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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <title>Origami Simulator</title>

    <link href="dependencies/bootstrap.min.css" rel="stylesheet" type="text/css"/>
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    <link rel="stylesheet" type="text/css" href="dependencies/jquery-ui.min.css"/>
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    <script id="vertexShader" type="x-shader/x-vertex">
        attribute vec2 a_position;
        void main() {
           gl_Position = vec4(a_position, 0, 1);
        }
    </script>

    <script id="packToBytesShader" type="x-shader/x-fragment">
        precision mediump float;
        uniform vec2 u_floatTextureDim;
        uniform sampler2D u_floatTexture;
        uniform float u_vectorLength;
        float shift_right (float v, float amt) {
            v = floor(v) + 0.5;
            return floor(v / exp2(amt));
        }
        float shift_left (float v, float amt) {
            return floor(v * exp2(amt) + 0.5);
        }
        float mask_last (float v, float bits) {
            return mod(v, shift_left(1.0, bits));
        }
        float extract_bits (float num, float from, float to) {
            from = floor(from + 0.5); to = floor(to + 0.5);
            return mask_last(shift_right(num, from), to - from);
        }
        vec4 encode_float (float val) {
            if (val == 0.0) return vec4(0, 0, 0, 0);
            float sign = val > 0.0 ? 0.0 : 1.0;
            val = abs(val);
            float exponent = floor(log2(val));
            float biased_exponent = exponent + 127.0;
            float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0;
            float t = biased_exponent / 2.0;
            float last_bit_of_biased_exponent = fract(t) * 2.0;
            float remaining_bits_of_biased_exponent = floor(t);
            float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0;
            float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0;
            float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0;
            float byte1 = (sign * 128.0 + remaining_bits_of_biased_exponent) / 255.0;
            return vec4(byte4, byte3, byte2, byte1);
        }
        void main(){
            vec2 fragCoord = gl_FragCoord.xy;
            float textureXcoord = floor((fragCoord.x - 0.5)/u_vectorLength+0.0001) + 0.5;
            vec4 data = texture2D(u_floatTexture, vec2(textureXcoord, fragCoord.y)/u_floatTextureDim);
            int textureIndex = int(floor(mod(fragCoord.x-0.5+0.0001, u_vectorLength)));
            if (textureIndex == 0) gl_FragColor = encode_float(data[0]);
            else if (textureIndex == 1) gl_FragColor = encode_float(data[1]);
            else if (textureIndex == 2) gl_FragColor = encode_float(data[2]);
            else if (textureIndex == 3) gl_FragColor = encode_float(data[3]);
        }
    </script>

    <script id="zeroTexture" type="x-shader/x-fragment">
        void main(){
            gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
        }
    </script>

    <script id="positionCalcShader" type="x-shader/x-fragment">
        precision mediump float;
        uniform vec2 u_textureDim;
        uniform float u_dt;
        uniform sampler2D u_lastPosition;
        uniform sampler2D u_velocity;
        uniform sampler2D u_mass;

        void main(){
            vec2 fragCoord = gl_FragCoord.xy;
            vec2 scaledFragCoord = fragCoord/u_textureDim;

            float isFixed = texture2D(u_mass, scaledFragCoord).y;
            if (isFixed == 1.0){
                gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
                return;
            }

            vec3 lastPosition = texture2D(u_lastPosition, scaledFragCoord).xyz;
            vec3 velocity = texture2D(u_velocity, scaledFragCoord).xyz;
            vec3 position = velocity*u_dt + lastPosition;
            gl_FragColor = vec4(position,0.0);
        }
    </script>

    <script id="velocityCalcShader" type="x-shader/x-fragment">
        precision mediump float;
        uniform vec2 u_textureDim;
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        uniform vec2 u_textureDimEdges;
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        uniform float u_dt;
        uniform sampler2D u_lastPosition;
        uniform sampler2D u_lastVelocity;
        uniform sampler2D u_originalPosition;
        uniform sampler2D u_externalForces;
        uniform sampler2D u_mass;
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        uniform sampler2D u_meta;//[beamsIndex, numBeams]
        uniform sampler2D u_beamMeta;//[k, d, length, otherNodeIndex]
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        void main(){
            vec2 fragCoord = gl_FragCoord.xy;
            vec2 scaledFragCoord = fragCoord/u_textureDim;

            vec2 mass = texture2D(u_mass, scaledFragCoord).xy;
            if (mass.y == 1.0){
                gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
                return;
            }
            vec3 force = texture2D(u_externalForces, scaledFragCoord).xyz;
            force.y = 1.0;
            vec3 lastPosition = texture2D(u_lastPosition, scaledFragCoord).xyz;
            vec3 lastVelocity = texture2D(u_lastVelocity, scaledFragCoord).xyz;
            vec3 originalPosition = texture2D(u_originalPosition, scaledFragCoord).xyz;

            vec4 neighborIndices = texture2D(u_meta, scaledFragCoord);
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            vec2 meta = texture2D(u_meta, scaledFragCoord).xy;
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            for (int j=0;j<100;j++){//for all beams
                if (j >= int(meta[1])) break;

                float beamIndex1D = meta[0]+float(j);
                vec2 beamIndex = vec2(mod(beamIndex1D, u_textureDimEdges.x)+0.5, floor(beamIndex1D/u_textureDimEdges.x)+0.5);
                vec2 scaledBeamIndex = beamIndex/u_textureDimEdges;
                vec4 beamMeta = texture2D(u_beamMeta, scaledBeamIndex);

                float neighborIndex1D = beamMeta[3];
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                vec2 neighborIndex = vec2(mod(neighborIndex1D, u_textureDim.x)+0.5, floor(neighborIndex1D/u_textureDim.x)+0.5);
                vec2 scaledNeighborIndex = neighborIndex/u_textureDim;
                vec3 neighborLastPosition = texture2D(u_lastPosition, scaledNeighborIndex).xyz;
                vec3 neighborLastVelocity = texture2D(u_lastVelocity, scaledNeighborIndex).xyz;
                vec3 neighborOriginalPosition = texture2D(u_originalPosition, scaledNeighborIndex).xyz;

                vec3 nominalDist = neighborOriginalPosition-originalPosition;
                vec3 deltaP = neighborLastPosition-lastPosition+nominalDist;
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                deltaP -= normalize(deltaP)*beamMeta[2];
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                vec3 deltaV = neighborLastVelocity-lastVelocity;

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                vec3 _force = deltaP*beamMeta[0] + deltaV*beamMeta[1];
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                force += _force;
            }
            vec3 velocity = force*u_dt/mass.x + lastVelocity;
            gl_FragColor = vec4(velocity,0.0);
        }
    </script>

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    <script type="text/javascript" src="dependencies/jquery-3.1.1.min.js"></script>
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    <script type="text/javascript" src="js/node.js"></script>
    <script type="text/javascript" src="js/beam.js"></script>
    <script type="text/javascript" src="js/model.js"></script>
    <script type="text/javascript" src="js/dynamicModel.js"></script>
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    <script type="text/javascript" src="js/main.js"></script>
</head>
<body>
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<canvas id="gpuMathCanvas"></canvas>
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<div id="controlsLeft" class="flipped">
    <div>
        <a id="logo" target="_blank" href="http://cba.mit.edu/">
            <img id="inactiveLogo" src="logo.png"/>
            <img id="activeLogo" src="logo-active.png"/>
        </a><br/>
        3D View:
        <div class="indent">
            <label class="checkbox" for="dynamic">
                <input id="dynamic" data-toggle="checkbox" class="custom-checkbox layersSelector" type="checkbox"><span class="icons"><span class="icon-unchecked"></span><span class="icon-checked"></span></span>
                Dynamic Simulation
            </label>
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                Static Simulation
            </label>
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    <br/><br/>
    <div class="dynamicSim">
        Dynamic Sim Settings:<br/>
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    <a href="#" id="about" class="btn btn-lg btn-default">About</a><br/><br/>
    <!--<div class="sliderInput" id="density">-->
        <!--<span class="label-slider">Density : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>-->
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    <!--</div>-->
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        <!--<span class="label-slider">Width (m) : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>-->
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    <!--</div>-->
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        <!--<span class="label-slider">Length (m) : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>-->
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        <div class="modal-content">
            <div class="modal-body">
                <p><b>Origami Simulator</b><br/><br/>
                    lakfjsdlkfjladskj
                <br/>
                Built by <a href="http://www.amandaghassaei.com/" target="_blank">Amanda Ghassaei</a> as a homework assignment for <a href="http://courses.csail.mit.edu/6.849/spring17/" target="_blank">Geometric Folding Algorithms</a>.
                Code available on <a href="https://github.com/amandaghassaei/OrigamiSimulator" target="_blank">Github</a>.
                </p>
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