Saturday, 13 April 2013

JavaScript Cloth Simulation

http://codepen.io/anon/pen/khwqm
Take a look at the source c0d3 on the right in the link. Its there to be modified and try out different parameters. I’m posting the source below.  The author has it free to be re-used.
Check out more from the same guys at http://lonely-pixel.com/. There are some mind boggling examples..

/*
Copyright (c) 2013 lonely-pixel.com, Stuffit at codepen.io (http://codepen.io/stuffit)

View this and others at http://lonely-pixel.com

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*/

document.getElementById('close').onmousedown = function(e) {
e.preventDefault();
document.getElementById('info').style.display = 'none';
return false;
};

// settings

var physics_accuracy = 5,
mouse_influence = 20,
mouse_cut = 6,
gravity = 900,
cloth_height = 30,
cloth_width = 50,
start_y = 20,
spacing = 7,
tear_distance = 60;


window.requestAnimFrame =
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback) {
window.setTimeout(callback, 1000 / 60);
};

var canvas,
ctx,
cloth,
boundsx,
boundsy,
mouse = {
down: false,
button: 1,
x: 0,
y: 0,
px: 0,
py: 0
};

window.onload = function() {

canvas = document.getElementById('c');
ctx = canvas.getContext('2d');

canvas.width = canvas.clientWidth;
canvas.height = 376;

canvas.onmousedown = function(e) {
mouse.button = e.which;
mouse.px = mouse.x;
mouse.py = mouse.y;
var rect = canvas.getBoundingClientRect();
mouse.x = e.clientX - rect.left,
mouse.y = e.clientY - rect.top,
mouse.down = true;
e.preventDefault();
};

canvas.onmouseup = function(e) {
mouse.down = false;
e.preventDefault();
};

canvas.onmousemove = function(e) {
mouse.px = mouse.x;
mouse.py = mouse.y;
var rect = canvas.getBoundingClientRect();
mouse.x = e.clientX - rect.left,
mouse.y = e.clientY - rect.top,
e.preventDefault();
};

canvas.oncontextmenu = function(e) {
e.preventDefault();
};

boundsx = canvas.width - 1;
boundsy = canvas.height - 1;

ctx.strokeStyle = 'rgba(222,222,222,0.6)';
cloth = new Cloth();
update();
};

var Point = function(x, y) {

this.x = x;
this.y = y;
this.px = x;
this.py = y;
this.vx = 0;
this.vy = 0;
this.pin_x = null;
this.pin_y = null;
this.constraints = [];
};

Point.prototype.update = function(delta) {

if (mouse.down) {

var diff_x = this.x - mouse.x,
diff_y = this.y - mouse.y,
dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y);

if (mouse.button == 1) {

if(dist < mouse_influence) {
this.px = this.x - (mouse.x - mouse.px) * 1.8;
this.py = this.y - (mouse.y - mouse.py) * 1.8;
}

} else if (dist < mouse_cut) this.constraints = [];
}

this.add_force(0, gravity);

delta *= delta;
nx = this.x + ((this.x - this.px) * .99) + ((this.vx / 2) * delta);
ny = this.y + ((this.y - this.py) * .99) + ((this.vy / 2) * delta);

this.px = this.x;
this.py = this.y;

this.x = nx;
this.y = ny;

this.vy = this.vx = 0
};

Point.prototype.draw = function() {

if (this.constraints.length <= 0) return;

var i = this.constraints.length;
while(i--) this.constraints[i].draw();
};

Point.prototype.resolve_constraints = function() {

if (this.pin_x != null && this.pin_y != null) {

this.x = this.pin_x;
this.y = this.pin_y;
return;
}

var i = this.constraints.length;
while(i--) this.constraints[i].resolve();

this.x > boundsx ? this.x = 2 * boundsx - this.x : 1 > this.x && (this.x = 2 - this.x);
this.y < 1 ? this.y = 2 - this.y : this.y > boundsy && (this.y = 2 * boundsy - this.y);
};

Point.prototype.attach = function(point) {

this.constraints.push(
new Constraint(this, point)
);
};

Point.prototype.remove_constraint = function(lnk) {

var i = this.constraints.length;
while(i--) if(this.constraints[i] == lnk) this.constraints.splice(i, 1);
};

Point.prototype.add_force = function(x, y ) {

this.vx += x;
this.vy += y;
};

Point.prototype.pin = function(pinx, piny) {
this.pin_x = pinx;
this.pin_y = piny;
};

var Constraint = function(p1, p2) {

this.p1 = p1;
this.p2 = p2;
this.length = spacing;
};

Constraint.prototype.resolve = function() {

var diff_x = this.p1.x - this.p2.x,
diff_y = this.p1.y - this.p2.y,
dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y),
diff = (this.length - dist) / dist;

if (dist > tear_distance) this.p1.remove_constraint(this);

var px = diff_x * diff * 0.5;
var py = diff_y * diff * 0.5;

this.p1.x += px;
this.p1.y += py;
this.p2.x -= px;
this.p2.y -= py;
};

Constraint.prototype.draw = function() {

ctx.moveTo(this.p1.x, this.p1.y);
ctx.lineTo(this.p2.x, this.p2.y);
};

var Cloth = function() {

this.points = [];

var start_x = canvas.width / 2 - cloth_width * spacing / 2;

for(var y = 0; y <= cloth_height; y++) {

for(var x = 0; x <= cloth_width; x++) {

var p = new Point(start_x + x * spacing, start_y + y * spacing);

y == 0 && p.pin(p.x, p.y);
y != 0 && p.attach(this.points[x + (y - 1) * (cloth_width + 1)]);
x != 0 && p.attach(this.points[this.points.length - 1]);

this.points.push(p);
}
}
};

Cloth.prototype.update = function() {

var i = physics_accuracy;

while(i--) {
var p = this.points.length;
while(p--) this.points[p].resolve_constraints();
}

i = this.points.length;
while(i--) this.points[i].update(.016);
};

Cloth.prototype.draw = function() {

ctx.beginPath();

var i = cloth.points.length;
while(i--) cloth.points[i].draw();

ctx.stroke();
};

function update() {

ctx.clearRect(0, 0, canvas.width, canvas.height);

cloth.update();
cloth.draw();

requestAnimFrame(update);
}


CSS
Notice the canvas element..



* {
margin: 0;
overflow:hidden;
-webkit-user-select: none;
-moz-user-select: none;
-ms-user-select: none;
-o-user-select: none;
user-select: none;
}

body {
background:#333;
}

canvas {
background:#333;
width:100%;
height:376px;
margin:0 auto;
display:block;
}

#info {
position:absolute;
left:-1px;
top:-1px;
width:auto;
max-width:380px;
height:auto;
background:#f2f2f2;
border-bottom-right-radius:10px;
}

#top {
background:#fff;
width:100%;
height:auto;
position:relative;
border-bottom:1px solid #eee;
}

p {
font-family:Arial, sans-serif;
color:#666;
text-align:justify;
font-size: 16px;
margin:10px;
}

a {
font-family:sans-serif;
color:#444;
text-decoration:none;
font-size: 20px;
}

#site {
float:left;
margin: 10px;
color: #38a;
border-bottom:1px dashed #888;
}

#site:hover {
color: #7af;
}

#close {
float:right;
margin: 10px;
}

#p {
font-family: Verdana, sans-serif;
position:absolute;
right:10px;
bottom:10px;
color:#adf;
border: 1px dashed #555;
padding:4px 8px;
}


HTML
Notice the canvas element


<canvas id = "c" > </canvas>

<a target="_blank" href="http://codepen.io/stuffit/pen/fhjvk" id="p">New pen: Like playing with physics? Click here!</a>

<div id="info">
<div id="top">
<a target="_blank" id="site" href="http://lonely-pixel.com">my website</a>
<a id="close" href="">close</a>
</div>
<p>
<br>
- Tear the cloth with your mouse.<br><br>
- Right click and drag to cut the cloth<br><br>
- Reduce physics_accuracy if it's laggy.<br><br>
</p>
</div>


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