HTML5 Canvas模拟衣服撕扯动画(附源码)

html | 2019-09-13 10:02:39


今天又要来推荐一款HTML5 Canvas动画,是一个模拟衣服撕扯动画,效果非常逼真。刚开始衣服挂在绳子上,用鼠标拖拽衣服即可让衣服摆动起来,当你拖拽的很用力时,你会发现,衣服被撕破了。该HTML5动画会捕获到鼠标拖拽的用力程度,从而来判断并实现衣服应该破损的程度,越用力,衣服被撕破的速度越快,赶紧来体验一下这个HTML5动画吧。现在浏览器应该都支持html5了,看到下面动画图说明你的也支持!! 

越用力,衣服被撕破的速度越快,赶紧来体验一下这个HTML5动画吧。



HTML5 Canvas模拟衣服撕扯动画源码:

<canvas id="c" width="560" height="350"></canvas>
  <script>
// settings
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();
}
    canvas  = document.getElementById('c');
    ctx     = canvas.getContext('2d');
    canvas.width  = 560;
    canvas.height = 350;
    start();
  
  
  </script>





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