NA_HW4
by ikatyang
HTML
<div id="info">HW4
<br/>
<a href="javascript:reset();">reset</a>
<br/>T*=
<span id="t0"></span>(s)
</div>
<div id="m1">Euler T=
<span id="t1">0</span> ( err =
<span id="e1">0</span> )
</div>
<div id="m2">MidPoint T=
<span id="t2">0</span> ( err =
<span id="e2">0</span> )
</div>
<div id="m3">RK4 T=
<span id="t3">0</span> ( err =
<span id="e3">0</span> )
</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
}
#m1, #m2, #m3 {
position: absolute;
left: 10%;
}
#m1 { top: 35%; }
#m2 { top: 50%; }
#m3 { top: 65%; }
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var mesh1, mesh2, mesh3, border;
var clock = new THREE.Clock();
var digit = 4;
var m = 1, k = 5, c = .51;
var x1, x2, x3;
var pos = 15;
var size = 50;
var F = [0, 0, 0];
var Fn = 2;
var isMouseDown = false;
var mouseX, mouseY;
var line1, line2, line3;
var clock1, clock2, clock3;
var T;
var isStable = [true, true, true];
function reset() {
x1 = [20, 0];
x2 = [20, 0];
x3 = [20, 0];
}
function deriv(x, n) {
var _x = x[0];
var _v = x[1];
return [
/* x_dot */ _v,
/* v_dot */ (c * _v + k * _x - (isMouseDown ? F[n] * Fn : 0)) / -m
];
}
function ODESolver(dt) {
// Euler
var f1 = deriv(x1, 0);
for (var i = 0; i < x1.length; i++) x1[i] += f1[i] * dt;
// MidPoint
var f2 = deriv(x2, 1);
var x2_mid = x2.slice(0);
for (var i = 0; i < x2.length; i++) x2_mid[i] += f2[i] * (dt / 2);
var f2_mid = deriv(x2_mid, 1);
for (var i = 0; i < x2.length; i++) x2[i] += f2_mid[i] * dt;
// RK4
var x3_k1 = x3.slice(0);
var f3_k1 = deriv(x3_k1, 2);
var x3_k2 = x3.slice(0);
for (var i = 0; i < x3.length; i++) x3_k2[i] += f3_k1[i] * (dt / 2);
var f3_k2 = deriv(x3_k2, 2);
var x3_k3 = x3.slice(0);
for (var i = 0; i < x3.length; i++) x3_k3[i] += f3_k2[i] * (dt / 2);
var f3_k3 = deriv(x3_k3, 2);
var x3_k4 = x3.slice(0);
for (var i = 0; i < x3.length; i++) x3_k4[i] += f3_k3[i] * dt;
var f3_k4 = deriv(x3_k4, 2);
for (var i = 0; i < x3.length; i++)
x3[i] += (f3_k1[i] + 2 * f3_k2[i] + 2 * f3_k3[i] + f3_k4[i]) / 6 * dt;
}
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.OrthographicCamera(-size, size, size, -size, -10, 10);
camera.position.z = 10;
scene.add(camera);
mesh1 = new THREE.Mesh(new THREE.CircleGeometry(1, 10), new THREE.MeshBasicMaterial())
mesh1.position.set(0, pos, 0);
scene.add(mesh1);
mesh2 = new THREE.Mesh(new THREE.CircleGeometry(1, 10), new THREE.MeshBasicMaterial());
mesh2.position.set(0, 0, 0);
scene.add(mesh2);
...