index.html 19.5 KB
Newer Older
amandaghassaei's avatar
amandaghassaei committed
1
2
3
4
5
6
7
8
9
<!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"/>
    <link rel="stylesheet" type="text/css" href="dependencies/flat-ui.min.css"/>
    <link rel="stylesheet" type="text/css" href="dependencies/jquery-ui.min.css"/>
amandaghassaei's avatar
nav    
amandaghassaei committed
10
11
12
    <link rel="stylesheet" type="text/css" href="css/nav.css"/>
    <link rel="stylesheet" type="text/css" href="css/main.css"/>

amandaghassaei's avatar
amandaghassaei committed
13

amandaghassaei's avatar
amandaghassaei committed
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
    <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(){
amandaghassaei's avatar
amandaghassaei committed
70
            gl_FragColor = vec4(0.0);
amandaghassaei's avatar
amandaghassaei committed
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
        }
    </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;

amandaghassaei's avatar
amandaghassaei committed
86
87
            vec3 lastPosition = texture2D(u_lastPosition, scaledFragCoord).xyz;

amandaghassaei's avatar
amandaghassaei committed
88
89
            float isFixed = texture2D(u_mass, scaledFragCoord).y;
            if (isFixed == 1.0){
amandaghassaei's avatar
amandaghassaei committed
90
                gl_FragColor = vec4(lastPosition, 0.0);
amandaghassaei's avatar
amandaghassaei committed
91
92
93
94
95
                return;
            }

            vec3 velocity = texture2D(u_velocity, scaledFragCoord).xyz;
            vec3 position = velocity*u_dt + lastPosition;
amandaghassaei's avatar
amandaghassaei committed
96
            gl_FragColor = vec4(position, 0.0);
amandaghassaei's avatar
amandaghassaei committed
97
98
99
100
101
102
        }
    </script>

    <script id="velocityCalcShader" type="x-shader/x-fragment">
        precision mediump float;
        uniform vec2 u_textureDim;
amandaghassaei's avatar
amandaghassaei committed
103
        uniform vec2 u_textureDimEdges;
amandaghassaei's avatar
amandaghassaei committed
104
105
106
        uniform vec2 u_textureDimFaces;
        uniform vec2 u_textureDimCreases;
        uniform vec2 u_textureDimNodeCreases;
amandaghassaei's avatar
eod    
amandaghassaei committed
107
        uniform float u_creasePercent;
amandaghassaei's avatar
amandaghassaei committed
108
109
110
111
112
113
        uniform float u_dt;
        uniform sampler2D u_lastPosition;
        uniform sampler2D u_lastVelocity;
        uniform sampler2D u_originalPosition;
        uniform sampler2D u_externalForces;
        uniform sampler2D u_mass;
amandaghassaei's avatar
amandaghassaei committed
114
        uniform sampler2D u_meta;//[beamsIndex, numBeam, creaseMeta2Index, numCreases]
amandaghassaei's avatar
amandaghassaei committed
115
        uniform sampler2D u_beamMeta;//[k, d, length, otherNodeIndex]
amandaghassaei's avatar
amandaghassaei committed
116
117
118
119
        uniform sampler2D u_creaseMeta;//[k, d, targetTheta]
        uniform sampler2D u_creaseMeta2;//[creaseIndex, momentArmLength, nodeIndex]
        uniform sampler2D u_normals;
        uniform sampler2D u_theta;//[theta, z, normal1Index, normal2Index]
amandaghassaei's avatar
amandaghassaei committed
120
121
122
123
124
125

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

            vec2 mass = texture2D(u_mass, scaledFragCoord).xy;
amandaghassaei's avatar
amandaghassaei committed
126
            if (mass[1] == 1.0){//fixed
amandaghassaei's avatar
amandaghassaei committed
127
                gl_FragColor = vec4(0.0);
amandaghassaei's avatar
amandaghassaei committed
128
129
130
131
132
133
134
135
                return;
            }
            vec3 force = texture2D(u_externalForces, scaledFragCoord).xyz;
            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);
amandaghassaei's avatar
amandaghassaei committed
136
            vec4 meta = texture2D(u_meta, scaledFragCoord);
amandaghassaei's avatar
amandaghassaei committed
137

amandaghassaei's avatar
ui    
amandaghassaei committed
138
            for (int j=0;j<100;j++){//for all beams (up to 100, had to put a const int in here)
amandaghassaei's avatar
amandaghassaei committed
139
140
141
142
143
144
145
146
                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];
amandaghassaei's avatar
amandaghassaei committed
147
148
149
150
151
152
153
154
                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;
amandaghassaei's avatar
amandaghassaei committed
155
                deltaP -= normalize(deltaP)*beamMeta[2];
amandaghassaei's avatar
amandaghassaei committed
156
157
                vec3 deltaV = neighborLastVelocity-lastVelocity;

amandaghassaei's avatar
amandaghassaei committed
158
                vec3 _force = deltaP*beamMeta[0] + deltaV*beamMeta[1];
amandaghassaei's avatar
amandaghassaei committed
159
160
                force += _force;
            }
amandaghassaei's avatar
amandaghassaei committed
161
162
163
164
165
166
167

            for (int j=0;j<100;j++){//for all creases (up to 100, had to put a const int in here)
                if (j >= int(meta[3])) break;

                float nodeCreaseIndex1D = meta[2]+float(j);
                vec2 nodeCreaseIndex = vec2(mod(nodeCreaseIndex1D, u_textureDimNodeCreases.x)+0.5, floor(nodeCreaseIndex1D/u_textureDimNodeCreases.x)+0.5);
                vec2 scaledNodeCreaseIndex = nodeCreaseIndex/u_textureDimNodeCreases;
amandaghassaei's avatar
amandaghassaei committed
168
                vec4 creaseMeta2 = texture2D(u_creaseMeta2, scaledNodeCreaseIndex);//[creaseIndex, length to node, nodeType (1 or 2), isReaction]
amandaghassaei's avatar
amandaghassaei committed
169
170
171
172
173
174
175
176

                float creaseIndex1D = creaseMeta2[0];
                vec2 creaseIndex = vec2(mod(creaseIndex1D, u_textureDimCreases.x)+0.5, floor(creaseIndex1D/u_textureDimCreases.x)+0.5);
                vec2 scaledCreaseIndex = creaseIndex/u_textureDimCreases;

                vec4 thetas = texture2D(u_theta, scaledCreaseIndex);
                vec3 creaseMeta = texture2D(u_creaseMeta, scaledCreaseIndex).xyz;//[k, d, targetTheta]

amandaghassaei's avatar
amandaghassaei committed
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
                if (creaseMeta2[3] < 0.0){//crease reaction
                    float nodeNum = creaseMeta2[2];

                    //node #1
                    float normalIndex1D = thetas[2];
                    vec2 normalsIndex = vec2(mod(normalIndex1D, u_textureDimFaces.x)+0.5, floor(normalIndex1D/u_textureDimFaces.x)+0.5);
                    vec2 scaledNormalsIndex = normalsIndex/u_textureDimFaces;
                    vec3 normal1 = texture2D(u_normals, scaledNormalsIndex).xyz;

                    //node #2
                    normalIndex1D = thetas[3];
                    normalsIndex = vec2(mod(normalIndex1D, u_textureDimFaces.x)+0.5, floor(normalIndex1D/u_textureDimFaces.x)+0.5);
                    scaledNormalsIndex = normalsIndex/u_textureDimFaces;
                    vec3 normal2 = texture2D(u_normals, scaledNormalsIndex).xyz;

                    float targetTheta = creaseMeta[2] * u_creasePercent;

                    float angForce = creaseMeta[0]*(targetTheta-thetas[0]);// + creaseMeta[1]*thetas[1];

                    vec3 _force = -0.5*(angForce/creaseMeta2[1]*normal1 + angForce/creaseMeta2[2]*normal2);
                    force += _force;
                } else {
                    float nodeNum = creaseMeta2[2];
                    float normalIndex1D = thetas[2];//node #1
                    float targetTheta = creaseMeta[2] * u_creasePercent;
                    if (nodeNum > 1.1) {
                        normalIndex1D = thetas[3];//node #2
                    }
                    vec2 normalsIndex = vec2(mod(normalIndex1D, u_textureDimFaces.x)+0.5, floor(normalIndex1D/u_textureDimFaces.x)+0.5);
                    vec2 scaledNormalsIndex = normalsIndex/u_textureDimFaces;
                    vec3 normal = texture2D(u_normals, scaledNormalsIndex).xyz;

                    float angForce = creaseMeta[0]*(targetTheta-thetas[0]);// + creaseMeta[1]*thetas[1];
                    float momentArm = creaseMeta2[1];

                    vec3 _force = angForce/momentArm*normal;
                    force += _force;
amandaghassaei's avatar
eod    
amandaghassaei committed
214
                }
amandaghassaei's avatar
amandaghassaei committed
215
216
217

            }

amandaghassaei's avatar
amandaghassaei committed
218
            vec3 velocity = force*u_dt/mass[0] + lastVelocity;
amandaghassaei's avatar
amandaghassaei committed
219
220
221
222
            gl_FragColor = vec4(velocity,0.0);
        }
    </script>

amandaghassaei's avatar
amandaghassaei committed
223
    <script id="thetaCalcShader" type="x-shader/x-fragment">
amandaghassaei's avatar
amandaghassaei committed
224
        #define M_PI 3.1415926535897932384626433832795
amandaghassaei's avatar
amandaghassaei committed
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
        precision mediump float;
        uniform vec2 u_textureDimFaces;
        uniform vec2 u_textureDimCreases;
        uniform sampler2D u_normals;
        uniform sampler2D u_lastTheta;
        uniform sampler2D u_creaseVectors;

        void main(){

            vec2 fragCoord = gl_FragCoord.xy;
            vec2 scaledFragCoord = fragCoord/u_textureDimCreases;

            vec4 lastTheta = texture2D(u_lastTheta, scaledFragCoord);

            if (lastTheta[2]<0.0){
amandaghassaei's avatar
amandaghassaei committed
240
                gl_FragColor = vec4(lastTheta[0], 0.0, -1.0, -1.0);
amandaghassaei's avatar
amandaghassaei committed
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
                return;
            }

            vec2 normal1Index = vec2(mod(lastTheta[2], u_textureDimFaces.x)+0.5, floor(lastTheta[2]/u_textureDimFaces.x)+0.5);
            normal1Index /= u_textureDimFaces;
            vec2 normal2Index = vec2(mod(lastTheta[3], u_textureDimFaces.x)+0.5, floor(lastTheta[3]/u_textureDimFaces.x)+0.5);
            normal2Index /= u_textureDimFaces;

            vec3 normal1 = texture2D(u_normals, normal1Index).xyz;
            vec3 normal2 = texture2D(u_normals, normal2Index).xyz;

            float theta = acos(dot(normal1, normal2));//normals are already normalized, no need to divide by length
            vec3 creaseVector = texture2D(u_creaseVectors, scaledFragCoord).xyz;
            float sign = dot(cross(normal1, normal2), creaseVector);
            if (sign < 0.0) theta *= -1.0;
amandaghassaei's avatar
amandaghassaei committed
256
257
            if (theta > 3.0 && lastTheta[0] < -3.0) theta -= 2.0*M_PI*(1.0+floor(lastTheta[0]/2.0*M_PI));
            if (theta < -3.0 && lastTheta[0] > 3.0) theta += 2.0*M_PI*(1.0+floor(lastTheta[0]/2.0*M_PI));
amandaghassaei's avatar
amandaghassaei committed
258
259
260
261
            gl_FragColor = vec4(theta, theta-lastTheta[0], lastTheta[2], lastTheta[3]);//[theta, w, normal1Index, normal2Index]
        }
    </script>

amandaghassaei's avatar
amandaghassaei committed
262
263
264
    <script type="text/javascript" src="dependencies/jquery-3.1.1.min.js"></script>
    <script type="text/javascript" src="dependencies/jquery-ui.min.js"></script>
    <script type="text/javascript" src="dependencies/flat-ui.min.js"></script>
amandaghassaei's avatar
amandaghassaei committed
265
    <script type="text/javascript" src="dependencies/three.js"></script>
amandaghassaei's avatar
amandaghassaei committed
266
267
268
269
    <script type="text/javascript" src="dependencies/binary_stl_writer.js"></script>
    <script type="text/javascript" src="dependencies/OrbitControls.js"></script>
    <script type="text/javascript" src="dependencies/underscore-min.js"></script>
    <script type="text/javascript" src="dependencies/FileSaver.min.js"></script>
amandaghassaei's avatar
amandaghassaei committed
270
    <script type="text/javascript" src="dependencies/SVGLoader.js"></script>
amandaghassaei's avatar
amandaghassaei committed
271
    <script type="text/javascript" src="dependencies/path-data-polyfill.js"></script>
amandaghassaei's avatar
amandaghassaei committed
272
    <script type="text/javascript" src="dependencies/earcut.js"></script>
amandaghassaei's avatar
amandaghassaei committed
273
274
275
276
277
278

    <script type="text/javascript" src="js/GLBoilerplate.js"></script>
    <script type="text/javascript" src="js/GPUMath.js"></script>
    <script type="text/javascript" src="js/controls.js"></script>
    <script type="text/javascript" src="js/threeView.js"></script>
    <script type="text/javascript" src="js/globals.js"></script>
amandaghassaei's avatar
amandaghassaei committed
279
280
    <script type="text/javascript" src="js/node.js"></script>
    <script type="text/javascript" src="js/beam.js"></script>
amandaghassaei's avatar
amandaghassaei committed
281
    <script type="text/javascript" src="js/crease.js"></script>
amandaghassaei's avatar
amandaghassaei committed
282
283
    <script type="text/javascript" src="js/model.js"></script>
    <script type="text/javascript" src="js/dynamicModel.js"></script>
amandaghassaei's avatar
amandaghassaei committed
284
    <script type="text/javascript" src="js/pattern.js"></script>
amandaghassaei's avatar
amandaghassaei committed
285
286
287
288

    <script type="text/javascript" src="js/main.js"></script>
</head>
<body>
amandaghassaei's avatar
nav    
amandaghassaei committed
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
<nav id="globalNav" class="navbar navbar-inverse navbar-embossed" role="navigation">
    <div class="navbar-header">
        <a id="logo" class="navbar-brand" target="_blank" href="http://cba.mit.edu/">
            <img id="inactiveLogo" src="logo.png"/>
            <img id="activeLogo" src="logo-active.png"/>
        </a>
    </div>
    <div class="collapse navbar-collapse" id="navbar-collapse-01">
        <ul class="nav navbar-nav navbar-left">
            <li class="dropdown navDropdown">
                <a href="#" class="dropdown-toggle" data-toggle="dropdown">File <b class="caret"></b></a>
                <span class="dropdown-arrow"></span>
                <ul class="dropdown-menu">
                    <li><a class="loadFile" href="#">Import SVG...</a></li>
                    <li class="divider"></li>
amandaghassaei's avatar
amandaghassaei committed
304
                    <li><a id="saveSVG" href="#">Save Pattern as SVG...</a></li>
amandaghassaei's avatar
nav    
amandaghassaei committed
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
                    <li><a id="exportSTL" href="#">Save Simulation as STL...</a></li>
                </ul>
            </li>
            <li><a data-menu-id="navDesign" class="menuHoverControls" href="#">Pattern</a></li>
            <li><a data-menu-id="navSim" class="menuHoverControls" href="#">Simulation</a></li>
            <!--<li class="dropdown navDropdown">-->
                <!--<a href="#" class="dropdown-toggle" id="viewMenuDropdown" data-toggle="dropdown">View <b class="caret"></b></a>-->
                <!--<span class="dropdown-arrow"></span>-->
                <!--<ul id="navViewMenu" class="dropdown-menu">-->
                    <!--<li><a href="#">thing1</a></li>-->
                    <!--<li><a href="#">things2</a></li>-->
                <!--</ul>-->
            <!--</li>-->
            <li><a id="about" class="menuHoverControls" target="_blank" href="#">About</a></li>
        </ul>

    </div><!-- /.navbar-collapse -->
    <input id="fileSelector" type="file">

</nav>

amandaghassaei's avatar
amandaghassaei committed
326
<div  id="threeContainer"></div>
amandaghassaei's avatar
amandaghassaei committed
327
<canvas id="gpuMathCanvas"></canvas>
amandaghassaei's avatar
amandaghassaei committed
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
<div id="controlsLeft" class="flipped">
    <div>
        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>
            <label class="checkbox" for="static">
                <input id="static" data-toggle="checkbox" class="custom-checkbox layersSelector" type="checkbox"><span class="icons"><span class="icon-unchecked"></span><span class="icon-checked"></span></span>
                Static Simulation
            </label>
            <label class="checkbox" for="schematic">
                <input id="schematic" data-toggle="checkbox" class="custom-checkbox layersSelector" type="checkbox"><span class="icons"><span class="icon-unchecked"></span><span class="icon-checked"></span></span>
                Crease Pattern
            </label>
        </div>
    </div>
    <br/><br/>
    <div class="dynamicSim">
amandaghassaei's avatar
ui    
amandaghassaei committed
348
        <div class="paddingBottom">Dynamic Sim Settings:</div>
amandaghassaei's avatar
amandaghassaei committed
349
350
351
352
        <div class="indent">
            <div class="sliderContainer">
                <span class="label-slider">Damping : </span><div id="damping"  class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div><br/>
            </div>
amandaghassaei's avatar
ui    
amandaghassaei committed
353
354
            <a href="#" id="resetDynamicSim" class="paddingBottom btn btn-lg btn-default">Replay Dynamic Simulation</a>
            <div>&Delta; t = <span id="deltaT"></span> seconds</div>
amandaghassaei's avatar
amandaghassaei committed
355
356
        </div>
    </div>
amandaghassaei's avatar
amandaghassaei committed
357
    <div class="extraSpace"></div>
amandaghassaei's avatar
amandaghassaei committed
358
359
</div>
<div id="controls">
amandaghassaei's avatar
amandaghassaei committed
360
    <div class="sliderInput" id="creasePercent">
amandaghassaei's avatar
amandaghassaei committed
361
        <span class="label-slider">Crease Percent : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>
amandaghassaei's avatar
amandaghassaei committed
362
        <input value="" placeholder="" class="form-control" type="text">
amandaghassaei's avatar
amandaghassaei committed
363
364
    </div>
    <br/><br/><br/>
amandaghassaei's avatar
ui    
amandaghassaei committed
365
366
    <div class="sliderInput" id="axialStiffness">
        <span class="label-slider">Axial Stiffness : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>
amandaghassaei's avatar
amandaghassaei committed
367
        <input value="" placeholder="" class="form-control" type="text">
amandaghassaei's avatar
ui    
amandaghassaei committed
368
369
370
    </div>
    <div class="sliderInput" id="creaseStiffness">
        <span class="label-slider">Crease Stiffness : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>
amandaghassaei's avatar
amandaghassaei committed
371
        <input value="" placeholder="" class="form-control" type="text">
amandaghassaei's avatar
ui    
amandaghassaei committed
372
373
374
    </div>
    <div class="sliderInput" id="panelStiffness">
        <span class="label-slider">Panel Stiffness : </span><div class="flat-slider ui-slider ui-corner-all ui-slider-horizontal ui-widget ui-widget-content"></div>
amandaghassaei's avatar
amandaghassaei committed
375
        <input value="" placeholder="" class="form-control" type="text">
amandaghassaei's avatar
ui    
amandaghassaei committed
376
    </div>
amandaghassaei's avatar
amandaghassaei committed
377
378
    <div id="svgViewer"></div>
    <div class="extraSpace"></div>
amandaghassaei's avatar
amandaghassaei committed
379
380
381
382
383
384
</div>
<div class="modal fade" id="aboutModal" tabindex="-1" role="dialog">
    <div class="modal-dialog modal-lg">
        <div class="modal-content">
            <div class="modal-body">
                <p><b>Origami Simulator</b><br/><br/>
amandaghassaei's avatar
eod    
amandaghassaei committed
385
386
387
388
389
                    http://www2.eng.cam.ac.uk/~sdg/preprint/5OSME.pdf
                    http://origami.c.u-tokyo.ac.jp/~tachi/cg/SimulationOfRigidOrigami_tachi_4OSME.pdf
                    https://github.com/mapbox/earcut

                <br/><br/>
amandaghassaei's avatar
amandaghassaei committed
390
391
392
393
394
395
396
397
398
                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>
            </div>
        </div><!-- /.modal-content -->
    </div><!-- /.modal-dialog -->
</div><!-- /.modal -->
</body>
</html>