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HTML

              
                <!--

It's been a couple of years since I made the original tearable cloth, and since then both me and Javascript have improved. I thought it deserved an update.

It should be more efficient, wall collisions are greatly improved, and it has a slightly more stretchy, cloth-like texture. The code is better, a bit smaller and now in ES2015. That was the main point.

-->

<canvas id="canvas"></canvas>
<span>Drag with your mouse, right-click to slice.</span>
<div>
  <a href="https://github.com/Dissimulate/Tearable-Cloth">Github</a>
  <a href="https://twitter.com/abro_oks">@abro_oks</a>
</div>
<div><button onclick="zeroG()">Zero G!</button></div>
              
            
!

CSS

              
                * {
  margin: 0;
  padding: 0;
}

body {
  background: #f2f2f2;
}

#canvas {
  display: block;
  margin: 0 auto;
  border: 1px solid #eaeaea;
}

span, div {
  position: absolute;
  color: #aaa;
  bottom: 100px;
  left: 0;
  right: 0;
  width: 100%;
  margin: auto;
  font-family: Helvetica;
  text-align: center;
  -webkit-user-select: none;
  -ms-user-select: none;
  -moz-user-select: none;
  user-select: none; 
}

div {
  bottom: 60px;
  &:nth-of-type(2) {
    bottom: 20px;
    button {
      font-size: 14px;
      padding: 4px 8px;
    }
  }
  a {
    text-decoration: none;
    color: #2266bb;
    &:first-child {
      margin-right: 20px;
    }
  }
}
              
            
!

JS

              
                window.requestAnimFrame =
  window.requestAnimationFrame ||
  window.webkitRequestAnimationFrame ||
  window.mozRequestAnimationFrame ||
  window.oRequestAnimationFrame ||
  window.msRequestAnimationFrame ||
  function (callback) {
    window.setTimeout(callback, 1e3 / 60)
  }

let accuracy = 5
let gravity = 400
let clothY = 24
let clothX = 50
let spacing = 8
let tearDist = 60
let friction = 0.99
let bounce = 0.5

let canvas = document.getElementById('canvas')
let ctx = canvas.getContext('2d')

canvas.width = Math.min(700, window.innerWidth)
canvas.height = 400

ctx.strokeStyle = '#555'

let mouse = {
  cut: 8,
  influence: 36,
  down: false,
  button: 1,
  x: 0,
  y: 0,
  px: 0,
  py: 0
}

class Point {
  constructor (x, y) {
    this.x = x
    this.y = y
    this.px = x
    this.py = y
    this.vx = 0
    this.vy = 0
    this.pinX = null
    this.pinY = null

    this.constraints = []
  }

  update (delta) {
    if (this.pinX && this.pinY) return this

    if (mouse.down) {
      let dx = this.x - mouse.x
      let dy = this.y - mouse.y
      let dist = Math.sqrt(dx * dx + dy * dy)

      if (mouse.button === 1 && dist < mouse.influence) {
        this.px = this.x - (mouse.x - mouse.px)
        this.py = this.y - (mouse.y - mouse.py)
      } else if (dist < mouse.cut) {
        this.constraints = []
      }
    }

    this.addForce(0, gravity)

    let nx = this.x + (this.x - this.px) * friction + this.vx * delta
    let ny = this.y + (this.y - this.py) * friction + this.vy * delta

    this.px = this.x
    this.py = this.y

    this.x = nx
    this.y = ny

    this.vy = this.vx = 0

    if (this.x >= canvas.width) {
      this.px = canvas.width + (canvas.width - this.px) * bounce
      this.x = canvas.width
    } else if (this.x <= 0) {
      this.px *= -1 * bounce
      this.x = 0
    }

    if (this.y >= canvas.height) {
      this.py = canvas.height + (canvas.height - this.py) * bounce
      this.y = canvas.height
    } else if (this.y <= 0) {
      this.py *= -1 * bounce
      this.y = 0
    }

    return this
  }

  draw () {
    let i = this.constraints.length
    while (i--) this.constraints[i].draw()
  }

  resolve () {
    if (this.pinX && this.pinY) {
      this.x = this.pinX
      this.y = this.pinY
      return
    }

    this.constraints.forEach((constraint) => constraint.resolve())
  }

  attach (point) {
    this.constraints.push(new Constraint(this, point))
  }

  free (constraint) {
    this.constraints.splice(this.constraints.indexOf(constraint), 1)
  }

  addForce (x, y) {
    this.vx += x
    this.vy += y
  }

  pin (pinx, piny) {
    this.pinX = pinx
    this.pinY = piny
  }
}

class Constraint {
  constructor (p1, p2) {
    this.p1 = p1
    this.p2 = p2
    this.length = spacing
  }

  resolve () {
    let dx = this.p1.x - this.p2.x
    let dy = this.p1.y - this.p2.y
    let dist = Math.sqrt(dx * dx + dy * dy)

    if (dist < this.length) return

    let diff = (this.length - dist) / dist

    if (dist > tearDist) this.p1.free(this)

    let mul = diff * 0.5 * (1 - this.length / dist)

    let px = dx * mul
    let py = dy * mul

    !this.p1.pinX && (this.p1.x += px)
    !this.p1.pinY && (this.p1.y += py)
    !this.p2.pinX && (this.p2.x -= px)
    !this.p2.pinY && (this.p2.y -= py)

    return this
  }

  draw () {
    ctx.moveTo(this.p1.x, this.p1.y)
    ctx.lineTo(this.p2.x, this.p2.y)
  }
}

class Cloth {
  constructor (free) {
    this.points = []

    let startX = canvas.width / 2 - clothX * spacing / 2

    for (let y = 0; y <= clothY; y++) {
      for (let x = 0; x <= clothX; x++) {
        let point = new Point(startX + x * spacing, 20 + y * spacing)
        !free && y === 0 && point.pin(point.x, point.y)
        x !== 0 && point.attach(this.points[this.points.length - 1])
        y !== 0 && point.attach(this.points[x + (y - 1) * (clothX + 1)])

        this.points.push(point)
      }
    }
  }

  update (delta) {
    let i = accuracy

    while (i--) {
      this.points.forEach((point) => {
        point.resolve()
      })
    }

    ctx.beginPath()
    this.points.forEach((point) => {
      point.update(delta * delta).draw()
    })
    ctx.stroke()
  }
}

function setMouse (e) {
  let rect = canvas.getBoundingClientRect()
  mouse.px = mouse.x
  mouse.py = mouse.y
  mouse.x = e.clientX - rect.left
  mouse.y = e.clientY - rect.top
}

canvas.onmousedown = (e) => {
  mouse.button = e.which
  mouse.down = true
  setMouse(e)
}

canvas.onmousemove = setMouse

canvas.onmouseup = () => (mouse.down = false)

canvas.oncontextmenu = (e) => e.preventDefault()

let cloth = new Cloth()

function zeroG() {
  gravity = 0
  cloth = new Cloth(true)
}

;(function update (time) {
  ctx.clearRect(0, 0, canvas.width, canvas.height)

  cloth.update(0.016)

  window.requestAnimFrame(update)
})(0)

              
            
!
999px

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