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.
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@@ -470,6 +470,9 @@
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"DISCLAIMER_BOTTOM": "NOTE: If too many impulses are fed into the system, the simulation becomes unstable. The pendulum will then just hang down and the simulation will have to be restarted."
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}
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},
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"CLOTH": {
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"TITLE": "Cloth simulation"
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},
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"ALGORITHM": {
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"TITLE": "Algorithms",
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"PATHFINDING": {
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@@ -500,6 +503,10 @@
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"TITLE": "Double pendulum",
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"DESCRIPTION": "Visualisation of a chaotic double pendulum simulation with WebGPU."
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},
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"CLOTH": {
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"TITLE": "Cloth simulation",
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"DESCRIPTION": "Simulation of cloth with WebGPU."
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},
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"NOTE": "Note",
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"GRID_HEIGHT": "Height",
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"GRID_WIDTH": "Width"
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