Refactored the cloth class for better reading

This commit is contained in:
2026-02-24 08:51:53 +01:00
parent 14d7a78ac4
commit 12411e58bf
2 changed files with 184 additions and 119 deletions

View File

@@ -7,7 +7,7 @@ import { Component } from '@angular/core';
import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card';
import { TranslatePipe } from '@ngx-translate/core';
import { BabylonCanvas, RenderConfig, SceneEventData } from '../../../shared/components/render-canvas/babylon-canvas.component';
import {ComputeShader, StorageBuffer, MeshBuilder, ShaderMaterial, ShaderLanguage, ArcRotateCamera, GroundMesh} from '@babylonjs/core';
import {ComputeShader, StorageBuffer, MeshBuilder, ShaderMaterial, ShaderLanguage, ArcRotateCamera, GroundMesh, WebGPUEngine, Scene} from '@babylonjs/core';
import {
CLOTH_FRAGMENT_SHADER_WGSL,
CLOTH_INTEGRATE_COMPUTE_WGSL,
@@ -16,6 +16,7 @@ import {
CLOTH_VERTEX_SHADER_WGSL
} from './cloth.shader';
import {MatButton} from '@angular/material/button';
import {ClothBuffers, ClothConfig, ClothData, ClothPipelines} from './cloth.model';
@Component({
selector: 'app-cloth',
@@ -61,45 +62,75 @@ export class ClothComponent {
* Initializes and starts the cloth simulation.
*/
private createSimulation(): void {
if (!this.currentSceneData) {
return;
}
if (!this.currentSceneData) return;
const { engine, scene } = this.currentSceneData;
// --- 1. CONFIGURE CLOTH GRID ---
// 1. Define physics parameters
const config = this.getClothConfig();
// 2. Generate initial CPU data (positions, constraints)
const clothData = this.generateClothData(config);
// 3. Upload to GPU
const buffers = this.createStorageBuffers(engine, clothData);
// 4. Create Compute Shaders
const pipelines = this.setupComputePipelines(engine, buffers);
// 5. Setup Rendering (Mesh, Material, Camera)
this.setupRenderMesh(scene, config, buffers.positions);
// 6. Start the physics loop
this.startRenderLoop(engine, scene, config, buffers, pipelines);
}
// ========================================================================
// 1. CONFIGURATION
// ========================================================================
private getClothConfig(): ClothConfig {
const gridWidth = 100;
const gridHeight = 100;
const spacing = 0.05;
const numVertices = gridWidth * gridHeight;
const density = 1.0;
const particleArea = spacing * spacing;
const particleMass = density * particleArea;
const particleInvMass = 1.0 / particleMass;
const positionsData = new Float32Array(numVertices * 4);
const prevPositionsData = new Float32Array(numVertices * 4);
const velocitiesData = new Float32Array(numVertices * 4);
return {
gridWidth,
gridHeight,
spacing,
density,
numVertices: gridWidth * gridHeight,
particleInvMass: 1.0 / particleMass
};
}
// ========================================================================
// 2. DATA GENERATION (CPU)
// ========================================================================
private generateClothData(config: ClothConfig): ClothData {
const positionsData = new Float32Array(config.numVertices * 4);
const prevPositionsData = new Float32Array(config.numVertices * 4);
const velocitiesData = new Float32Array(config.numVertices * 4);
// Arrays for our 4 phases (dynamic size as we push)
const constraintsP0: number[] = [];
const constraintsP1: number[] = [];
const constraintsP2: number[] = [];
const constraintsP3: number[] = [];
// Helper function for clean adding (vec4 structure)
const addConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, spacing, 1.0);
arr.push(a, b, config.spacing, 1.0);
};
// Fill positions and pin the top edge
for (let y = 0; y < gridHeight; y++) {
for (let x = 0; x < gridWidth; x++) {
const idx = (y * gridWidth + x) * 4;
positionsData[idx + 0] = (x - gridWidth / 2) * spacing;
positionsData[idx + 1] = 5.0 - (y * spacing);
// Fill positions (Pin top row)
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth; x++) {
const idx = (y * config.gridWidth + x) * 4;
positionsData[idx + 0] = (x - config.gridWidth / 2) * config.spacing;
positionsData[idx + 1] = 5.0 - (y * config.spacing);
positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : particleInvMass;
positionsData[idx + 3] = (y === 0) ? 0.0 : config.particleInvMass;
prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1];
@@ -108,58 +139,54 @@ export class ClothComponent {
}
}
// --- GRAPH COLORING: Fill constraints in 4 phases ---
// Phase 0: Horizontal Even
for (let y = 0; y < gridHeight; y++) {
for (let x = 0; x < gridWidth - 1; x += 2) {
addConstraint(constraintsP0, y * gridWidth + x, y * gridWidth + x + 1);
// Graph Coloring (4 Phases)
for (let y = 0; y < config.gridHeight; y++) {
for (let x = 0; x < config.gridWidth - 1; x += 2) addConstraint(constraintsP0, y * config.gridWidth + x, y * config.gridWidth + x + 1);
for (let x = 1; x < config.gridWidth - 1; x += 2) addConstraint(constraintsP1, y * config.gridWidth + x, y * config.gridWidth + x + 1);
}
for (let y = 0; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) addConstraint(constraintsP2, y * config.gridWidth + x, (y + 1) * config.gridWidth + x);
}
// Phase 1: Horizontal Odd
for (let y = 0; y < gridHeight; y++) {
for (let x = 1; x < gridWidth - 1; x += 2) {
addConstraint(constraintsP1, y * gridWidth + x, y * gridWidth + x + 1);
}
}
// Phase 2: Vertical Even
for (let y = 0; y < gridHeight - 1; y += 2) {
for (let x = 0; x < gridWidth; x++) {
addConstraint(constraintsP2, y * gridWidth + x, (y + 1) * gridWidth + x);
}
}
// Phase 3: Vertical Odd
for (let y = 1; y < gridHeight - 1; y += 2) {
for (let x = 0; x < gridWidth; x++) {
addConstraint(constraintsP3, y * gridWidth + x, (y + 1) * gridWidth + x);
}
for (let y = 1; y < config.gridHeight - 1; y += 2) {
for (let x = 0; x < config.gridWidth; x++) addConstraint(constraintsP3, y * config.gridWidth + x, (y + 1) * config.gridWidth + x);
}
const paramsData = new Float32Array(8);
return {
positions: positionsData,
prevPositions: prevPositionsData,
velocities: velocitiesData,
constraints: [constraintsP0, constraintsP1, constraintsP2, constraintsP3],
params: new Float32Array(8)
};
}
// --- 2. CREATE GPU STORAGE BUFFERS ---
const positionsBuffer = new StorageBuffer(engine, positionsData.byteLength);
positionsBuffer.update(positionsData);
const prevPositionsBuffer = new StorageBuffer(engine, prevPositionsData.byteLength);
prevPositionsBuffer.update(prevPositionsData);
const velocitiesBuffer = new StorageBuffer(engine, velocitiesData.byteLength);
const paramsBuffer = new StorageBuffer(engine, paramsData.byteLength);
// Create 4 separate buffers for the 4 phases
const createAndPopulateBuffer = (data: number[]): StorageBuffer => {
const buffer = new StorageBuffer(engine, data.length * 4);
buffer.update(new Float32Array(data));
// ========================================================================
// 3. BUFFER CREATION (GPU)
// ========================================================================
private createStorageBuffers(engine: WebGPUEngine, data: ClothData): ClothBuffers {
const createBuffer = (arrayData: Float32Array | number[]): StorageBuffer => {
const buffer = new StorageBuffer(engine, arrayData.length * 4);
buffer.update(arrayData instanceof Float32Array ? arrayData : new Float32Array(arrayData));
return buffer;
};
const cBuffer0 = createAndPopulateBuffer(constraintsP0);
const cBuffer1 = createAndPopulateBuffer(constraintsP1);
const cBuffer2 = createAndPopulateBuffer(constraintsP2);
const cBuffer3 = createAndPopulateBuffer(constraintsP3);
return {
positions: createBuffer(data.positions),
prevPositions: createBuffer(data.prevPositions),
velocities: createBuffer(data.velocities),
params: createBuffer(data.params),
constraints: data.constraints.map(cData => createBuffer(cData))
};
}
// --- 3. SETUP COMPUTE SHADERS ---
const csIntegrate = new ComputeShader("integrate", engine, { computeSource: CLOTH_INTEGRATE_COMPUTE_WGSL }, {
// ========================================================================
// 4. COMPUTE SHADERS
// ========================================================================
private setupComputePipelines(engine: WebGPUEngine, buffers: ClothBuffers): ClothPipelines {
// Helper for integrating & velocity
const createBasicShader = (name: string, source: string) => {
const cs = new ComputeShader(name, engine, { computeSource: source }, {
bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
@@ -167,13 +194,15 @@ export class ClothComponent {
"velocities": { group: 0, binding: 3 }
}
});
csIntegrate.setStorageBuffer("p", paramsBuffer);
csIntegrate.setStorageBuffer("positions", positionsBuffer);
csIntegrate.setStorageBuffer("prev_positions", prevPositionsBuffer);
csIntegrate.setStorageBuffer("velocities", velocitiesBuffer);
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("prev_positions", buffers.prevPositions);
cs.setStorageBuffer("velocities", buffers.velocities);
return cs;
};
// Helper function to create the 4 solve shaders
const createSolver = (name: string, cBuffer: StorageBuffer): ComputeShader => {
// Helper for solvers
const createSolverShader = (name: string, constraintBuffer: StorageBuffer) => {
const cs = new ComputeShader(name, engine, { computeSource: CLOTH_SOLVE_COMPUTE_WGSL }, {
bindingsMapping: {
"p": { group: 0, binding: 0 },
@@ -181,36 +210,28 @@ export class ClothComponent {
"constraints": { group: 0, binding: 2 }
}
});
cs.setStorageBuffer("p", paramsBuffer);
cs.setStorageBuffer("positions", positionsBuffer);
cs.setStorageBuffer("constraints", cBuffer);
cs.setStorageBuffer("p", buffers.params);
cs.setStorageBuffer("positions", buffers.positions);
cs.setStorageBuffer("constraints", constraintBuffer);
return cs;
};
const csSolve0 = createSolver("solve0", cBuffer0);
const csSolve1 = createSolver("solve1", cBuffer1);
const csSolve2 = createSolver("solve2", cBuffer2);
const csSolve3 = createSolver("solve3", cBuffer3);
const csVelocity = new ComputeShader("velocity", engine, { computeSource: CLOTH_VELOCITY_COMPUTE_WGSL }, {
bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
"prev_positions": { group: 0, binding: 2 },
"velocities": { group: 0, binding: 3 }
return {
integrate: createBasicShader("integrate", CLOTH_INTEGRATE_COMPUTE_WGSL),
solvers: buffers.constraints.map((cBuffer, i) => createSolverShader(`solve${i}`, cBuffer)),
velocity: createBasicShader("velocity", CLOTH_VELOCITY_COMPUTE_WGSL)
};
}
});
csVelocity.setStorageBuffer("p", paramsBuffer);
csVelocity.setStorageBuffer("positions", positionsBuffer);
csVelocity.setStorageBuffer("prev_positions", prevPositionsBuffer);
csVelocity.setStorageBuffer("velocities", velocitiesBuffer);
// --- 4. SETUP RENDER MESH ---
if (this.clothMesh)
{
// ========================================================================
// 5. RENDERING SETUP
// ========================================================================
private setupRenderMesh(scene: Scene, config: ClothConfig, positionsBuffer: StorageBuffer): void {
if (this.clothMesh) {
scene.removeMesh(this.clothMesh);
}
this.clothMesh = MeshBuilder.CreateGround("cloth", { width: 10, height: 10, subdivisions: gridWidth - 1 }, scene);
this.clothMesh = MeshBuilder.CreateGround("cloth", { width: 10, height: 10, subdivisions: config.gridWidth - 1 }, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, {
vertexSource: CLOTH_VERTEX_SHADER_WGSL,
@@ -232,46 +253,54 @@ export class ClothComponent {
camera.beta = Math.PI / 2.5;
camera.radius = 15;
}
}
// ========================================================================
// 6. RENDER LOOP
// ========================================================================
private startRenderLoop(engine: WebGPUEngine, scene: Scene, config: ClothConfig, buffers: ClothBuffers, pipelines: ClothPipelines): void {
const paramsData = new Float32Array(8);
// Pre-calculate constraint dispatch sizes for the 4 phases
const constraintsLength = buffers.constraints.map(b => (b as any)._buffer.capacity / 4 / 4); // Elements / vec4 length
const dispatchXConstraints = constraintsLength.map(len => Math.ceil(len / 64));
const dispatchXVertices = Math.ceil(config.numVertices / 64);
const substeps = 15;
// --- 5. RENDER LOOP ---
scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => {
this.simulationTime += engine.getDeltaTime() / 1000.0;
// Update Physics Parameters
const windX = this.isWindActive ? 5.0 : 0.0;
const windY = 0.0;
const windZ = this.isWindActive ? 15.0 : 0.0;
const scaledCompliance = 0.00001 * config.particleInvMass * config.spacing;
const baseCompliance = 0.00001;
const scaledCompliance = baseCompliance * particleInvMass * spacing;
paramsData[0] = 0.016;
paramsData[1] = -9.81;
paramsData[2] = scaledCompliance; //scaled stiffness
paramsData[3] = numVertices;
paramsData[0] = 0.016; // dt
paramsData[1] = -9.81; // gravity
paramsData[2] = scaledCompliance;
paramsData[3] = config.numVertices;
paramsData[4] = windX;
paramsData[5] = windY;
paramsData[6] = windZ;
paramsData[7] = this.simulationTime;
paramsBuffer.update(paramsData);
const dispatchXVertices = Math.ceil(numVertices / 64);
buffers.params.update(paramsData);
// 1. Predict positions
csIntegrate.dispatch(dispatchXVertices, 1, 1);
pipelines.integrate.dispatch(dispatchXVertices, 1, 1);
// 2. XPBD Solver (Substeps) - Solve each color individually
const substeps = 15;
// 2. XPBD Solver (Substeps) - Graph Coloring Phase
for (let i = 0; i < substeps; i++) {
csSolve0.dispatch(Math.ceil((constraintsP0.length / 4) / 64), 1, 1);
csSolve1.dispatch(Math.ceil((constraintsP1.length / 4) / 64), 1, 1);
csSolve2.dispatch(Math.ceil((constraintsP2.length / 4) / 64), 1, 1);
csSolve3.dispatch(Math.ceil((constraintsP3.length / 4) / 64), 1, 1);
pipelines.solvers[0].dispatch(dispatchXConstraints[0], 1, 1);
pipelines.solvers[1].dispatch(dispatchXConstraints[1], 1, 1);
pipelines.solvers[2].dispatch(dispatchXConstraints[2], 1, 1);
pipelines.solvers[3].dispatch(dispatchXConstraints[3], 1, 1);
}
// 3. Update velocities
csVelocity.dispatch(dispatchXVertices, 1, 1);
pipelines.velocity.dispatch(dispatchXVertices, 1, 1);
});
}
}

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@@ -0,0 +1,36 @@
// --- SIMULATION CONFIGURATION ---
import {ComputeShader, StorageBuffer} from '@babylonjs/core';
export interface ClothConfig {
gridWidth: number;
gridHeight: number;
spacing: number;
density: number;
numVertices: number;
particleInvMass: number;
}
// --- RAW CPU DATA ---
export interface ClothData {
positions: Float32Array;
prevPositions: Float32Array;
velocities: Float32Array;
constraints: number[][]; // Array containing the 4 phases
params: Float32Array;
}
// --- WEBGPU BUFFERS ---
export interface ClothBuffers {
positions: StorageBuffer;
prevPositions: StorageBuffer;
velocities: StorageBuffer;
params: StorageBuffer;
constraints: StorageBuffer[]; // 4 phase buffers
}
// --- COMPUTE PIPELINES ---
export interface ClothPipelines {
integrate: ComputeShader;
solvers: ComputeShader[]; // 4 solve shaders
velocity: ComputeShader;
}