREE.WebGLRenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.shadowMap.renderSingleSided = false;
				container.appendChild( renderer.domElement );
				renderer.gammaInput = true;
				renderer.gammaOutput = true;
				renderer.shadowMap.enabled = true;
				// controls
				var controls = new THREE.OrbitControls( camera, renderer.domElement );
				controls.maxPolarAngle = Math.PI * 0.5;
				controls.minDistance = 1000;
				controls.maxDistance = 7500;
				// performance monitor
				stats = new Stats();
				container.appendChild( stats.dom );
				//
				window.addEventListener( 'resize', onWindowResize, false );
				sphere.visible = ! true;
			}
			//
			function onWindowResize() {
				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();
				renderer.setSize( window.innerWidth, window.innerHeight );
			}
			//
			function animate() {
				requestAnimationFrame( animate );
				var time = Date.now();
				var windStrength = 40;
				
				windForce.set( 1000, 1000, 4200 )
				windForce.normalize()
				windForce.multiplyScalar( windStrength );
				simulate( time );
				render();
				stats.update();
			}
			function render() {
				var p = cloth.particles;
				for ( var i = 0, il = p.length; i < il; i ++ ) {
					clothGeometry.vertices[ i ].copy( p[ i ].position );
				}
				clothGeometry.computeFaceNormals();
				clothGeometry.computeVertexNormals();
				clothGeometry.normalsNeedUpdate = true;
				clothGeometry.verticesNeedUpdate = true;
				
				camera.lookAt( scene.position );
				renderer.render( scene, camera );
			}
<script type="x-shader/x-fragment" id="fragmentShaderDepth">
    #include <packing>
    uniform sampler2D texture;
    varying vec2 vUV;
    void main() {
        vec4 pixel = texture2D( texture, vUV );
        if ( pixel.a < 0.5 ) discard;
        gl_FragData[ 0 ] = packDepthToRGBA( gl_FragCoord.z );
    }
</script>

<script type="x-shader/x-vertex" id="vertexShaderDepth">
    varying vec2 vUV;
    void main() {
        vUV = 0.75 * uv;
        vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
        gl_Position = projectionMatrix * mvPosition;
    }
</script>

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