Team:UCLA/anuved verma ucla2014 workspace

From 2014.igem.org

(Difference between revisions)
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<!--NET ANIMATION-->
<!--NET ANIMATION-->
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<style type="text/css">
 
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body {
 
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    background: white;
 
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}
 
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#c {
 
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    display: block;
 
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    margin: 20px auto 0;
 
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}
 
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</style>
 
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<script type="text/javascript">
 
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var physics_accuracy = 3,
 
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    mouse_influence = 20,
 
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    mouse_cut = 5,
 
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    gravity = 1200,
 
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    cloth_height = 20,
 
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    cloth_width = 100,
 
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    start_y = 20,
 
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    spacing = 7,
 
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    tear_distance = 60;
 
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window.requestAnimFrame =
 
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    window.requestAnimationFrame ||
 
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    window.webkitRequestAnimationFrame ||
 
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    window.mozRequestAnimationFrame ||
 
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    window.oRequestAnimationFrame ||
 
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    window.msRequestAnimationFrame ||
 
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    function (callback) {
 
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        window.setTimeout(callback, 1000 / 60);
 
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};
 
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var canvas,
 
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    ctx,
 
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    cloth,
 
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    boundsx,
 
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    boundsy,
 
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    mouse = {
 
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        down: false,
 
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        button: 1,
 
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        x: 0,
 
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        y: 0,
 
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        px: 0,
 
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        py: 0
 
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    };
 
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var Point = function (x, y) {
 
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    this.x = x;
 
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    this.y = y;
 
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    this.px = x;
 
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    this.py = y;
 
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    this.vx = 0;
 
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    this.vy = 0;
 
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    this.pin_x = null;
 
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    this.pin_y = null;
 
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    this.constraints = [];
 
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};
 
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Point.prototype.update = function (delta) {
 
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    if (mouse.down) {
 
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        var diff_x = this.x - mouse.x,
 
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            diff_y = this.y - mouse.y,
 
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            dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y);
 
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        if (mouse.button == 1) {
 
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            if (dist < mouse_influence) {
 
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                this.px = this.x - (mouse.x - mouse.px) * 1.8;
 
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                this.py = this.y - (mouse.y - mouse.py) * 1.8;
 
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            }
 
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        } else if (dist < mouse_cut) this.constraints = [];
 
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    }
 
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    this.add_force(0, gravity);
 
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    delta *= delta;
 
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    nx = this.x + ((this.x - this.px) * .99) + ((this.vx / 2) * delta);
 
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    ny = this.y + ((this.y - this.py) * .99) + ((this.vy / 2) * delta);
 
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    this.px = this.x;
 
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    this.py = this.y;
 
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    this.x = nx;
 
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    this.y = ny;
 
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    this.vy = this.vx = 0
 
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};
 
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Point.prototype.draw = function () {
 
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    if (this.constraints.length <= 0) return;
 
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    var i = this.constraints.length;
 
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    while (i--) this.constraints[i].draw();
 
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};
 
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Point.prototype.resolve_constraints = function () {
 
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    if (this.pin_x != null && this.pin_y != null) {
 
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        this.x = this.pin_x;
 
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        this.y = this.pin_y;
 
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        return;
 
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    }
 
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    var i = this.constraints.length;
 
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    while (i--) this.constraints[i].resolve();
 
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    if (this.x > boundsx) {
 
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        this.x = 2 * boundsx - this.x;
 
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    } else if (this.x < 1) {
 
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        this.x = 2 - this.x;
 
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    }
 
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    if (this.y > boundsy) {
 
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        this.y = 2 * boundsy - this.y;
 
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    } else if (this.y < 1) {
 
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        this.y = 2 - this.y;
 
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    }
 
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};
 
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Point.prototype.attach = function (point) {
 
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    this.constraints.push(
 
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        new Constraint(this, point)
 
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    );
 
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};
 
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Point.prototype.remove_constraint = function (lnk) {
 
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    var i = this.constraints.length;
 
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    while (i--)
 
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        if (this.constraints[i] == lnk) this.constraints.splice(i, 1);
 
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};
 
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Point.prototype.add_force = function (x, y) {
 
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    this.vx += x;
 
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    this.vy += y;
 
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};
 
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Point.prototype.pin = function (pinx, piny) {
 
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    this.pin_x = pinx;
 
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    this.pin_y = piny;
 
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};
 
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var Constraint = function (p1, p2) {
 
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    this.p1 = p1;
 
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    this.p2 = p2;
 
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    this.length = spacing;
 
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};
 
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Constraint.prototype.resolve = function () {
 
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    var diff_x = this.p1.x - this.p2.x,
 
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        diff_y = this.p1.y - this.p2.y,
 
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        dist = Math.sqrt(diff_x * diff_x + diff_y * diff_y),
 
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        diff = (this.length - dist) / dist;
 
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    if (dist > tear_distance) this.p1.remove_constraint(this);
 
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    var px = diff_x * diff * 0.5;
 
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    var py = diff_y * diff * 0.5;
 
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    this.p1.x += px;
 
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    this.p1.y += py;
 
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    this.p2.x -= px;
 
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    this.p2.y -= py;
 
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};
 
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Constraint.prototype.draw = function () {
 
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    ctx.moveTo(this.p1.x, this.p1.y);
 
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    ctx.lineTo(this.p2.x, this.p2.y);
 
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};
 
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var Cloth = function () {
 
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    this.points = [];
 
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    var start_x = canvas.width / 2 - cloth_width * spacing / 2;
 
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    for (var y = 0; y <= cloth_height; y++) {
 
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        for (var x = 0; x <= cloth_width; x++) {
 
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            var p = new Point(start_x + x * spacing, start_y + y * spacing);
 
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            x != 0 && p.attach(this.points[this.points.length - 1]);
 
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            y == 0 && p.pin(p.x, p.y);
 
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            y != 0 && p.attach(this.points[x + (y - 1) * (cloth_width + 1)])
 
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            this.points.push(p);
 
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        }
 
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    }
 
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};
 
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Cloth.prototype.update = function () {
 
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    var i = physics_accuracy;
 
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    while (i--) {
 
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        var p = this.points.length;
 
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        while (p--) this.points[p].resolve_constraints();
 
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    }
 
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    i = this.points.length;
 
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    while (i--) this.points[i].update(.016);
 
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};
 
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Cloth.prototype.draw = function () {
 
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    ctx.beginPath();
 
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    var i = cloth.points.length;
 
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    while (i--) cloth.points[i].draw();
 
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    ctx.stroke();
 
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};
 
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function update() {
 
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    ctx.clearRect(0, 0, canvas.width, canvas.height);
 
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    cloth.update();
 
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    cloth.draw();
 
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    requestAnimFrame(update);
 
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}
 
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function start() {
 
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    canvas.onmousedown = function (e) {
 
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        mouse.button = e.which;
 
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        mouse.px = mouse.x;
 
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        mouse.py = mouse.y;
 
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        var rect = canvas.getBoundingClientRect();
 
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        mouse.x = e.clientX - rect.left,
 
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        mouse.y = e.clientY - rect.top,
 
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        mouse.down = true;
 
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        e.preventDefault();
 
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    };
 
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    canvas.onmouseup = function (e) {
 
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        mouse.down = false;
 
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        e.preventDefault();
 
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    };
 
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    canvas.onmousemove = function (e) {
 
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        mouse.px = mouse.x;
 
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        mouse.py = mouse.y;
 
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        var rect = canvas.getBoundingClientRect();
 
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        mouse.x = e.clientX - rect.left,
 
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        mouse.y = e.clientY - rect.top,
 
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        e.preventDefault();
 
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    };
 
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    canvas.oncontextmenu = function (e) {
 
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        e.preventDefault();
 
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    };
 
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    boundsx = canvas.width - 1;
 
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    boundsy = canvas.height - 1;
 
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    ctx.strokeStyle = '#888';
 
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    cloth = new Cloth();
 
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    update();
 
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}
 
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window.onload = function () {
 
-
 
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    canvas = document.getElementById('c');
 
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    ctx = canvas.getContext('2d');
 
-
 
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    canvas.width = 1000;
 
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    canvas.height = 250;
 
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    start();
 
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};
 
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</script>
 
     <canvas id="c"></canvas>     
     <canvas id="c"></canvas>     
</html>
</html>

Revision as of 03:03, 5 September 2014