PD control
by Leoooo
HTML
<div id="info">PD Control
<br>Press U or D to move dot<br>
KP<input type=range min=50 max=300 id='kp'>
<br>
KD<input type=range min=0 max=50 id='kd'> <br>
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var point;
var keyboard = new KeyboardState();
/////////////////////
var KP = 150;
var KD = 20;
var yy, vv;
var gravity = true;
var yref = -2;
$('#kp').change( function() {
KP = $(this).val();
});
$('#kd').change( function() {
KD = $(this).val();
});
init();
animate();
function init() {
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-10, 10, 10, -10, -10, 100);
camera.position.z = 10;
//////////////////////////////////////////////////
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-4, 2, 0),
new THREE.Vector3(4, 2, 0));
var border = new THREE.Line(geometry, new THREE.LineBasicMaterial({
color: 0x0000ff
}));
var border2 = border.clone();
border2.position.y = -4;
scene.add (border2)
scene.add(border);
point = new THREE.Mesh(new THREE.CircleGeometry(0.4, 10),
new THREE.MeshBasicMaterial({
color: 0xff0000,
}));
scene.add(point);
yy = 0;
vv = 0;
}
function controlLaw () {
let u = KP*(yref - yy) - KD*vv;
return u;
}
function animate() {
var f = controlLaw();
// plant dynamics
let dt = 0.01;
vv += f*dt;
yy += vv*dt
point.position.y = yy;
keyboard.update();
if (keyboard.down('U')) {
yref = 2;
} else if (keyboard.down('D')) {
yref = -2
}
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}