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Diffstat (limited to '2d/softbody/softbody_1.html.content')
-rw-r--r-- | 2d/softbody/softbody_1.html.content | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/2d/softbody/softbody_1.html.content b/2d/softbody/softbody_1.html.content new file mode 100644 index 0000000..92be361 --- /dev/null +++ b/2d/softbody/softbody_1.html.content @@ -0,0 +1,45 @@ +<script src="./softbody_1/dist/output.js"></script> +<script> + window.onload = function() { + var lPlayElement = document.getElementById('gl_canvas_play'), + lStopElement = document.getElementById('gl_canvas_stop'); + lPlayElement.addEventListener('click', function() { + lPlayElement.style.display = 'none'; + lStopElement.style.display = 'block'; + }); + lStopElement.addEventListener('click', function() { + lStopElement.style.display = 'none'; + lPlayElement.style.display = 'block'; + }); + } + +</script> +<article> + <h1>Springs</h1> + <section> + <p> + It is time to investigate what it means to have a deformation in our physics system. By deformation, I mean that the + vertices of our shapes are no longer fixed to one point within the model. We will begin with what I believe + by investigating the most common of all deformations: a weight attached to a spring in two dimensions. + </p> + </section> + <section> + <h2></h2> + </section> + <section> + <h2> + Live Example + </h2> + <p> + </p> + <div class="opengl_canvas_container"> + <canvas id="gl_canvas" width="800" height="600"></canvas> + <button id="gl_canvas_play" class="play_button"> + Play + </button> + <button id="gl_canvas_stop" class="stop_button"> + Stop + </button> + </div> + </section> +</article> |