var camera, scene, renderer;
var mesh, border;
var mousePoint;
var mouse_x, down_true = false;
//var mymouse;
var mouse = new THREE.Vector2();
var clock = new THREE.Clock();
var m = 1, k = 15, c = 0.8;
var x = [];
var line;
function reset() {
x[0] = 0, 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 ODESolver (dt) { // RK4
/*
var n = x.length;
var f = deriv (x);
for (var i = 0; i < n; i++) {
x[i] += f[i]*dt;
}*/
var n = x.length;
let k1 = deriv(x);
let f1 = x.slice();//function 1 copy k1 deriv
for (let i = 0; i < n; i++) {
f1[i] = x[i] + f1[i] * (dt / 2);
}
let k2 = deriv(f1);
let f2 = f1.slice();
for (let i = 0; i < n; i++) {
f2[i] = x[i] + f2[i] * (dt / 2);
}
let k3 = deriv(f2);
let f3 = f2.slice();
for (let i = 0; i < n; i++) {
f3[i] = x[i] + k3[i] * dt;
}
var k4 = deriv(f3);
for (let i = 0; i < n; i++) {
x[i] += (k1[i] + 2*k2[i] + 2*k3[i] + k4[i])/6 * 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();
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.LineBasicMaterial({
color: 0x0000ff
});
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(-40, -0, 0),
new THREE.Vector3(40, 0, 0));
var border = new THREE.Line(geometry, material);
scene.add(border);
renderer = new THREE.WebGLRenderer();
...
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