hw4 helper
spring-mass-damper system
by zx22516969
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 m = 1, k = 5, c = .51;
var x = [];
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....
}
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();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
window.addEventListener('resize', onWindowResize, false);
// INITIIALIZE ODE
x.push (20);
x.push (0);
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
var dt = clock.getDelta();
ODESolver (dt);
mesh.position.setX (x[0]);
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}