hw4 helper22
spring-mass-damper system
by SunnyHsu
HTML
<div id="info">Spring (hw4 helper) <br/>
<a href="javascript:reset();">reset</a>
</div>
<div id="euler">Euler </div>
<div id="midpt">MidPoint </div>
<div id="rk4">RK4 </div>
<div id="implicit">ImplicitEuler </div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
#euler{
position: absolute;
top:50%;
left:10%;
color: red;
}
#midpt{
position: absolute;
top:35%;
left:10%;
color: red;
}
#rk4{
position: absolute;
top:65%;
left:10%;
color: red;
}
#implicit{
position: absolute;
top:80%;
left:10%;
color: red;
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var mesh, border;
var clock = new THREE.Clock();
var mesh1,mesh2,mesh3;
var m = 1, k = 5, c = .51;
var x = [];//euler
var x1 = [];//midPoint
var x2 =[];//rk4
var x3 = [];//implicitEuler
function reset() {
x[0] = 40, x[1] = 0;
x1[0] = 40, x1[1] = 0;
x2[0] = 40, x2[1] = 0;
x3[0] = 40, x3[1] = 0;
}
function deriv (x) {
var ff = [];
ff.push (x[1]); // x_dot = v;
ff.push (-(c*x[1] + k*x[0])/m); // v_dot = 1/m *(-cx_dot -kx)
return ff;
}
function ODESolver (dt) {
var n = x.length;
var f = deriv (x);
for (var i = 0; i < n; i++) {//ch5_p25_Euler
x[i] += f[i]*dt;
}
var midpt=[];//ch5_p33_Midpoint
for(var i = 0; i < n ;i++){
midpt[i] = x1[i] + f[i]*dt/2;
}
var ff=deriv(midpt);
for(var i=0; i < n;i++){
x1[i] += ff[i]*dt;
}
for(var i = 0; i < n ;i++){//ch5_p44_RK4
var k1=f[i];
var k2=f[ i + (dt/2) ];
var k3=f[ i + (dt/2) ];
var k4=f[i+dt];
x2[i] += (k1 + 2*k2 + 2*k3 + k4)*dt/6;
}
for (var i = 0; i < n; i++) {//ch5_p25_Euler
x3[i] += f[i+1]*dt;
}
// fake version // let x[0] be a sine function
/*
this.time = this.time + dt || 0;
x[0] = 20*Math.sin(5*this.time); // fake.... */
}
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-50, 50, 50, -50, -10, 10);
camera.position.z = 10;
scene.add(camera);
mesh = new THREE.Mesh(new THREE.CircleGeometry(1, 10), new THREE.MeshBasicMaterial());
scene.add(mesh);
mesh1 = mesh.clone();
scene.add (mesh1);
mesh2 = mesh.clone();
scene.add (mesh2);
mesh3 = mesh.clone();
scene.add (mesh3);
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-40, -0, 0),
new THREE.Vector3(40, 0, 0));
var border...