hw4 helper
spring-mass-damper system
by zx22516969
HTML
<div id="info">Spring (hw4 helper) <br/>
<a href="javascript:reset();">reset</a>
</div>
<div id="euler">Euler </div>
<div id="midpt">MidPoint </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:50%;
left:10%;
color: red;
}
#midpt{
position: absolute;
top:35%;
left:10%;
color: red;
}
body {
overflow: hidden;
}
JavaScript
var camera, scene, renderer;
var mesh, border;
var clock = new THREE.Clock();
var mesh1;
var m = 1, k = 5, c =0.51;
var x = [];
var x1 = [];
var t,dt;
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 ODESolver (dt) {
/*
var n = x.length;
var f = deriv (x);
for (var i = 0; i < n; i++) {
x[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....
x1[0] = 20*Math.cos(5*this.time); // fake....
}
function doEuler (dt) {
let ff = deriv ( x)
x[0] = x[0] + ff[0]*dt; // theta
x[1] = x[1] + ff[1]*dt;
}
function doMidPoint(dt) {
// predictor:
let ff = deriv (t, x)
let predict = [];
predict.push (x[0] + ff[0] * dt/2)
predict.push (x[1] + ff[1] * dt/2)
let ffp = deriv (t+dt/2, predict);
x[0] += ffp[0]*dt
x[1] += ffp[1]*dt
}
function doRK4(dt){
let k1=[];
k1=deriv(t,x);
let k2=[];
let y2=[];
y2.push(x[0]+k1[0]*dt/2);
y2.push(x[1]+k1[1]*dt/2);
k2=deriv(t+dt/2,y2);
let k3=[];
let y3=[];
y3.push(x[0]+k2[0]*dt/2);
y3.push(x[1]+k2[1]*dt/2);
k3=deriv(t+dt/2,y3);
let k4=[];
let y4=[];
y4.push(x[0]+k3[0]*dt/2);
y4.push(x[1]+k3[1]*dt/2);
k4=deriv(t+dt/2,y4);
x[0]=x[0]+(k1[0]+2*k2[0]+2*k3[0]+k4[0])/6*dt;
x[1]=x[1]+(k1[1]+2*k2[1]+2*k3[1]+k4[1])/6*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());
scene.add(mesh);
mesh1 = mesh.clone();
scene.add (mesh1);
var material = new THREE.LineBasicMaterial({
color: 0x0000ff
});
var...