強大的html5 javascript開源物理引擎subprotocol-verlet.js 蜘蛛模擬效果



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特效描述:強大的html5 javascript 開源物理引擎 subprotocol verlet.js 蜘蛛模擬效果,一款強大的js開源引擎,壓縮包內的例子文件夾內含有多個演示效果. index.html為蜘蛛模擬效果

代碼結構

1. 引入CSS

<link rel="stylesheet" href="./css/style.css" type="text/css" media="screen, projection" />
<link href='http://fonts.googleapis.com/css?family=Libre+Baskerville:400,700,400italic' rel='stylesheet' type='text/css'>

2. 引入JS

<script type="text/javascript" src="./js/verlet-1.0.0.js"></script>
<script type="text/javascript" src="./site/js/common.js"></script>

3. HTML代碼

<canvas id="scratch" style="width: 800px; height: 500px;"></canvas>
<script type="text/javascript">
VerletJS.prototype.spider = function(origin) {
	var i;
	var legSeg1Stiffness = 0.99;
	var legSeg2Stiffness = 0.99;
	var legSeg3Stiffness = 0.99;
	var legSeg4Stiffness = 0.99;
	var joint1Stiffness = 1;
	var joint2Stiffness = 0.4;
	var joint3Stiffness = 0.9;
	var bodyStiffness = 1;
	var bodyJointStiffness = 1;
	var composite = new this.Composite();
	composite.legs = [];
	composite.thorax = new Particle(origin);
	composite.head = new Particle(origin.add(new Vec2(0,-5)));
	composite.abdomen = new Particle(origin.add(new Vec2(0,10)));
	composite.particles.push(composite.thorax);
	composite.particles.push(composite.head);
	composite.particles.push(composite.abdomen);
	composite.constraints.push(new DistanceConstraint(composite.head, composite.thorax, bodyStiffness));
	composite.constraints.push(new DistanceConstraint(composite.abdomen, composite.thorax, bodyStiffness));
	composite.constraints.push(new AngleConstraint(composite.abdomen, composite.thorax, composite.head, 0.4));
	// legs
	for (i=0;i<4;++i) {
		composite.particles.push(new Particle(composite.particles[0].pos.add(new Vec2(3,(i-1.5)*3))));
		composite.particles.push(new Particle(composite.particles[0].pos.add(new Vec2(-3,(i-1.5)*3))));
		var len = composite.particles.length;
		composite.constraints.push(new DistanceConstraint(composite.particles[len-2], composite.thorax, legSeg1Stiffness));
		composite.constraints.push(new DistanceConstraint(composite.particles[len-1], composite.thorax, legSeg1Stiffness));
		var lenCoef = 1;
		if (i == 1 || i == 2)
			lenCoef = 0.7;
		else if (i == 3)
			lenCoef = 0.9;
		composite.particles.push(new Particle(composite.particles[len-2].pos.add((new Vec2(20,(i-1.5)*30)).normal().mutableScale(20*lenCoef))));
		composite.particles.push(new Particle(composite.particles[len-1].pos.add((new Vec2(-20,(i-1.5)*30)).normal().mutableScale(20*lenCoef))));
		len = composite.particles.length;
		composite.constraints.push(new DistanceConstraint(composite.particles[len-4], composite.particles[len-2], legSeg2Stiffness));
		composite.constraints.push(new DistanceConstraint(composite.particles[len-3], composite.particles[len-1], legSeg2Stiffness));
		composite.particles.push(new Particle(composite.particles[len-2].pos.add((new Vec2(20,(i-1.5)*50)).normal().mutableScale(20*lenCoef))));
		composite.particles.push(new Particle(composite.particles[len-1].pos.add((new Vec2(-20,(i-1.5)*50)).normal().mutableScale(20*lenCoef))));
		len = composite.particles.length;
		composite.constraints.push(new DistanceConstraint(composite.particles[len-4], composite.particles[len-2], legSeg3Stiffness));
		composite.constraints.push(new DistanceConstraint(composite.particles[len-3], composite.particles[len-1], legSeg3Stiffness));
		var rightFoot = new Particle(composite.particles[len-2].pos.add((new Vec2(20,(i-1.5)*100)).normal().mutableScale(12*lenCoef)));
		var leftFoot = new Particle(composite.particles[len-1].pos.add((new Vec2(-20,(i-1.5)*100)).normal().mutableScale(12*lenCoef)))
		composite.particles.push(rightFoot);
		composite.particles.push(leftFoot);
		composite.legs.push(rightFoot);
		composite.legs.push(leftFoot);
		len = composite.particles.length;
		composite.constraints.push(new DistanceConstraint(composite.particles[len-4], composite.particles[len-2], legSeg4Stiffness));
		composite.constraints.push(new DistanceConstraint(composite.particles[len-3], composite.particles[len-1], legSeg4Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[len-6], composite.particles[len-4], composite.particles[len-2], joint3Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[len-6+1], composite.particles[len-4+1], composite.particles[len-2+1], joint3Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[len-8], composite.particles[len-6], composite.particles[len-4], joint2Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[len-8+1], composite.particles[len-6+1], composite.particles[len-4+1], joint2Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[0], composite.particles[len-8], composite.particles[len-6], joint1Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[0], composite.particles[len-8+1], composite.particles[len-6+1], joint1Stiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[1], composite.particles[0], composite.particles[len-8], bodyJointStiffness));
		composite.constraints.push(new AngleConstraint(composite.particles[1], composite.particles[0], composite.particles[len-8+1], bodyJointStiffness));
	}
	this.composites.push(composite);
	return composite;
}
VerletJS.prototype.spiderweb = function(origin, radius, segments, depth) {
	var stiffness = 0.6;
	var tensor = 0.3;
	var stride = (2*Math.PI)/segments;
	var n = segments*depth;
	var radiusStride = radius/n;
	var i, c;
	var composite = new this.Composite();
	// particles
	for (i=0;i<n;++i) {
		var theta = i*stride + Math.cos(i*0.4)*0.05 + Math.cos(i*0.05)*0.2;
		var shrinkingRadius = radius - radiusStride*i + Math.cos(i*0.1)*20;
		var offy = Math.cos(theta*2.1)*(radius/depth)*0.2;
		composite.particles.push(new Particle(new Vec2(origin.x + Math.cos(theta)*shrinkingRadius, origin.y + Math.sin(theta)*shrinkingRadius + offy)));
	}
	for (i=0;i<segments;i+=4)
		composite.pin(i);
	// constraints
	for (i=0;i<n-1;++i) {
		// neighbor
		composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[i+1], stiffness));
		// span rings
		var off = i + segments;
		if (off < n-1)
			composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[off], stiffness));
		else
			composite.constraints.push(new DistanceConstraint(composite.particles[i], composite.particles[n-1], stiffness));
	}
	composite.constraints.push(new DistanceConstraint(composite.particles[0], composite.particles[segments-1], stiffness));
	for (c in composite.constraints)
		composite.constraints[c].distance *= tensor;
	this.composites.push(composite);
	return composite;
}
//+ Jonas Raoni Soares Silva
//@ http://jsfromhell.com/array/shuffle [v1.0]
function shuffle(o) { //v1.0
	for(var j, x, i = o.length; i; j = parseInt(Math.random() * i), x = o[--i], o[i] = o[j], o[j] = x);
	return o;
}
VerletJS.prototype.crawl = function(leg) {
	var stepRadius = 100;
	var minStepRadius = 35;
	var spiderweb = this.composites[0];
	var spider = this.composites[1];
	var theta = spider.particles[0].pos.angle2(spider.particles[0].pos.add(new Vec2(1,0)), spider.particles[1].pos);
	var boundry1 = (new Vec2(Math.cos(theta), Math.sin(theta)));
	var boundry2 = (new Vec2(Math.cos(theta+Math.PI/2), Math.sin(theta+Math.PI/2)));
	var flag1 = leg < 4 ? 1 : -1;
	var flag2 = leg%2 == 0 ? 1 : 0;
	var paths = [];
	var i;
	for (i in spiderweb.particles) {
		if (
			spiderweb.particles[i].pos.sub(spider.particles[0].pos).dot(boundry1)*flag1 >= 0
			&& spiderweb.particles[i].pos.sub(spider.particles[0].pos).dot(boundry2)*flag2 >= 0
		) {
			var d2 = spiderweb.particles[i].pos.dist2(spider.particles[0].pos);
			if (!(d2 >= minStepRadius*minStepRadius && d2 <= stepRadius*stepRadius))
				continue;
			var leftFoot = false;
			var j;
			for (j in spider.constraints) {
				var k;
				for (k=0;k<8;++k) {
					if (
						spider.constraints[j] instanceof DistanceConstraint
						&& spider.constraints[j].a == spider.legs[k]
						&& spider.constraints[j].b == spiderweb.particles[i])
					{
						leftFoot = true;
					}
				}
			}
			if (!leftFoot)
				paths.push(spiderweb.particles[i]);
		}
	}
	for (i in spider.constraints) {
		if (spider.constraints[i] instanceof DistanceConstraint && spider.constraints[i].a == spider.legs[leg]) {
			spider.constraints.splice(i, 1);
			break;
		}
	}
	if (paths.length > 0) {
		shuffle(paths);
		spider.constraints.push(new DistanceConstraint(spider.legs[leg], paths[0], 1, 0));
	}
}
window.onload = function() {
	var canvas = document.getElementById("scratch");
	// canvas dimensions
	var width = parseInt(canvas.style.width);
	var height = parseInt(canvas.style.height);
	// retina
	var dpr = window.devicePixelRatio || 1;
	canvas.width = width*dpr;
	canvas.height = height*dpr;
	canvas.getContext("2d").scale(dpr, dpr);
	// simulation
	var sim = new VerletJS(width, height, canvas);
	// entities
	var spiderweb = sim.spiderweb(new Vec2(width/2,height/2), Math.min(width, height)/2, 20, 7);
	var spider = sim.spider(new Vec2(width/2,-300));    
	spiderweb.drawParticles = function(ctx, composite) {
		var i;
		for (i in composite.particles) {
			var point = composite.particles[i];
			ctx.beginPath();
			ctx.arc(point.pos.x, point.pos.y, 1.3, 0, 2*Math.PI);
			ctx.fillStyle = "#2dad8f";
			ctx.fill();
		}
	}
	spider.drawConstraints = function(ctx, composite) {
		var i;
		ctx.beginPath();
		ctx.arc(spider.head.pos.x, spider.head.pos.y, 4, 0, 2*Math.PI);
		ctx.fillStyle = "#000";
		ctx.fill();
		ctx.beginPath();
		ctx.arc(spider.thorax.pos.x, spider.thorax.pos.y, 4, 0, 2*Math.PI);
		ctx.fill();
		ctx.beginPath();
		ctx.arc(spider.abdomen.pos.x, spider.abdomen.pos.y, 8, 0, 2*Math.PI);
		ctx.fill();
		for (i=3;i<composite.constraints.length;++i) {
			var constraint = composite.constraints[i];
			if (constraint instanceof DistanceConstraint) {
				ctx.beginPath();
				ctx.moveTo(constraint.a.pos.x, constraint.a.pos.y);
				ctx.lineTo(constraint.b.pos.x, constraint.b.pos.y);
				// draw legs
				if (
					(i >= 2 && i <= 4)
					|| (i >= (2*9)+1 && i <= (2*9)+2)
					|| (i >= (2*17)+1 && i <= (2*17)+2)
					|| (i >= (2*25)+1 && i <= (2*25)+2)
				) {
					ctx.save();
					constraint.draw(ctx);
					ctx.strokeStyle = "#000";
					ctx.lineWidth = 3;
					ctx.stroke();
					ctx.restore();
				} else if (
					(i >= 4 && i <= 6)
					|| (i >= (2*9)+3 && i <= (2*9)+4)
					|| (i >= (2*17)+3 && i <= (2*17)+4)
					|| (i >= (2*25)+3 && i <= (2*25)+4)
				) {
					ctx.save();
					constraint.draw(ctx);
					ctx.strokeStyle = "#000";
					ctx.lineWidth = 2;
					ctx.stroke();
					ctx.restore();
				} else if (
					(i >= 6 && i <= 8)
					|| (i >= (2*9)+5 && i <= (2*9)+6)
					|| (i >= (2*17)+5 && i <= (2*17)+6)
					|| (i >= (2*25)+5 && i <= (2*25)+6)
				) {
					ctx.save();
					ctx.strokeStyle = "#000";
					ctx.lineWidth = 1.5;
					ctx.stroke();
					ctx.restore();
				} else {
					ctx.strokeStyle = "#000";
					ctx.stroke();
				}
			}
		}
	}
	spider.drawParticles = function(ctx, composite) {
	}
	// animation loop
	var legIndex = 0;
	var loop = function() {
		if (Math.floor(Math.random()*4) == 0) {
			sim.crawl(((legIndex++)*3)%8);
		}
		sim.frame(16);
		sim.draw();
		requestAnimFrame(loop);
	};
	loop();
};
</script>



用戶評論
大牛,別默默的看了,快登錄幫我點評一下吧!:)      登錄 | 注冊


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