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模拟可撕裂布料效果的演示_图一

以前在前端网收藏的一个好玩特效分享给大家

<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>模拟可撕裂布料效果</title>
<style>
* {
    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: #F2F2F2;
}

#c {
    display: block;
    margin: 20px auto 0;
}

#info {
    position: absolute;
    left: -1px;
    top: -1px;
    width: auto;
    max-width: 420px;
    height: auto;
    background: #f2f2f2;
    border-bottom-right-radius: 10px;
    border: 1px solid #333;
}

#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 16px;
}

#github {
    color: #3377ee;
    font-family: Helvetica, Arial, sans-serif;
    font-size: 19px;
    display: block;
    margin: 0 auto;
    text-align: center;
    text-decoration: none;
}

#net {
    text-align: center;
    white-space: nowrap;
    font-size: 19px;
    background: rgba(0, 0, 0, 0.1);
    padding: 8px 12px;
    border-radius: 8px;
    display: block;
    color: #888;
}

#net>span {
    color: #3377ee;
    font-family: Helvetica, Arial, sans-serif;
    font-size: 14px;
    display: block;
    margin: 0 auto;
    text-align: center;
    text-decoration: none;
}

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

#site {
    float: left;
    margin: 10px;
    color: #ff9900;
    border-bottom: 1px dashed #ccc;
    padding-bottom: 3px
}

#site:hover {
    color: #ffaa11;
}

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

#p {
    font-family: Verdana, sans-serif;
    position: absolute;
    right: 10px;
    bottom: 10px;
    color: #4099ff;
    border: 1px dashed #4099ff;
    padding: 4px 8px;
}

#irc {
    display: block;
    text-align: center;
    margin-top: 4px;
    color: #333;
}

#irc a {
    color: #3377ee;
    font-size: 17px
}

#irc-info {
    display: block;
    text-align: center;
    font-size: 14px;
    margin-top: -10px;
    color: #828282;
    margin-bottom: 4px
}

#new {
    width: 100%;
    text-align: center;
    font-size: 18px;
    font-family: Helvetica;
}

#new a {
    font-size: 18px;
    color: #4099ff;
}
</style>

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

    <script>
        var physics_accuracy = 3, mouse_influence = 20, mouse_cut = 5, gravity = 1200, 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
        };

        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)
                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(constraint) {

            this.constraints.splice(this.constraints.indexOf(constraint), 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);

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

        function start() {

            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 = '#888';

            cloth = new Cloth();

            update();
        }

        window.onload = function() {

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

            canvas.width = 560;
            canvas.height = 350;

            start();
        };
    </script>
</body>
</html>

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