Add cloth simulation page with WGSL shaders

Introduce a new cloth simulation feature: adds ClothComponent (TS/HTML/SCSS) and WGSL compute/vertex/fragment shaders implementing an XPBD-based cloth sim. Wire up routing and RouterConstants, add the cloth entry to the algorithms list, and add English/German i18n strings. Also include small refactors/renames for algorithm-category and algorithms.service imports and update BabylonCanvas to tolerate optional shader configuration and avoid null access during setup.
This commit is contained in:
2026-02-23 11:02:54 +01:00
parent 885e609082
commit 954211b3cf
12 changed files with 461 additions and 11 deletions

View File

@@ -9,6 +9,7 @@ import {LabyrinthComponent} from '../pages/algorithms/pathfinding/labyrinth/laby
import {FractalComponent} from '../pages/algorithms/fractal/fractal.component';
import {Fractal3dComponent} from '../pages/algorithms/fractal3d/fractal3d.component';
import PendulumComponent from '../pages/algorithms/pendulum/pendulum.component';
import {ClothComponent} from '../pages/algorithms/cloth/cloth.component';
export class RouterConstants {
@@ -72,6 +73,12 @@ export class RouterConstants {
COMPONENT: PendulumComponent
};
static readonly CLOTH = {
PATH: 'algorithms/cloth',
LINK: '/algorithms/cloth',
COMPONENT: ClothComponent
};
static readonly IMPRINT = {
PATH: 'imprint',
LINK: '/imprint',