Skip welcome & menu and move to editor
Welcome to JS Bin
Load cached copy from
 
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
</head>
<body>
<canvas width="800" height="600" id="liquid"></canvas>
</body>
</html>
 
var canvas;
var context;
var running = false;
var width = 0;
var height = 0;
var liquidTest;
var step = 0;
function liquidTest(gsizeX, gsizeY, particlesX, particlesY)
{
    this.particles = [];
    this.gsizeX = gsizeX;
    this.gsizeY = gsizeY;
    this.grid = [[]]; //Nodes
    this.active = []; //Nodes
    this.water = new Material(1.0, 1.0, 1.0, 1.0, 1.0, 1.0);
    this.pressed = false;
    this.pressedprev = false;
    this.mx = 0;
    this.my = 0;
    this.mxprev = 0;
    this.myprev = 0;
    this.init = function()
    {
        var i = 0, j = 0;
        this.grid = [];
        for (i = 0; i < this.gsizeX; i++)
        {
            this.grid.push([]);
            for (j = 0; j < this.gsizeY; j++)
            {
                this.grid[i].push(new Node());
            }
        }
        var p;
        for (i = 0; i < particlesX; i++)
            for (j = 0; j < particlesY; j++)
            {
                p = new Particle(this.water, i + 4, j + 4, 0.0, 0.0);
                this.particles.push(p);
            }
    };
    this.paint = function()
    {
      context.clearRect(0, 0, width, height);
    context.beginPath();
        for (var pi in this.particles)
        {
            var p = this.particles[pi];
            line(4.0 * p.x,         4.0 * p.y,
                 4.0 * (p.x - p.u), 4.0 * (p.y - p.v));
        }
    context.stroke();
    };
    this.simulate = function()
    {
        var drag = false;
        var mdx = 0.0, mdy = 0.0;
        if (this.pressed && this.pressedprev)
        {
            drag = true;
            mdx = 0.25 * (this.mx - this.mxprev);
            mdy = 0.25 * (this.my - this.myprev);
        }
        this.pressedprev = this.pressed;
        this.mxprev = this.mx;
        this.myprev = this.my;
        for (var nn in this.active)
            this.active[nn].clear();
        this.active.length = 0;
        //var i, j;
        var x, y, phi;
        var fx = 0.0, fy = 0.0;
        for (var pi in this.particles)
        {
            var p = this.particles[pi];
            p.cx = parseInt(p.x - 0.5, 10);
            p.cy = parseInt(p.y - 0.5, 10);
            x = p.cx - p.x;
            p.px[0] = (0.5 * x * x + 1.5 * x + 1.125);
            p.gx[0] = (x + 1.5);
            x += 1.0;
            p.px[1] = (-x * x + 0.75);
            p.gx[1] = (-2.0 * x);
            x += 1.0;
            p.px[2] = (0.5 * x * x - 1.5 * x + 1.125);
            p.gx[2] = (x - 1.5);
            y = p.cy - p.y;
            p.py[0] = (0.5 * y * y + 1.5 * y + 1.125);
            p.gy[0] = (y + 1.5);
            y += 1.0;
            p.py[1] = (-y * y + 0.75);
            p.gy[1] = (-2.0 * y);
            y += 1.0;
            p.py[2] = (0.5 * y * y - 1.5 * y + 1.125);
            p.gy[2] = (y - 1.5);
            for (var i = 0; i < 3; i++)
            {
                for (var j = 0; j < 3; j++)
                {
                    var n = this.grid[p.cx + i][p.cy + j];
                    if (!n.active)
                    {
                        this.active.push(n);
                        n.active = true;
                    }
                    phi = p.px[i] * p.py[j];
                    n.m += phi * p.mat.m;
                    n.d += phi;
                    n.gx += p.gx[i] * p.py[j];
                    n.gy += p.px[i] * p.gy[j];
                }
            }
        }
        var density, pressure, weight;
        var n01, n02;
        var n11, n12;
        var cx, cy;
        var cxi, cyi;
        var pdx, pdy;
        var C20, C02, C30, C03;
        var csum1, csum2;
        var C21, C31, C12, C13, C11;
        var u, u2, u3;
        var v, v2, v3;
        for (var pi in this.particles)
        {
            var p = this.particles[pi];
            cx = parseInt(p.x);
            cy = parseInt(p.y);
            cxi = cx + 1;
            cyi = cy + 1;
            n01 = this.grid[cx][cy];
            n02 = this.grid[cx][cyi];
            n11 = this.grid[cxi][cy];
            n12 = this.grid[cxi][cyi];
            pdx = n11.d - n01.d;
            pdy = n02.d - n01.d;
            C20 = 3.0 * pdx - n11.gx - 2.0 * n01.gx;
            C02 = 3.0 * pdy - n02.gy - 2.0 * n01.gy;
            C30 = -2.0 * pdx + n11.gx + n01.gx;
            C03 = -2.0 * pdy + n02.gy + n01.gy;
            csum1 = n01.d + n01.gy + C02 + C03;
            csum2 = n01.d + n01.gx + C20 + C30;
            C21 = 3.0 * n12.d - 2.0 * n02.gx - n12.gx - 3.0 * csum1 - C20;
            C31 = -2.0 * n12.d + n02.gx + n12.gx + 2.0 * csum1 - C30;
            C12 = 3.0 * n12.d - 2.0 * n11.gy - n12.gy - 3.0 * csum2 - C02;
            C13 = -2.0 * n12.d + n11.gy + n12.gy + 2.0 * csum2 - C03;
            C11 = n02.gx - C13 - C12 - n01.gx;
            u = p.x - cx;
            u2 = u * u;
            u3 = u * u2;
            v = p.y - cy;
            v2 = v * v;
            v3 = v * v2;
            density = n01.d + n01.gx * u + n01.gy * v + C20 * u2 + C02 * v2 + C30 * u3 + C03 * v3 + C21 * u2 * v + C31 * u3 * v + C12 * u * v2 + C13 * u * v3 + C11 * u * v;
            pressure = density - 1.0;
            if (pressure > 2.0)
                pressure = 2.0;
            fx = 0.0;
            fy = 0.0;
            if (p.x < 4.0)
                fx += p.mat.m * (4.0 - p.x);
            else if (p.x > this.gsizeX - 5)
                fx += p.mat.m * (this.gsizeX - 5 - p.x);
            if (p.y < 4.0)
                fy += p.mat.m * (4.0 - p.y);
            else if (p.y > this.gsizeY - 5)
                fy += p.mat.m * (this.gsizeY - 5 - p.y);
            if (drag)
            {
                var vx = Math.abs(p.x - 0.25 * this.mx);
                var vy = Math.abs(p.y - 0.25 * this.my);
                if ((vx < 10.0) && (vy < 10.0))
                {
                    weight = p.mat.m * (1.0 - vx * 0.10) * (1.0 - vy * 0.10);
                    fx += weight * (mdx - p.u);
                    fy += weight * (mdy - p.v);
                }
            }
            for (i = 0; i < 3; i++)
            {
                for (j = 0; j < 3; j++)
                {
                    n = this.grid[(p.cx + i)][(p.cy + j)];
                    phi = p.px[i] * p.py[j];
                    n.ax += -((p.gx[i] * p.py[j]) * pressure) + fx * phi;
                    n.ay += -((p.px[i] * p.gy[j]) * pressure) + fy * phi;
                }
            }
        }
        for (var ni in this.active)
        {
            var n = this.active[ni];
            if (n.m > 0.0)
            {
                n.ax /= n.m;
                n.ay /= n.m;
                n.ay += 0.03;
            }
        }
        var mu, mv;
        for (var pi in this.particles)
        {
            var p = this.particles[pi];
            for (i = 0; i < 3; i++)
            {
                for (j = 0; j < 3; j++)
                {
                    n = this.grid[(p.cx + i)][(p.cy + j)];
                    phi = p.px[i] * p.py[j];
                    p.u += phi * n.ax;
                    p.v += phi * n.ay;
                }
            }
            mu = p.mat.m * p.u;
            mv = p.mat.m * p.v;
            for (i = 0; i < 3; i++)
            {
                for (j = 0; j < 3; j++)
                {
                    n = this.grid[(p.cx + i)][(p.cy + j)];
                    phi = p.px[i] * p.py[j];
                    n.u += phi * mu;
                    n.v += phi * mv;
                }
            }
        }
        for (var ni in this.active)
        {
            var n = this.active[ni];
            if (n.m > 0.0)
            {
                n.u /= n.m;
                n.v /= n.m;
            }
        }
        var gu, gv;
        for (var pi in this.particles)
        {
            var p = this.particles[pi];
            gu = 0.0;
            gv = 0.0;
            for (var i = 0; i < 3; i++)
            {
                for (var j = 0; j < 3; j++)
                {
                    var n = this.grid[(p.cx + i)][(p.cy + j)];
                    phi = p.px[i] * p.py[j];
                    gu += phi * n.u;
                    gv += phi * n.v;
                }
            }
            p.x += gu;
            p.y += gv;
            p.u += 1.0 * (gu - p.u);
            p.v += 1.0 * (gv - p.v);
            if (p.x < 1.0)
            {
                p.x = (1.0 + Math.random() * 0.01);
                p.u = 0.0;
            }
            else if (p.x > this.gsizeX - 2)
            {
                p.x = (this.gsizeX - 2 - Math.random() * 0.01);
                p.u = 0.0;
            }
            if (p.y < 1.0)
            {
                p.y = (1.0 + Math.random() * 0.01);
                p.v = 0.0;
            }
            else if (p.y > this.gsizeY - 2)
            {
                p.y = (this.gsizeY - 2 - Math.random() * 0.01);
                p.v = 0.0;
            }
        }
    }
    this.init();
}
function Node()
{
    this.m = 0;
    this.d = 0;
    this.gx = 0;
    this.gy = 0;
    this.u = 0;
    this.v = 0;
    this.ax = 0;
    this.ay = 0;
    this.active = false;
    
    this.clear = function()
    {
        this.m = this.d = this.gx = this.gy = this.u = this.v = this.ax = this.ay = 0.0;
        this.active = false;
    }
}
function Particle(mat, x, y, u, v)
{
    this.mat = mat;
    this.x = x;
    this.y = y;
    this.u = u;
    this.v = v;
    this.dudx = 0;
    this.dudy = 0;
    this.dvdx = 0;
    this.dvdy = 0;
    this.cx = 0;
    this.cy = 0;
    this.px = [0,0,0];
    this.py = [0,0,0];
    this.gx = [0,0,0];
    this.gy = [0,0,0];
}
function Material(m, rd, k, v, d, g)
{
    this.m = m;
    this.rd = rd;
    this.k = k;
    this.v = v;
    this.d = d;
    this.g = g;
}
function line(x1,y1,x2,y2) {
    context.moveTo(x1,y1);
    context.lineTo(x2,y2);
}
function getPosition(obj) {
    var p = obj.offsetParent;
    var left = obj.offsetLeft;
    var top = obj.offsetTop;
    if (p) {
        var pos = getPosition(p);
        left += pos[0];
        top += pos[1];
    }
    return [left, top];
}
function mouseMoved(event)
{
    var pos = getPosition(canvas);
    liquidTest.mx = event.pageX - pos[0];
    liquidTest.my = event.pageY - pos[1];
}
function mousePressed(event)
{
    liquidTest.pressed = true;
}
function mouseReleased(event)
{
    liquidTest.pressed = false;
}
function stop()
{
    running = false;
}
function start()
{
    running = true;
    draw();
}
function restart(gsizeX, gsizeY, particlesX, particlesY)
{
    liquidTest = new LiquidTest(gsizeX, gsizeY, particlesX, particlesY);
    running = true;
    draw();
}
function draw()
{
    // clear
    // advance simulation
    liquidTest.simulate();
    step ++;
}
function init() {
    canvas = document.getElementById('liquid');
    width = canvas.width;
    height = canvas.height;
    context = canvas.getContext('2d');
    context.strokeStyle = "#0000FF";
    canvas.onmousedown = mousePressed;
    canvas.onmouseup = mouseReleased;
    canvas.onmousemove = mouseMoved;
    liquidTest = new LiquidTest(100, 100, 50, 50);
    start();
}
setInterval(draw, 13);
setInterval(liquidTest.paint(), 13);
init();
Output

This bin was created anonymously and its free preview time has expired (learn why). — Get a free unrestricted account

Dismiss x
public
Bin info
anonymouspro
0viewers