hw4 helper
spring-mass-damper system
HTML
<div id="info">Spring (hw4 helper) <br/>
<a href="javascript:reset();">reset</a>
</div>
<div id="centerText"> test
</div>
<script src="http://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://code.jquery.com/jquery-2.1.4.min.js">
</script>
CSS
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
#centerText {
position: absolute;
top: 50vh;
right: 50vw;
text-align: center;
color: #ff00ff
}
JavaScript
var camera, scene, renderer;
var mesh, line;
var clock = new THREE.Clock();
var nowDate;
var m = 1, k = 5, c = .51;
var x = [];
var vNow, vOld;
var then;
var mouseFlag = 0;
var mouse = new THREE.Vector2()
function reset() {
x[0] = 20, x[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 catchEnds() {
if (vNow * vOld < 0) { // velocity changes sign
//$('#centerText').text ( 'turn')
let now = new Date()
$('#centerText').text('period = ' + 2 * (now - then) / 1000)
then = now;
}
}
function ODESolver (dt) {
var n = x.length;
// Euler's
var f = deriv(x);
for (var i = 0; i < n; i++) {
x[i] += f[i] * dt;
}
// midpoint
/*
let xsave = x.slice(); // 存現在的x & v
var f = deriv(x); // initial tangent
for (let i = 0; i < n; i++) {
x[i] += f[i] * (dt / 2); // half step
}
var f = deriv(x); // evaluate tangent at halfstep
for (let i = 0; i < n; i++) {
// full step with midpoint tangent from saved (x,v)
x[i] = xsave[i] + f[i] * 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();
document.addEventListener('mousedown', onDocumentMouseDown, false);
document.addEventListener('mouseup', onDocumentMouseUp, false);
document.addEventListener('mousemove', onDocumentMouseMove, false);
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);
var material = new THREE.LineDashedMaterial({
color:...