某人用Java搞了一个流体力学的演示:http://grantkot.com/MPM/Liquid.html。
下面是 HTML 5版的流体力学演示(推荐使用Chrome浏览器浏览):
效果演示
<canvas width="400" height="400" id="liquid"></canvas><script>
/**
* This version:
* Copyright Stephen Sinclair (radarsat1) ( http://www.music.mcgill.ca/~sinclair )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://www.music.mcgill.ca/~sinclair/blog
*/
/**
* Flash version:
* Copyright iunpin ( http://wonderfl.net/user/iunpin )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/6eu4
*/
/**
* Original Java version:
* http://grantkot.com/MPM/Liquid.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 n in this.active)
this.active[n].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);
p.cy = parseInt(p.y - 0.5);
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, 33);
setInterval("liquidTest.paint()", 33);
init();
</script>
不过,这仅仅是个开始。某同学将其发布上了reddit.com,于是,全世界的同学们开始给力了。
Flash的开发者首先不服,搞了个 flash版(带源码):http://wonderfl.net/c/yxe9
看到了Flash版,Javascript+HTML5的同学们也不干了,于是出现HTML5版(带源码):http://www.music.mcgill.ca/~sinclair/content/blog/liquid_simulator_ported_to_canvas
不过性能慢了很多,所以,又有人优化了一下HTML5版的程序:http://jsbin.com/unovo4
SVG的同学们也不甘寂寞,不过,那真叫一个慢啊:http://ulo.pe/js-liquid-svg/
这个时候,C/C++同学出来了,使用SDL库也搞了一个:http://q3k.org/fluidsim.zip
短短几天里,被人重写成各种语言。
下面看看在HTML 5里面的实现:
001 | < canvas width = "400" height = "400" id = "liquid" ></ canvas >< script > |
017 | * Original Java version: |
029 | function LiquidTest(gsizeX, gsizeY, particlesX, particlesY) |
033 | this.gsizeX = gsizeX; |
034 | this.gsizeY = gsizeY; |
036 | this.grid = [[]]; //Nodes |
037 | this.active = []; //Nodes |
038 | this.water = new Material(1.0, 1.0, 1.0, 1.0, 1.0, 1.0); |
039 | this.pressed = false; |
040 | this.pressedprev = false; |
047 | this.init = function() |
051 | for (i = 0; i < this.gsizeX ; i++) |
054 | for ( j = 0 ; j < this.gsizeY; j++) |
056 | this.grid[i].push(new Node()); |
061 | for ( i = 0 ; i < particlesX; i++) |
062 | for ( j = 0 ; j < particlesY; j++) |
064 | p = new Particle(this.water, i + 4, j + 4, 0.0, 0.0); |
065 | this.particles.push(p); |
069 | this.paint = function () |
071 | context.clearRect(0, 0, width, height); |
074 | for (var pi in this.particles) |
076 | var p = this .particles[pi]; |
077 | line(4.0 * p.x, 4.0 * p.y, |
078 | 4.0 * (p.x - p.u), 4.0 * (p.y - p.v)); |
084 | this.simulate = function () |
087 | var mdx = 0 .0, mdy = 0 .0; |
089 | if (this.pressed && this.pressedprev) |
092 | mdx = 0 .25 * (this.mx - this.mxprev); |
093 | mdy = 0 .25 * (this.my - this.myprev); |
096 | this.pressedprev = this.pressed; |
097 | this.mxprev = this.mx; |
098 | this.myprev = this.my; |
100 | for (var n in this.active) |
101 | this.active[n].clear(); |
102 | this.active.length = 0 ; |
106 | var fx = 0 .0, fy = 0 .0; |
107 | for (var pi in this.particles) |
109 | var p = this .particles[pi]; |
110 | p.cx = parseInt (p.x - 0.5); |
111 | p.cy = parseInt (p.y - 0.5); |
114 | p.px[0] = (0.5 * x * x + 1.5 * x + 1.125); |
117 | p.px[1] = (-x * x + 0.75); |
118 | p.gx[1] = (-2.0 * x); |
120 | p.px[2] = (0.5 * x * x - 1.5 * x + 1.125); |
124 | p.py[0] = (0.5 * y * y + 1.5 * y + 1.125); |
127 | p.py[1] = (-y * y + 0.75); |
128 | p.gy[1] = (-2.0 * y); |
130 | p.py[2] = (0.5 * y * y - 1.5 * y + 1.125); |
133 | for (var i = 0 ; i < 3; i++) |
135 | for (var j = 0 ; j < 3; j++) |
137 | var n = this .grid[p.cx + i][p.cy + j]; |
143 | phi = p.px[i] * p.py[j]; |
144 | n.m += phi * p.mat.m; |
146 | n.gx += p.gx[i] * p.py[j]; |
147 | n.gy += p.px[i] * p.gy[j]; |
152 | var density, pressure, weight; |
159 | var C20, C02, C30, C03; |
161 | var C21, C31, C12, C13, C11; |
166 | for (var pi in this.particles) |
168 | var p = this .particles[pi]; |
175 | n01 = this .grid[cx][cy]; |
176 | n02 = this .grid[cx][cyi]; |
177 | n11 = this .grid[cxi][cy]; |
178 | n12 = this .grid[cxi][cyi]; |
182 | C20 = 3 .0 * pdx - n11.gx - 2.0 * n01.gx; |
183 | C02 = 3 .0 * pdy - n02.gy - 2.0 * n01.gy; |
184 | C30 = -2.0 * pdx + n11.gx + n01.gx; |
185 | C03 = -2.0 * pdy + n02.gy + n01.gy; |
186 | csum1 = n01 .d + n01.gy + C02 + C03; |
187 | csum2 = n01 .d + n01.gx + C20 + C30; |
188 | C21 = 3 .0 * n12.d - 2.0 * n02.gx - n12.gx - 3.0 * csum1 - C20; |
189 | C31 = -2.0 * n12.d + n02.gx + n12.gx + 2.0 * csum1 - C30; |
190 | C12 = 3 .0 * n12.d - 2.0 * n11.gy - n12.gy - 3.0 * csum2 - C02; |
191 | C13 = -2.0 * n12.d + n11.gy + n12.gy + 2.0 * csum2 - C03; |
192 | C11 = n02 .gx - C13 - C12 - n01.gx; |
200 | 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; |
202 | pressure = density - 1.0; |
210 | fx += p.mat.m * (4.0 - p.x); |
211 | else if (p.x > this.gsizeX - 5) |
212 | fx += p.mat.m * (this.gsizeX - 5 - p.x); |
215 | fy += p.mat.m * (4.0 - p.y); |
216 | else if (p.y > this.gsizeY - 5) |
217 | fy += p.mat.m * (this.gsizeY - 5 - p.y); |
221 | var vx = Math.abs(p.x - 0.25 * this.mx); |
222 | var vy = Math.abs(p.y - 0.25 * this.my); |
223 | if ((vx < 10.0 ) && (vy < 10.0)) |
225 | weight = p .mat.m * (1.0 - vx * 0.10) * (1.0 - vy * 0.10); |
226 | fx += weight * (mdx - p.u); |
227 | fy += weight * (mdy - p.v); |
231 | for ( i = 0 ; i < 3; i++) |
233 | for ( j = 0 ; j < 3; j++) |
235 | n = this .grid[(p.cx + i)][(p.cy + j)]; |
236 | phi = p.px[i] * p.py[j]; |
237 | n.ax += -((p.gx[i] * p.py[j]) * pressure) + fx * phi; |
238 | n.ay += -((p.px[i] * p.gy[j]) * pressure) + fy * phi; |
243 | for (var ni in this.active) |
245 | var n = this .active[ni]; |
255 | for (var pi in this.particles) |
257 | var p = this.particles[pi]; |
258 | for (i = 0; i < 3 ; i++) |
260 | for ( j = 0 ; j < 3; j++) |
262 | n = this .grid[(p.cx + i)][(p.cy + j)]; |
263 | phi = p.px[i] * p.py[j]; |
270 | for ( i = 0 ; i < 3; i++) |
272 | for ( j = 0 ; j < 3; j++) |
274 | n = this .grid[(p.cx + i)][(p.cy + j)]; |
275 | phi = p.px[i] * p.py[j]; |
282 | for (var ni in this.active) |
284 | var n = this .active[ni]; |
293 | for (var pi in this.particles) |
295 | var p = this.particles[pi]; |
298 | for (var i = 0; i < 3 ; i++) |
300 | for (var j = 0 ; j < 3; j++) |
302 | var n = this .grid[(p.cx + i)][(p.cy + j)]; |
303 | phi = p.px[i] * p.py[j]; |
310 | p.u += 1.0 * (gu - p.u); |
311 | p.v += 1.0 * (gv - p.v); |
314 | p.x = (1.0 + Math.random() * 0.01); |
317 | else if (p.x > this.gsizeX - 2) |
319 | p.x = (this.gsizeX - 2 - Math.random() * 0.01); |
324 | p.y = (1.0 + Math.random() * 0.01); |
327 | else if (p.y > this.gsizeY - 2) |
329 | p.y = (this.gsizeY - 2 - Math.random() * 0.01); |
350 | this.clear = function() |
352 | this.m = this.d = this.gx = this.gy = this.u = this.v = this.ax = this.ay = 0.0; |
357 | function Particle(mat, x, y, u, v) |
378 | function Material(m, rd, k, v, d, g) |
388 | function line(x1,y1,x2,y2) { |
389 | context.moveTo(x1,y1); |
390 | context.lineTo(x2,y2); |
393 | function getPosition(obj) { |
394 | var p = obj.offsetParent; |
395 | var left = obj.offsetLeft; |
396 | var top = obj.offsetTop; |
398 | var pos = getPosition(p); |
405 | function mouseMoved(event) |
407 | var pos = getPosition(canvas); |
408 | liquidTest.mx = event.pageX - pos[0]; |
409 | liquidTest.my = event.pageY - pos[1]; |
412 | function mousePressed(event) |
414 | liquidTest.pressed = true; |
417 | function mouseReleased(event) |
419 | liquidTest.pressed = false; |
433 | function restart(gsizeX, gsizeY, particlesX, particlesY) |
435 | liquidTest = new LiquidTest(gsizeX, gsizeY, particlesX, particlesY); |
444 | // advance simulation |
445 | liquidTest.simulate(); |
451 | canvas = document.getElementById('liquid'); |
452 | width = canvas.width; |
453 | height = canvas.height; |
454 | context = canvas.getContext('2d'); |
455 | context.strokeStyle = "#0000FF"; |
457 | canvas.onmousedown = mousePressed; |
458 | canvas.onmouseup = mouseReleased; |
459 | canvas.onmousemove = mouseMoved; |
461 | liquidTest = new LiquidTest(100, 100, 50, 50); |
466 | setInterval(draw, 33); |
467 | setInterval("liquidTest.paint()", 33); |