概要
paiza.ioでelixirやってみた。
練習問題やってみた。
練習問題
物理流体シミュレーションを実行せよ。
サンプルコード
IO.puts """
<!doctype html>
<html>
<head>
<link rel="stylesheet" href="lib/style.css">
<script src="//google.github.io/liquidfun/testbed/liquidfun.js"></script>
</head>
<body>
<canvas id="canvas" width="456" height="456"></canvas>
<script>
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var w = canvas.width;
var h = canvas.height;
var timeStep = 1.0 / 30.0;
var velocityIterations = 8;
var positionIterations = 3;
var drawScale = 14;
var world = new b2World(new b2Vec2(0, 10));
ctx.font = "normal 14px arial";
ctx.textBaseline = "top";
ctx.textAlign = "left";
var particleRadius = 0.2;
function Vec2(x, y) {
this.x = x || 0;
this.y = y || 0;
}
function createBox(x, y, angle, w, h, type, density) {
var bodyDef = new b2BodyDef();
bodyDef.type = type || b2_staticBody;
bodyDef.position.Set(x, y);
bodyDef.angle = Math.PI / 180 * angle;
var body = world.CreateBody(bodyDef);
var shape = new b2PolygonShape();
shape.SetAsBoxXY(w * 0.5, h * 0.5);
body.CreateFixtureFromShape(shape, density || 0);
}
function createCircle(x, y, radius, type, density) {
var bodyDef = new b2BodyDef();
bodyDef.type = type || b2_staticBody;
bodyDef.position.Set(x, y);
var body = world.CreateBody(bodyDef);
var circle = new b2CircleShape();
circle.radius = radius;
var fixtureDef = new b2FixtureDef();
fixtureDef.density = density || 0;
fixtureDef.shape = circle;
fixtureDef.restitution = 0.6;
body.CreateFixtureFromDef(fixtureDef);
}
function createEdge(x, y, angle, v0, v1, type, density) {
var bodyDef = new b2BodyDef();
bodyDef.type = type || b2_staticBody;
bodyDef.position.Set(x, y);
bodyDef.angle = Math.PI / 180 * angle;
var body = world.CreateBody(bodyDef);
var edge = new b2EdgeShape();
edge.Set(v0, v1);
body.CreateFixtureFromShape(edge, density || 0);
}
function createChain(x, y, angle, verts, type, density) {
var bodyDef = new b2BodyDef();
bodyDef.type = type || b2_staticBody;
bodyDef.position.Set(x, y);
bodyDef.angle = Math.PI / 180 * angle;
var body = world.CreateBody(bodyDef);
var chain = new b2ChainShape();
chain.vertices = verts;
chain.CreateLoop();
body.CreateFixtureFromShape(chain, density || 0);
}
function createParticles(x, y, radius, shape, color) {
var psd = new b2ParticleSystemDef();
psd.radius = radius;
psd.dampingStrength = 0.2;
psd.colorMixingStrength = 0.75;
var particleSystem = world.CreateParticleSystem(psd);
var pd = new b2ParticleGroupDef();
pd.flags = b2_waterParticle | b2_colorMixingParticle;
pd.position.Set(x, y);
pd.shape = shape;
pd.color = color;
particleSystem.CreateParticleGroup(pd);
}
function ParticleEmitter(x, y, radius) {
var psd = new b2ParticleSystemDef();
psd.radius = radius;
psd.dampingStrength = 0.2;
this.pos = new Vec2(x, y);
this.emitRate = 1.0;
this.emitRemainder = 0;
this.emitted = 0;
this.system = world.CreateParticleSystem(psd);
var pd = new b2ParticleDef();
pd.color = new b2ParticleColor(0, 255, 0, 255);
pd.position.Set(this.pos.x + Math.random() * 0.25, this.pos.y + Math.random() * 0.25);
pd.flags = b2_waterParticle;
this.pdef = pd;
}
ParticleEmitter.prototype.createParticle = function () {
var pd = this.pdef;
pd.position.Set(this.pos.x + Math.random() * 0.25, this.pos.y + Math.random() * 0.25);
this.system.CreateParticle(pd);
};
ParticleEmitter.prototype.update = function (dt) {
this.emitRemainder += this.emitRate * dt;
while (this.emitRemainder > 1.0)
{
this.emitRemainder -= 1.0;
this.emitted++;
this.createParticle();
}
};
function definePolygon(shape, transform) {
ctx.beginPath();
for (var i = 0, max = shape.vertices.length; i < max; i++)
{
var v = new b2Vec2();
b2Vec2.Mul(v, transform, shape.vertices[i]);
if (i == 0)
{
ctx.moveTo(v.x * drawScale, v.y * drawScale);
}
else
{
ctx.lineTo(v.x * drawScale, v.y * drawScale);
}
}
ctx.closePath();
}
function defineCircle(shape, transform) {
ctx.beginPath();
ctx.arc(transform.p.x * drawScale, transform.p.y * drawScale, shape.radius * drawScale, 0, Math.PI * 2, false);
}
function defineEdge(shape, transform) {
ctx.beginPath();
var v0 = new b2Vec2(),
v1 = new b2Vec2();
b2Vec2.Mul(v0, transform, shape.vertex1);
b2Vec2.Mul(v1, transform, shape.vertex2);
ctx.moveTo(v0.x * drawScale, v0.y * drawScale);
ctx.lineTo(v1.x * drawScale, v1.y * drawScale);
}
function defineChain(shape, transform) {
ctx.beginPath();
for (var i = 0, max = shape.vertices.length; i < max; i++)
{
var v = new b2Vec2();
b2Vec2.Mul(v, transform, shape.vertices[i]);
if (i == 0)
{
ctx.moveTo(v.x * drawScale, v.y * drawScale);
}
else
{
ctx.lineTo(v.x * drawScale, v.y * drawScale);
}
}
}
function defineFixture(fixture, transform) {
var shape = fixture.shape;
if (shape instanceof b2PolygonShape)
{
definePolygon(shape, transform);
}
else if (shape instanceof b2CircleShape)
{
defineCircle(shape, transform);
}
else if (shape instanceof b2EdgeShape)
{
defineEdge(shape, transform);
}
else if (shape instanceof b2ChainShape)
{
defineChain(shape, transform);
}
}
function drawBody(body) {
var maxFixtures = body.fixtures.length;
var transform = body.GetTransform();
for (var j = 0; j < maxFixtures; j++)
{
var fixture = body.fixtures[j];
defineFixture(fixture, transform);
ctx.strokeStyle = "white";
ctx.stroke();
}
}
function drawParticleSystem(system) {
var count = system.GetParticleCount();
var positions = system.GetPositionBuffer();
var colors = system.GetColorBuffer();
for (var i = 0; i < count; i++)
{
var cx = positions[i * 2 + 0];
var cy = positions[i * 2 + 1];
var cr = colors[i * 4 + 0];
var cg = colors[i * 4 + 1];
var cb = colors[i * 4 + 2];
var ca = colors[i * 4 + 3];
var radius = particleRadius;
ctx.beginPath();
ctx.arc(cx * drawScale, cy * drawScale, radius * drawScale, 0, Math.PI * 2, false);
ctx.fillStyle = "rgba(" + cr + "," + cg + "," + cb + "," + ca + ")";
ctx.fill();
drawedParticles++;
}
}
var frameRequest = function() {
var i,
max;
emitter.update(0.1);
world.Step(timeStep, velocityIterations, positionIterations);
ctx.clearRect(0, 0, w, h);
ctx.fillStyle = "gray";
ctx.fillRect(0, 0, w, h);
ctx.save();
ctx.translate(w * 0.5, h * 0.5);
for (i = 0, max = world.bodies.length; i < max; i++)
{
drawBody(world.bodies[i]);
}
drawedParticles = 0;
for (i = 0, max = world.particleSystems.length; i < max; i++)
{
drawParticleSystem(world.particleSystems[i]);
}
ctx.restore();
ctx.fillStyle = "white";
ctx.fillText("Particles: " + drawedParticles, 10, 10);
requestAnimationFrame(frameRequest);
};
"""
IO.puts """
createBox(0, 10, 0, 25, 1);
createBox(-13, 0, 90, 21, 1);
createBox(13, 0, 90, 21, 1);
createEdge(0, -5, 5, new b2Vec2(-12.6, 0), new b2Vec2(11, 0));
createEdge(0, 0, -5, new b2Vec2(-11, 0), new b2Vec2(12.6, 0));
createEdge(0, 5, 5, new b2Vec2(-12.6, 0), new b2Vec2(11, 0));
createCircle(-2, -8, 0.5, b2_dynamicBody, 1.0);
var particleShape = new b2PolygonShape();
particleShape.SetAsBoxXY(4, 1);
createParticles(-8, -8, 0.1, particleShape, new b2ParticleColor(0, 255, 255, 255));
var emitter = new ParticleEmitter(0, -2, 0.1);
var drawedParticles = 0;
"""
IO.puts """
var particleImage = (function() {
var particleCanvas = document.createElement("canvas");
particleCanvas.width = 32;
particleCanvas.height = 32;
var particleCtx = particleCanvas.getContext("2d");
particleCtx.beginPath();
particleCtx.arc(16, 16, 8, 0, Math.PI * 2, false);
particleCtx.fillStyle = "blue";
particleCtx.fill();
return particleCanvas;
})();
requestAnimationFrame(frameRequest);
</script>
</body>
</html>
"""
成果物
以上。