hw4 mouse
spring-mass-damper system
by k6e2n0t12
HTML
<div id="info">Spring (hw4 helper) <br/>
<a href="javascript:reset();">reset</a>
</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
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var mesh, border;
var clock = new THREE.Clock();
var mesh1;
var mouse = new THREE.Vector2();
var mode=0,F=0;
var m = 1, k = 5, c = .31;
var x = [];
var x1 = [];
var x2 = [];
var line;
function reset() {
x[0] = 20, x[1] = 0;
// x1[0] = 20 ,x1[1] = 0;
// x2[0] = 20 ,x2[1] = 0;
}
function deriv (x) {
var ff = [];
ff.push (x[1]); // x_dot = v;
ff.push (-(c*x[1] + k*x[0]-F)/m); // v_dot = 1/m *(-cx_dot -kx)
return ff;
}
function ODESolver (dt) {
var f = deriv(x);
var n = x.length;
for (var i = 0; i < n; i++) {
x[i] = x[i]+ f[i] * dt;
}
/* var f1 = deriv(x1);
var temp=[];
temp.push(x1[0]);
temp.push(x1[1]);
for(var i = 0;i<n;i++){
temp[i] = x1[i]+f1[i]*(dt/2);
}
f1=deriv(temp);
for(var i = 0;i<n;i++){
x1[i] = x1[i]+f1[i]*dt;
}
for (var i = 0; i < n; i++) {
var k1 = deriv(x2)[i];
var temp1 =[];
temp1.push(x2[0]+0.5*dt);
temp1.push(x2[1]+0.5*k1*dt);
var k2 = deriv(temp1)[i];
temp1[0]=x2[0]+0.5*dt;
temp1[1]=x2[1]+0.5*k2*dt
var k3 = deriv(temp1)[i];
temp1[0]=x2[0]+dt;
temp1[1]=x2[1]+k3*dt;
var k4 = deriv(temp1)[i];
x2[i] = x2[i]+ (k1+2*k2+2*k3+k4)*dt/6;
}*/
}
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);
*/
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-20, -0, 0),
new THREE.Vector3(20, 0, 0));
var border = new...