html炫酷的页面代码,超级炫酷的html页面,附上源码!!!

本文介绍了一个基于HTML5 Canvas的布料模拟程序,通过定义物理参数和约束条件来模拟布料的运动和交互。该程序利用JavaScript实现了鼠标操作下的布料拉伸、固定点等功能,并通过不断更新每个布料节点的位置来呈现动态效果。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

       

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:1000px;

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;

}

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            = 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

};

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);

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);

}//@ sourceURL=pen.js

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值