Refactor cloth component and shaders

Improve readability, typing and structure for the cloth simulation component and WGSL shaders. Changes include: formatted imports, added file/header JSDoc and inline comments, made renderConfig and lifecycle methods public with explicit types, renamed component selector to 'app-cloth', converted several functions to typed helpers (e.g. createAndPopulateBuffer, addConstraint), consolidated buffer creation, and cleaned up compute shader binding mappings. Shader file receives file header and minor comment clarifications and a bounds check comment; overall changes are stylistic and organizational to increase maintainability and clarity without altering core algorithm behavior.
This commit is contained in:
2026-02-23 11:30:05 +01:00
parent 728dbc047f
commit f656206691
2 changed files with 113 additions and 58 deletions

View File

@@ -1,12 +1,23 @@
/**
* File: cloth.component.ts
* Description: Component for cloth simulation using WebGPU compute shaders.
*/
import { Component } from '@angular/core'; import { Component } from '@angular/core';
import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card'; import { MatCard, MatCardContent, MatCardHeader, MatCardTitle } from '@angular/material/card';
import { TranslatePipe } from '@ngx-translate/core'; import { TranslatePipe } from '@ngx-translate/core';
import { BabylonCanvas, RenderConfig, SceneEventData } from '../../../shared/rendering/canvas/babylon-canvas.component'; import { BabylonCanvas, RenderConfig, SceneEventData } from '../../../shared/rendering/canvas/babylon-canvas.component';
import { ComputeShader, StorageBuffer, MeshBuilder, ShaderMaterial, ShaderLanguage, ArcRotateCamera } from '@babylonjs/core'; import { ComputeShader, StorageBuffer, MeshBuilder, ShaderMaterial, ShaderLanguage, ArcRotateCamera } from '@babylonjs/core';
import {CLOTH_FRAGMENT_SHADER_WGSL, CLOTH_INTEGRATE_COMPUTE_WGSL, CLOTH_SOLVE_COMPUTE_WGSL, CLOTH_VELOCITY_COMPUTE_WGSL, CLOTH_VERTEX_SHADER_WGSL} from './cloth.shader'; import {
CLOTH_FRAGMENT_SHADER_WGSL,
CLOTH_INTEGRATE_COMPUTE_WGSL,
CLOTH_SOLVE_COMPUTE_WGSL,
CLOTH_VELOCITY_COMPUTE_WGSL,
CLOTH_VERTEX_SHADER_WGSL
} from './cloth.shader';
@Component({ @Component({
selector: 'app-cloth.component', selector: 'app-cloth',
imports: [ imports: [
MatCard, MatCard,
MatCardContent, MatCardContent,
@@ -21,55 +32,60 @@ import {CLOTH_FRAGMENT_SHADER_WGSL, CLOTH_INTEGRATE_COMPUTE_WGSL, CLOTH_SOLVE_CO
export class ClothComponent { export class ClothComponent {
private currentSceneData: SceneEventData | null = null; private currentSceneData: SceneEventData | null = null;
renderConfig: RenderConfig = { public renderConfig: RenderConfig = {
mode: '3D', mode: '3D',
initialViewSize: 20, initialViewSize: 20,
shaderLanguage: ShaderLanguage.WGSL shaderLanguage: ShaderLanguage.WGSL
}; };
onSceneReady(event: SceneEventData) { /**
* Called when the Babylon scene is ready.
* @param event The scene event data.
*/
public onSceneReady(event: SceneEventData): void {
this.currentSceneData = event; this.currentSceneData = event;
this.createSimulation(); this.createSimulation();
} }
private createSimulation() { /**
* Initializes and starts the cloth simulation.
*/
private createSimulation(): void {
if (!this.currentSceneData) { if (!this.currentSceneData) {
return; return;
} }
const { engine, scene } = this.currentSceneData; const { engine, scene } = this.currentSceneData;
// --- 1. CONFIGURE CLOTH GRID --- // --- 1. CONFIGURE CLOTH GRID ---
const gridWidth = 50; // 50x50 = 2500 Vertices (Increase this later!) const gridWidth = 50;
const gridHeight = 50; const gridHeight = 50;
const numVertices = gridWidth * gridHeight; const numVertices = gridWidth * gridHeight;
const spacing = 0.1; // Distance between points const spacing = 0.1;
// Calculate approximate constraints (horizontal + vertical edges)
const numConstraints = (gridWidth - 1) * gridHeight + gridWidth * (gridHeight - 1);
const positionsData = new Float32Array(numVertices * 4); const positionsData = new Float32Array(numVertices * 4);
const prevPositionsData = new Float32Array(numVertices * 4); const prevPositionsData = new Float32Array(numVertices * 4);
const velocitiesData = new Float32Array(numVertices * 4); const velocitiesData = new Float32Array(numVertices * 4);
// Arrays für unsere 4 Phasen (dynamische Größe, da wir pushen) // Arrays for our 4 phases (dynamic size as we push)
const constraintsP0: number[] = []; const constraintsP0: number[] = [];
const constraintsP1: number[] = []; const constraintsP1: number[] = [];
const constraintsP2: number[] = []; const constraintsP2: number[] = [];
const constraintsP3: number[] = []; const constraintsP3: number[] = [];
// Hilfsfunktion zum sauberen Hinzufügen (vec4-Struktur) // Helper function for clean adding (vec4 structure)
const addConstraint = (arr: number[], a: number, b: number) => { const addConstraint = (arr: number[], a: number, b: number): void => {
arr.push(a, b, spacing, 1.0); arr.push(a, b, spacing, 1.0);
}; };
// Positionen füllen (bleibt wie vorher) // Fill positions and pin the top edge
for (let y = 0; y < gridHeight; y++) { for (let y = 0; y < gridHeight; y++) {
for (let x = 0; x < gridWidth; x++) { for (let x = 0; x < gridWidth; x++) {
const idx = (y * gridWidth + x) * 4; const idx = (y * gridWidth + x) * 4;
positionsData[idx + 0] = (x - gridWidth / 2) * spacing; positionsData[idx + 0] = (x - gridWidth / 2) * spacing;
positionsData[idx + 1] = 5.0 - (y * spacing); positionsData[idx + 1] = 5.0 - (y * spacing);
positionsData[idx + 2] = 0.0; positionsData[idx + 2] = 0.0;
positionsData[idx + 3] = (y === 0) ? 0.0 : 1.0; // Oben festpinnen positionsData[idx + 3] = (y === 0) ? 0.0 : 1.0;
prevPositionsData[idx + 0] = positionsData[idx + 0]; prevPositionsData[idx + 0] = positionsData[idx + 0];
prevPositionsData[idx + 1] = positionsData[idx + 1]; prevPositionsData[idx + 1] = positionsData[idx + 1];
@@ -78,27 +94,35 @@ export class ClothComponent {
} }
} }
// --- GRAPH COLORING: Constraints in 4 Phasen füllen --- // --- GRAPH COLORING: Fill constraints in 4 phases ---
// Phase 0: Horizontal Gerade // Phase 0: Horizontal Even
for (let y = 0; y < gridHeight; y++) { 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); for (let x = 0; x < gridWidth - 1; x += 2) {
addConstraint(constraintsP0, y * gridWidth + x, y * gridWidth + x + 1);
} }
// Phase 1: Horizontal Ungerade }
// Phase 1: Horizontal Odd
for (let y = 0; y < gridHeight; y++) { 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); for (let x = 1; x < gridWidth - 1; x += 2) {
addConstraint(constraintsP1, y * gridWidth + x, y * gridWidth + x + 1);
} }
// Phase 2: Vertikal Gerade }
// Phase 2: Vertical Even
for (let y = 0; y < gridHeight - 1; y += 2) { 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); for (let x = 0; x < gridWidth; x++) {
addConstraint(constraintsP2, y * gridWidth + x, (y + 1) * gridWidth + x);
} }
// Phase 3: Vertikal Ungerade }
// Phase 3: Vertical Odd
for (let y = 1; y < gridHeight - 1; y += 2) { 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 x = 0; x < gridWidth; x++) {
addConstraint(constraintsP3, y * gridWidth + x, (y + 1) * gridWidth + x);
}
} }
const paramsData = new Float32Array(8); const paramsData = new Float32Array(8);
// --- 3. CREATE GPU STORAGE BUFFERS --- // --- 2. CREATE GPU STORAGE BUFFERS ---
const positionsBuffer = new StorageBuffer(engine, positionsData.byteLength); const positionsBuffer = new StorageBuffer(engine, positionsData.byteLength);
positionsBuffer.update(positionsData); positionsBuffer.update(positionsData);
@@ -108,24 +132,44 @@ export class ClothComponent {
const velocitiesBuffer = new StorageBuffer(engine, velocitiesData.byteLength); const velocitiesBuffer = new StorageBuffer(engine, velocitiesData.byteLength);
const paramsBuffer = new StorageBuffer(engine, paramsData.byteLength); const paramsBuffer = new StorageBuffer(engine, paramsData.byteLength);
// Erstelle 4 separate Buffer für die 4 Phasen // Create 4 separate buffers for the 4 phases
const cBuffer0 = new StorageBuffer(engine, constraintsP0.length * 4); cBuffer0.update(new Float32Array(constraintsP0)); const createAndPopulateBuffer = (data: number[]): StorageBuffer => {
const cBuffer1 = new StorageBuffer(engine, constraintsP1.length * 4); cBuffer1.update(new Float32Array(constraintsP1)); const buffer = new StorageBuffer(engine, data.length * 4);
const cBuffer2 = new StorageBuffer(engine, constraintsP2.length * 4); cBuffer2.update(new Float32Array(constraintsP2)); buffer.update(new Float32Array(data));
const cBuffer3 = new StorageBuffer(engine, constraintsP3.length * 4); cBuffer3.update(new Float32Array(constraintsP3)); return buffer;
};
// --- 4. SETUP COMPUTE SHADERS --- const cBuffer0 = createAndPopulateBuffer(constraintsP0);
const cBuffer1 = createAndPopulateBuffer(constraintsP1);
const cBuffer2 = createAndPopulateBuffer(constraintsP2);
const cBuffer3 = createAndPopulateBuffer(constraintsP3);
// --- 3. SETUP COMPUTE SHADERS ---
const csIntegrate = new ComputeShader("integrate", engine, { computeSource: CLOTH_INTEGRATE_COMPUTE_WGSL }, { const csIntegrate = new ComputeShader("integrate", engine, { computeSource: CLOTH_INTEGRATE_COMPUTE_WGSL }, {
bindingsMapping: { "p": { group: 0, binding: 0 }, "positions": { group: 0, binding: 1 }, "prev_positions": { group: 0, binding: 2 }, "velocities": { group: 0, binding: 3 } } bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
"prev_positions": { group: 0, binding: 2 },
"velocities": { group: 0, binding: 3 }
}
}); });
csIntegrate.setStorageBuffer("p", paramsBuffer); csIntegrate.setStorageBuffer("positions", positionsBuffer); csIntegrate.setStorageBuffer("prev_positions", prevPositionsBuffer); csIntegrate.setStorageBuffer("velocities", velocitiesBuffer); csIntegrate.setStorageBuffer("p", paramsBuffer);
csIntegrate.setStorageBuffer("positions", positionsBuffer);
csIntegrate.setStorageBuffer("prev_positions", prevPositionsBuffer);
csIntegrate.setStorageBuffer("velocities", velocitiesBuffer);
// Hilfsfunktion, um die 4 Solve-Shader sauber zu erstellen // Helper function to create the 4 solve shaders
const createSolver = (name: string, cBuffer: StorageBuffer) => { const createSolver = (name: string, cBuffer: StorageBuffer): ComputeShader => {
const cs = new ComputeShader(name, engine, { computeSource: CLOTH_SOLVE_COMPUTE_WGSL }, { const cs = new ComputeShader(name, engine, { computeSource: CLOTH_SOLVE_COMPUTE_WGSL }, {
bindingsMapping: { "p": { group: 0, binding: 0 }, "positions": { group: 0, binding: 1 }, "constraints": { group: 0, binding: 2 } } bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
"constraints": { group: 0, binding: 2 }
}
}); });
cs.setStorageBuffer("p", paramsBuffer); cs.setStorageBuffer("positions", positionsBuffer); cs.setStorageBuffer("constraints", cBuffer); cs.setStorageBuffer("p", paramsBuffer);
cs.setStorageBuffer("positions", positionsBuffer);
cs.setStorageBuffer("constraints", cBuffer);
return cs; return cs;
}; };
@@ -135,12 +179,19 @@ export class ClothComponent {
const csSolve3 = createSolver("solve3", cBuffer3); const csSolve3 = createSolver("solve3", cBuffer3);
const csVelocity = new ComputeShader("velocity", engine, { computeSource: CLOTH_VELOCITY_COMPUTE_WGSL }, { 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 } } bindingsMapping: {
"p": { group: 0, binding: 0 },
"positions": { group: 0, binding: 1 },
"prev_positions": { group: 0, binding: 2 },
"velocities": { group: 0, binding: 3 }
}
}); });
csVelocity.setStorageBuffer("p", paramsBuffer); csVelocity.setStorageBuffer("positions", positionsBuffer); csVelocity.setStorageBuffer("prev_positions", prevPositionsBuffer); csVelocity.setStorageBuffer("velocities", velocitiesBuffer); csVelocity.setStorageBuffer("p", paramsBuffer);
csVelocity.setStorageBuffer("positions", positionsBuffer);
csVelocity.setStorageBuffer("prev_positions", prevPositionsBuffer);
csVelocity.setStorageBuffer("velocities", velocitiesBuffer);
// --- 5. SETUP RENDER MESH --- // --- 4. SETUP RENDER MESH ---
// We create a ground mesh that matches our grid size, but we will OVERWRITE its vertices in the shader.
const clothMesh = MeshBuilder.CreateGround("cloth", { width: 10, height: 10, subdivisions: gridWidth - 1 }, scene); const clothMesh = MeshBuilder.CreateGround("cloth", { width: 10, height: 10, subdivisions: gridWidth - 1 }, scene);
const clothMaterial = new ShaderMaterial("clothMat", scene, { const clothMaterial = new ShaderMaterial("clothMat", scene, {
@@ -164,22 +215,21 @@ export class ClothComponent {
camera.radius = 15; camera.radius = 15;
} }
// --- 6. RENDER LOOP --- // --- 5. RENDER LOOP ---
scene.onBeforeRenderObservable.clear(); scene.onBeforeRenderObservable.clear();
scene.onBeforeRenderObservable.add(() => { scene.onBeforeRenderObservable.add(() => {
paramsData[0] = 0.016; paramsData[0] = 0.016;
paramsData[1] = -9.81; paramsData[1] = -9.81;
paramsData[2] = 0.0001; // Compliance (sehr klein = steifer Stoff) paramsData[2] = 0.0001; // Compliance (very small = stiff fabric)
paramsData[3] = numVertices; paramsData[3] = numVertices;
paramsBuffer.update(paramsData); paramsBuffer.update(paramsData);
const dispatchXVertices = Math.ceil(numVertices / 64); const dispatchXVertices = Math.ceil(numVertices / 64);
// 1. Positionen vorhersehen // 1. Predict positions
csIntegrate.dispatch(dispatchXVertices, 1, 1); csIntegrate.dispatch(dispatchXVertices, 1, 1);
// 2. XPBD Solver (Substeps) - Jede Farbe einzeln lösen! // 2. XPBD Solver (Substeps) - Solve each color individually
for (let i = 0; i < 5; i++) { for (let i = 0; i < 5; i++) {
csSolve0.dispatch(Math.ceil((constraintsP0.length / 4) / 64), 1, 1); csSolve0.dispatch(Math.ceil((constraintsP0.length / 4) / 64), 1, 1);
csSolve1.dispatch(Math.ceil((constraintsP1.length / 4) / 64), 1, 1); csSolve1.dispatch(Math.ceil((constraintsP1.length / 4) / 64), 1, 1);
@@ -187,7 +237,7 @@ export class ClothComponent {
csSolve3.dispatch(Math.ceil((constraintsP3.length / 4) / 64), 1, 1); csSolve3.dispatch(Math.ceil((constraintsP3.length / 4) / 64), 1, 1);
} }
// 3. Geschwindigkeiten aktualisieren // 3. Update velocities
csVelocity.dispatch(dispatchXVertices, 1, 1); csVelocity.dispatch(dispatchXVertices, 1, 1);
}); });
} }

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@@ -1,4 +1,9 @@
// --- SHARED DATA STRUCTURES --- /**
* File: cloth.shader.ts
* Description: WGSL shaders for cloth simulation and rendering.
*/
// --- SHARED DATA STRUCTURES ---
export const CLOTH_SHARED_STRUCTS = ` export const CLOTH_SHARED_STRUCTS = `
struct Params { struct Params {
dt: f32, // Time step per substep dt: f32, // Time step per substep
@@ -21,7 +26,7 @@ export const CLOTH_VERTEX_SHADER_WGSL = `
// Storage Buffer // Storage Buffer
var<storage, read> positions : array<vec4<f32>>; var<storage, read> positions : array<vec4<f32>>;
// Babylon Preprocessor-Magie // Babylon Preprocessor Magic
uniform viewProjection : mat4x4<f32>; uniform viewProjection : mat4x4<f32>;
varying vUV : vec2<f32>; varying vUV : vec2<f32>;
@@ -39,7 +44,7 @@ export const CLOTH_VERTEX_SHADER_WGSL = `
`; `;
// ========================================== // ==========================================
// FRAGMENT SHADER (Bleibt exakt gleich) // FRAGMENT SHADER
// ========================================== // ==========================================
export const CLOTH_FRAGMENT_SHADER_WGSL = ` export const CLOTH_FRAGMENT_SHADER_WGSL = `
varying vUV : vec2<f32>; varying vUV : vec2<f32>;
@@ -98,13 +103,13 @@ export const CLOTH_INTEGRATE_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + `
export const CLOTH_SOLVE_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + ` export const CLOTH_SOLVE_COMPUTE_WGSL = CLOTH_SHARED_STRUCTS + `
@group(0) @binding(0) var<storage, read> p : Params; @group(0) @binding(0) var<storage, read> p : Params;
@group(0) @binding(1) var<storage, read_write> positions : array<vec4<f32>>; @group(0) @binding(1) var<storage, read_write> positions : array<vec4<f32>>;
@group(0) @binding(2) var<storage, read> constraints : array<vec4<f32>>; // <--- Nur "read", da wir sie hier nicht verändern @group(0) @binding(2) var<storage, read> constraints : array<vec4<f32>>; // <--- Read-only as we do not modify them here
@compute @workgroup_size(64) @compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) { fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let idx = global_id.x; let idx = global_id.x;
// HIER: Wir fragen die GPU direkt, wie groß das übergebene Array ist! // Query the GPU directly for the length of the passed array
if (idx >= arrayLength(&constraints)) { return; } if (idx >= arrayLength(&constraints)) { return; }
let constraint = constraints[idx]; let constraint = constraints[idx];