PD control
by jmcjc5u
HTML
<div id="info">PD Control
<br> Left click to choose reference
</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>
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();
/////////////////////
const KP =250;
const KD = 10;
var yy, vv;
var gravity = true;
var yref = -2;
(function() {
Math.clamp = function(val, min, max) {
return Math.min(Math.max(val, min), max);
}
})();
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, 0, 0),
new THREE.Vector3(4, 0, 0));
var border = new THREE.Line(geometry, new THREE.LineBasicMaterial({
color: 0x0000ff
}));
var border3 = border.clone();
border3.rotation.z = Math.PI/2;
scene.add (border3)
point = new THREE.Mesh(new THREE.CircleGeometry(0.4, 10),
new THREE.MeshBasicMaterial({
color: 0xff0000,
}));
scene.add(point);
window.addEventListener('mousedown', onDocumentMouseDown, false);
yy = 0;
vv = 0;
}
function onDocumentMouseDown(event) {
event.preventDefault();
// NDC: [-1,1]x[-1,1]
//mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
//mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
yref = 10 - 20*event.clientY/window.innerHeight;
yref = Math.clamp (yref, -4, 4);
}
function feedbackForce () {
let f = -KP*(yy - yref) - KD*vv;
return f;
}
function animate() {
var f = feedbackForce();
if (gravity)
f += (-20.8);
let dt = 0.01;
vv += f*dt;
yy += vv*dt
point.position.y = yy;
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}