hw4
spring-mass-damper system
by pkin159
HTML
<div id="info">Spring (hw4 helper)
<br/>
<a href="javascript:Higher();">Higher</a>
<a href="javascript:Lower();">Lower</a>
</div>
<div id="euler">Euler</div>
<div id="rk4">Rk4</div>
<div id="midpoint">MidPoint</div>
</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: 43%;
Left: 66.5%;
padding: 10px;
text-align: center;
color: #ff0000
}
#rk4 {
position: absolute;
top: 43%;
Left: 27%;
padding: 10px;
text-align: center;
color: #00ff00
}
#midpoint {
position: absolute;
top: 43%;
Left: 45%;
padding: 10px;
text-align: center;
color: #0000ff
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var mesh, border;
var pen1 = new THREE.Object3D();
var pen2 = new THREE.Object3D();
var pen3 = new THREE.Object3D();
var clock = new THREE.Clock();
var l = 20,
g = 9.8;
//var m = 1, k = 5, c = 0;
var x = [];
var x2 = [];
var x3 = [];
function Higher() {
x[0] = Math.PI / 3, x[1] = 0;
x2[0] = Math.PI / 3, x2[1] = 0;
x3[0] = Math.PI / 3, x3[1] = 0;
}
function Lower() {
x[0] = Math.PI / 6, x[1] = 0;
x2[0] = Math.PI / 6, x2[1] = 0;
x3[0] = Math.PI / 6, x3[1] = 0;
}
function deriv(x) {
var ff = [];
ff.push(x[1]); // x_dot = v;
ff.push(-(x[1] + g * Math.sin(x[0])) / l); // v_dot = 1/m *(-cx_dot -kx)
return ff;
}
function ODESolver(x, dt) {
var n = x.length;
// Euler's method
var f = deriv(x);
for (var i = 0; i < n; i++) {
x[i] += f[i] * dt;
}
}
function ODESolver2(x, dt) {
var n = x.length;
var f = deriv(x);
var ftemp = [];
for (var i = 0; i < n; i++) {
ftemp[i] = x[i] + f[i] * dt / 2;
}
var f2 = deriv(ftemp);
for (var i = 0; i < n; i++) {
x[i] = x[i] + f2[i] * dt;
}
}
function ODESolver3(x, dt) {
var n = x.length;
var k1 = deriv(x);
var k2temp = [];
for (var i = 0; i < n; i++) {
k2temp[i] = x[i] + k1[i] * 1 / 2 * dt;
}
var k2 = deriv(k2temp);
var k3temp = [];
for (var i = 0; i < n; i++) {
k3temp[i] = x[i] + k2[i] * 1 / 2 * dt;
}
var k3 = deriv(k3temp);
var k4temp = [];
for (var i = 0; i < n; i++) {
k4temp[i] = x[i] + k3[i] * dt;
}
var k4 = deriv(k4temp);
for (var i = 0; i < n; i++) {
x[i] = x[i] + 1 / 6 * (k1[i] + 2 * k2[i] + 2 * k3[i] + k4[i]) * dt;
}
}
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());
pen1.add(mesh);
mesh2 = mesh.clone();
pen2.add(mesh2);
mesh3 = mesh.clone();
...