Мещерский 48.15 — различия между версиями
Материал из Department of Theoretical and Applied Mechanics
(→Решение) |
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(не показаны 4 промежуточные версии 2 участников) | |||
Строка 5: | Строка 5: | ||
== Решение == | == Решение == | ||
− | {{#widget:Iframe |url=http://tm.spbstu.ru/htmlets/Trotskaya_VV/trockayavv.html |width= | + | {{#widget:Iframe |url=http://tm.spbstu.ru/htmlets/Trotskaya_VV/trockayavv.html |width=1050 |height=600 |border=0 }} |
+ | ==Код программы== | ||
+ | <div class="mw-collapsible mw-collapsed"> | ||
+ | '''Текст программы на языке JavaScript:''' <div class="mw-collapsible-content"> | ||
+ | <syntaxhighlight lang="javascript" line start="1" enclose="div"> | ||
+ | var renderer, scene, camera, stats, axes; | ||
+ | var control, controls, controls1, spotLight; var dt = 1/60; | ||
+ | var g = 9.8; | ||
+ | var length = 30; | ||
+ | var cubeY = 25; | ||
+ | |||
+ | function init() | ||
+ | { | ||
+ | scene = new THREE.Scene(); // создаем сцену | ||
+ | camera = new THREE.PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,1000); // создаем камеру | ||
+ | |||
+ | renderer = new THREE.WebGLRenderer(); | ||
+ | renderer.setClearColor(0XEEEEEE,1); | ||
+ | renderer.setSize(window.innerWidth,window.innerHeight); | ||
+ | renderer.shadowMap.enabled=true; | ||
+ | |||
+ | axes = new THREE.AxisHelper(20); | ||
+ | scene.add(axes); | ||
+ | |||
+ | |||
+ | |||
+ | control = new THREE.OrbitControls(camera,renderer.domElement); | ||
+ | |||
+ | controls = new function() | ||
+ | { | ||
+ | this.alpha = Math.PI/6; | ||
+ | this.blockRadius = 3; | ||
+ | this.m1 = 3; | ||
+ | this.m2 = 1; | ||
+ | this.animate = false; | ||
+ | this.showAcs = false; | ||
+ | this.reset = function() { | ||
+ | controls1.t = 0; | ||
+ | ReDraw(); | ||
+ | } | ||
+ | } | ||
+ | |||
+ | controls1=new function() | ||
+ | { | ||
+ | this.t = 0.0; | ||
+ | this.a = (controls.m1*g*Math.sin(controls.alpha)-controls.m2*g)/(2*controls.m1+controls.m2); | ||
+ | } | ||
+ | |||
+ | var gui = new dat.GUI(); | ||
+ | gui.add(controls,'alpha', 0.1,Math.PI/3).onChange(controls.reset); | ||
+ | gui.add(controls,'m1',1,20).onChange(controls.reset); | ||
+ | gui.add(controls,'m2',1,20).onChange(controls.reset); | ||
+ | gui.add(controls, 'animate'); | ||
+ | gui.add(controls, 'showAcs').onChange(ReDraw); | ||
+ | gui.add(controls, 'reset'); | ||
+ | //gui.add(controls,'m',1,10).onChange(ReDraw); | ||
+ | gui.add(controls1, 't').listen(); | ||
+ | gui.add(controls1, 'a').listen(); | ||
+ | |||
+ | ambientLight=new THREE.AmbientLight(0x000000); | ||
+ | scene.add(ambientLight); | ||
+ | document.getElementById("WebGL").appendChild(renderer.domElement); | ||
+ | // Camera | ||
+ | camera.position.x = -30; | ||
+ | camera.position.y = 40; | ||
+ | camera.position.z = 80; | ||
+ | camera.lookAt(scene.position); | ||
+ | // Ligth | ||
+ | spotLight = new THREE.SpotLight( 0xffffff ); | ||
+ | spotLight.position.set( -40, 80, 50 ); | ||
+ | spotLight.castShadow = true; | ||
+ | scene.add(spotLight ); | ||
+ | |||
+ | // Main Plane | ||
+ | var planeGeometry2 = new THREE.PlaneGeometry(length,20); | ||
+ | var planeMaterial2 = new THREE.MeshLambertMaterial({color: 0x6F482A, side: THREE.DoubleSide}); | ||
+ | plane1 = new THREE.Mesh(planeGeometry2,planeMaterial2); | ||
+ | plane1.rotation.x = -0.5*Math.PI; | ||
+ | plane1.position.x = -length/2; | ||
+ | plane1.position.y = 0; | ||
+ | plane1.position.z = 0; | ||
+ | plane1.receiveShadow = true; | ||
+ | scene.add(plane1); | ||
+ | |||
+ | |||
+ | var planeGeometry2 = new THREE.PlaneGeometry(length,20,6,4); | ||
+ | var planeMaterial2 = new THREE.MeshLambertMaterial({color: 0x6F482A, wireframe: true}); | ||
+ | plane2 = new THREE.Mesh(planeGeometry2,planeMaterial2); | ||
+ | plane2.rotation.x = -0.5*Math.PI; | ||
+ | plane2.position.set(length/2,0,0); | ||
+ | scene.add(plane2); | ||
+ | |||
+ | stats = initStats(); | ||
+ | Draw(); | ||
+ | renderScene(); | ||
+ | |||
+ | window.addEventListener('resize',onResize,false); | ||
+ | }; | ||
+ | |||
+ | function ReDraw() // функция, перерисовывающая всю картинку | ||
+ | { | ||
+ | controls1.a = (controls.m1*g*Math.sin(controls.alpha)-controls.m2*g)/(2*controls.m1+controls.m2); | ||
+ | scene.remove(block1); | ||
+ | scene.remove(block2); | ||
+ | scene.remove(cube); | ||
+ | scene.remove(plane3); | ||
+ | scene.remove(torus); | ||
+ | scene.remove(cr1); | ||
+ | scene.remove(cr2); | ||
+ | scene.remove(cr3); | ||
+ | scene.remove(arr1); | ||
+ | scene.remove(arr2); | ||
+ | scene.remove(arr3); | ||
+ | scene.remove(arr4); | ||
+ | Draw(); | ||
+ | } | ||
+ | |||
+ | function Draw() | ||
+ | { | ||
+ | |||
+ | // Second Plane | ||
+ | var planeGeometry3 = new THREE.PlaneGeometry(length/Math.cos(controls.alpha),20); | ||
+ | var planeMaterial3 = new THREE.MeshLambertMaterial({color: 0x6F482A, wireframe: false, side: THREE.DoubleSide}); | ||
+ | plane3 = new THREE.Mesh(planeGeometry3,planeMaterial3); | ||
+ | plane3.rotation.set(-0.5*Math.PI,-controls.alpha,0); | ||
+ | plane3.position.set(length/2,0.5*length*Math.tan(controls.alpha),0); | ||
+ | plane3.receiveShadow = true; | ||
+ | scene.add(plane3); | ||
+ | // Block1 | ||
+ | block1 = new THREE.Mesh(new THREE.CylinderGeometry(controls.blockRadius,controls.blockRadius,3,32), new THREE.MeshLambertMaterial({color: 0xA8A8A8, wireframe: false, side: THREE.DoubleSide})); | ||
+ | block1.rotation.set(-0.5*Math.PI,0,0); | ||
+ | block1.position.set(length,length*Math.tan(controls.alpha),0); | ||
+ | block1.castShadow = true; | ||
+ | scene.add(block1); | ||
+ | // Block2 | ||
+ | block2 = new THREE.Mesh(new THREE.CylinderGeometry(controls.blockRadius,controls.blockRadius,3,32), new THREE.MeshLambertMaterial({color: 0xA8A8A8, wireframe: false, side: THREE.DoubleSide})); | ||
+ | block2.rotation.set(-0.5*Math.PI,0,0); | ||
+ | block2.position.x = length/2-controls1.a*controls1.t*controls1.t*Math.cos(controls.alpha)*0.5; | ||
+ | block2.position.y = block2.position.x*Math.tan(controls.alpha)+controls.blockRadius/Math.cos(controls.alpha); | ||
+ | block2.castShadow = true; | ||
+ | scene.add(block2); | ||
+ | // Thorus | ||
+ | torus = new THREE.Mesh( new THREE.TorusGeometry( 6, 0.1, 16, 100, controls.alpha ), new THREE.MeshBasicMaterial( { color: 0xff0000 } ) ); | ||
+ | torus.position.set(0,0,9.9) | ||
+ | scene.add(torus); | ||
+ | // Cube | ||
+ | cube = new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), new THREE.MeshLambertMaterial({color: 0x7CA05A, wireframe: false})); | ||
+ | cube.position.set(length+controls.blockRadius,-cubeY+controls1.a*controls1.t*controls1.t,0); | ||
+ | scene.add(cube); | ||
+ | //More rope | ||
+ | cr1 = new THREE.Mesh(new THREE.CylinderGeometry(0.2,0.2,(length*Math.tan(controls.alpha)+cubeY),32), new THREE.MeshLambertMaterial({color: 0x000000, wireframe: false})); | ||
+ | cr1.rotation.set(0,0,0); | ||
+ | cr1.position.set(length+controls.blockRadius, (length*Math.tan(controls.alpha)+cube.position.y)/2, 0); | ||
+ | cr1.scale.y = (length*Math.tan(controls.alpha)-cube.position.y)/(length*Math.tan(controls.alpha)+cubeY); | ||
+ | cr1.castShadow = true; | ||
+ | scene.add(cr1); | ||
+ | |||
+ | cr2 = new THREE.Mesh(new THREE.CylinderGeometry(0.2,0.2,1), new THREE.MeshLambertMaterial({color: 0x000000, wireframe: false})); | ||
+ | cr2.rotation.set(0,0,-Math.PI/2+controls.alpha); | ||
+ | cr2.position.set((length+block2.position.x-controls.blockRadius*Math.sin(controls.alpha))/2,(length*Math.tan(controls.alpha)+block2.position.y+controls.blockRadius*Math.cos(controls.alpha))/2, 0); | ||
+ | cr2.scale.y = (length-block2.position.x-controls.blockRadius*Math.sin(controls.alpha))/Math.cos(controls.alpha); | ||
+ | cr2.castShadow = true; | ||
+ | scene.add(cr2); | ||
+ | |||
+ | function Curve2() { | ||
+ | THREE.Curve.call(this); | ||
+ | }; | ||
+ | Curve2.prototype = Object.create(THREE.Curve.prototype); | ||
+ | Curve2.prototype.constructor = Curve2; | ||
+ | Curve2.prototype.getPoint = function(t) { | ||
+ | var tx = length+controls.blockRadius*Math.cos(controls.alpha+Math.PI*0.5-t*(controls.alpha+Math.PI*0.5)); | ||
+ | var ty = length*Math.tan(controls.alpha)+controls.blockRadius*Math.sin(controls.alpha+Math.PI*0.5-t*(controls.alpha+Math.PI*0.5)); | ||
+ | return new THREE.Vector3(tx,ty,0); | ||
+ | }; | ||
+ | var path2 = new Curve2(); | ||
+ | cr3 = new THREE.Mesh(new THREE.TubeGeometry(path2,20,0.2,8), new THREE.MeshBasicMaterial({color: 0x000000, wireframe: false})); | ||
+ | scene.add(cr3); | ||
+ | |||
+ | //arrows | ||
+ | arr1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.3,4,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: false})); | ||
+ | arr1.rotation.set(0,0,0); | ||
+ | arr1.position.set(length+controls.blockRadius,cube.position.y+controls.m2*2+controls1.a*2,0); | ||
+ | arr1.scale.y = controls1.a; | ||
+ | if (!controls.showAcs) {arr1.visible = false} | ||
+ | else {arr1.visible = true} | ||
+ | scene.add(arr1); | ||
+ | arr2 = new THREE.Mesh(new THREE.CylinderGeometry(0,0.7,Math.sign(controls1.a)*2,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: false})); | ||
+ | arr2.rotation.set(0,0,0); | ||
+ | arr2.position.set(length+controls.blockRadius,cube.position.y+controls.m2*2+controls1.a*4,0); | ||
+ | if (!controls.showAcs) {arr2.visible = false} | ||
+ | else {arr2.visible = true} | ||
+ | scene.add(arr2); | ||
+ | arr3 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.3,4,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true})); | ||
+ | arr3.rotation.set(0,0,-1.5*Math.PI+controls.alpha); | ||
+ | arr3.position.set(block2.position.x-Math.sign(controls1.a)*(controls.blockRadius)*Math.cos(controls.alpha)-controls1.a*2*Math.cos(controls.alpha),block2.position.y-Math.sign(controls1.a)*(controls.blockRadius)*Math.sin(controls.alpha)-controls1.a*2*Math.sin(controls.alpha),0); | ||
+ | arr3.scale.y = controls1.a; | ||
+ | if (!controls.showAcs) {arr3.visible = false} | ||
+ | else {arr3.visible = true} | ||
+ | scene.add(arr3); | ||
+ | arr4 = new THREE.Mesh(new THREE.CylinderGeometry(0,0.7,-Math.sign(controls1.a)*2,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: false})); | ||
+ | arr4.rotation.set(0,0,-Math.PI/2+controls.alpha); | ||
+ | arr4.position.set(block2.position.x-Math.sign(controls1.a)*(controls.blockRadius)*Math.cos(controls.alpha)-controls1.a*4*Math.cos(controls.alpha),block2.position.y-Math.sign(controls1.a)*(controls.blockRadius)*Math.sin(controls.alpha)-controls1.a*4*Math.sin(controls.alpha),0); | ||
+ | if (!controls.showAcs) {arr4.visible = false} | ||
+ | else {arr4.visible = true} | ||
+ | scene.add(arr4); | ||
+ | |||
+ | renderer.render(scene,camera); | ||
+ | } | ||
+ | |||
+ | function renderScene() | ||
+ | { | ||
+ | if((block2.position.y <= controls.blockRadius) || (cube.position.y >= length*Math.tan(controls.alpha)-controls.blockRadius) || (((block2.position.y-block1.position.y)*(block2.position.y-block1.position.y)+(block2.position.x-block1.position.x)*(block2.position.x-block1.position.x)) <= 4*controls.blockRadius*controls.blockRadius)) { | ||
+ | controls1.t = 0; | ||
+ | } | ||
+ | if (controls.animate) | ||
+ | { | ||
+ | controls1.t+=dt; | ||
+ | ReDraw(); | ||
+ | } | ||
+ | |||
+ | stats.update(); | ||
+ | requestAnimationFrame(renderScene); | ||
+ | renderer.render(scene,camera); | ||
+ | }; | ||
+ | |||
+ | function initStats() | ||
+ | { | ||
+ | var stats=new Stats(); | ||
+ | stats.setMode(0); | ||
+ | stats.domElement.style.position='0px'; | ||
+ | stats.domElement.style.left='0px'; | ||
+ | stats.domElement.style.top='0px'; | ||
+ | document.getElementById("Stats-output").appendChild(stats.domElement); | ||
+ | return stats; | ||
+ | }; | ||
+ | |||
+ | function onResize() | ||
+ | { | ||
+ | camera.aspect=window.innerWidth/window.innerHeight; | ||
+ | camera.updateProjectionMatrix(); | ||
+ | renderer.setSize(window.innerWidth,window.innerHeight); | ||
+ | } | ||
+ | |||
+ | window.onload = init; | ||
+ | </syntaxhighlight> | ||
+ | |||
+ | </div> | ||
== Возможности программы == | == Возможности программы == |
Текущая версия на 11:40, 22 декабря 2017
Задача: С помощью языка программирования JavaScript смоделировать колебания маятника, точка подвеса которого движется по заданному закону.
Выполнил: Троцкая Валерия, 23632/2
Решение[править]
Код программы[править]
Текст программы на языке JavaScript:
1 var renderer, scene, camera, stats, axes;
2 var control, controls, controls1, spotLight; var dt = 1/60;
3 var g = 9.8;
4 var length = 30;
5 var cubeY = 25;
6
7 function init()
8 {
9 scene = new THREE.Scene(); // создаем сцену
10 camera = new THREE.PerspectiveCamera(45,window.innerWidth/window.innerHeight,0.1,1000); // создаем камеру
11
12 renderer = new THREE.WebGLRenderer();
13 renderer.setClearColor(0XEEEEEE,1);
14 renderer.setSize(window.innerWidth,window.innerHeight);
15 renderer.shadowMap.enabled=true;
16
17 axes = new THREE.AxisHelper(20);
18 scene.add(axes);
19
20
21
22 control = new THREE.OrbitControls(camera,renderer.domElement);
23
24 controls = new function()
25 {
26 this.alpha = Math.PI/6;
27 this.blockRadius = 3;
28 this.m1 = 3;
29 this.m2 = 1;
30 this.animate = false;
31 this.showAcs = false;
32 this.reset = function() {
33 controls1.t = 0;
34 ReDraw();
35 }
36 }
37
38 controls1=new function()
39 {
40 this.t = 0.0;
41 this.a = (controls.m1*g*Math.sin(controls.alpha)-controls.m2*g)/(2*controls.m1+controls.m2);
42 }
43
44 var gui = new dat.GUI();
45 gui.add(controls,'alpha', 0.1,Math.PI/3).onChange(controls.reset);
46 gui.add(controls,'m1',1,20).onChange(controls.reset);
47 gui.add(controls,'m2',1,20).onChange(controls.reset);
48 gui.add(controls, 'animate');
49 gui.add(controls, 'showAcs').onChange(ReDraw);
50 gui.add(controls, 'reset');
51 //gui.add(controls,'m',1,10).onChange(ReDraw);
52 gui.add(controls1, 't').listen();
53 gui.add(controls1, 'a').listen();
54
55 ambientLight=new THREE.AmbientLight(0x000000);
56 scene.add(ambientLight);
57 document.getElementById("WebGL").appendChild(renderer.domElement);
58 // Camera
59 camera.position.x = -30;
60 camera.position.y = 40;
61 camera.position.z = 80;
62 camera.lookAt(scene.position);
63 // Ligth
64 spotLight = new THREE.SpotLight( 0xffffff );
65 spotLight.position.set( -40, 80, 50 );
66 spotLight.castShadow = true;
67 scene.add(spotLight );
68
69 // Main Plane
70 var planeGeometry2 = new THREE.PlaneGeometry(length,20);
71 var planeMaterial2 = new THREE.MeshLambertMaterial({color: 0x6F482A, side: THREE.DoubleSide});
72 plane1 = new THREE.Mesh(planeGeometry2,planeMaterial2);
73 plane1.rotation.x = -0.5*Math.PI;
74 plane1.position.x = -length/2;
75 plane1.position.y = 0;
76 plane1.position.z = 0;
77 plane1.receiveShadow = true;
78 scene.add(plane1);
79
80
81 var planeGeometry2 = new THREE.PlaneGeometry(length,20,6,4);
82 var planeMaterial2 = new THREE.MeshLambertMaterial({color: 0x6F482A, wireframe: true});
83 plane2 = new THREE.Mesh(planeGeometry2,planeMaterial2);
84 plane2.rotation.x = -0.5*Math.PI;
85 plane2.position.set(length/2,0,0);
86 scene.add(plane2);
87
88 stats = initStats();
89 Draw();
90 renderScene();
91
92 window.addEventListener('resize',onResize,false);
93 };
94
95 function ReDraw() // функция, перерисовывающая всю картинку
96 {
97 controls1.a = (controls.m1*g*Math.sin(controls.alpha)-controls.m2*g)/(2*controls.m1+controls.m2);
98 scene.remove(block1);
99 scene.remove(block2);
100 scene.remove(cube);
101 scene.remove(plane3);
102 scene.remove(torus);
103 scene.remove(cr1);
104 scene.remove(cr2);
105 scene.remove(cr3);
106 scene.remove(arr1);
107 scene.remove(arr2);
108 scene.remove(arr3);
109 scene.remove(arr4);
110 Draw();
111 }
112
113 function Draw()
114 {
115
116 // Second Plane
117 var planeGeometry3 = new THREE.PlaneGeometry(length/Math.cos(controls.alpha),20);
118 var planeMaterial3 = new THREE.MeshLambertMaterial({color: 0x6F482A, wireframe: false, side: THREE.DoubleSide});
119 plane3 = new THREE.Mesh(planeGeometry3,planeMaterial3);
120 plane3.rotation.set(-0.5*Math.PI,-controls.alpha,0);
121 plane3.position.set(length/2,0.5*length*Math.tan(controls.alpha),0);
122 plane3.receiveShadow = true;
123 scene.add(plane3);
124 // Block1
125 block1 = new THREE.Mesh(new THREE.CylinderGeometry(controls.blockRadius,controls.blockRadius,3,32), new THREE.MeshLambertMaterial({color: 0xA8A8A8, wireframe: false, side: THREE.DoubleSide}));
126 block1.rotation.set(-0.5*Math.PI,0,0);
127 block1.position.set(length,length*Math.tan(controls.alpha),0);
128 block1.castShadow = true;
129 scene.add(block1);
130 // Block2
131 block2 = new THREE.Mesh(new THREE.CylinderGeometry(controls.blockRadius,controls.blockRadius,3,32), new THREE.MeshLambertMaterial({color: 0xA8A8A8, wireframe: false, side: THREE.DoubleSide}));
132 block2.rotation.set(-0.5*Math.PI,0,0);
133 block2.position.x = length/2-controls1.a*controls1.t*controls1.t*Math.cos(controls.alpha)*0.5;
134 block2.position.y = block2.position.x*Math.tan(controls.alpha)+controls.blockRadius/Math.cos(controls.alpha);
135 block2.castShadow = true;
136 scene.add(block2);
137 // Thorus
138 torus = new THREE.Mesh( new THREE.TorusGeometry( 6, 0.1, 16, 100, controls.alpha ), new THREE.MeshBasicMaterial( { color: 0xff0000 } ) );
139 torus.position.set(0,0,9.9)
140 scene.add(torus);
141 // Cube
142 cube = new THREE.Mesh(new THREE.BoxGeometry(4, 4, 4), new THREE.MeshLambertMaterial({color: 0x7CA05A, wireframe: false}));
143 cube.position.set(length+controls.blockRadius,-cubeY+controls1.a*controls1.t*controls1.t,0);
144 scene.add(cube);
145 //More rope
146 cr1 = new THREE.Mesh(new THREE.CylinderGeometry(0.2,0.2,(length*Math.tan(controls.alpha)+cubeY),32), new THREE.MeshLambertMaterial({color: 0x000000, wireframe: false}));
147 cr1.rotation.set(0,0,0);
148 cr1.position.set(length+controls.blockRadius, (length*Math.tan(controls.alpha)+cube.position.y)/2, 0);
149 cr1.scale.y = (length*Math.tan(controls.alpha)-cube.position.y)/(length*Math.tan(controls.alpha)+cubeY);
150 cr1.castShadow = true;
151 scene.add(cr1);
152
153 cr2 = new THREE.Mesh(new THREE.CylinderGeometry(0.2,0.2,1), new THREE.MeshLambertMaterial({color: 0x000000, wireframe: false}));
154 cr2.rotation.set(0,0,-Math.PI/2+controls.alpha);
155 cr2.position.set((length+block2.position.x-controls.blockRadius*Math.sin(controls.alpha))/2,(length*Math.tan(controls.alpha)+block2.position.y+controls.blockRadius*Math.cos(controls.alpha))/2, 0);
156 cr2.scale.y = (length-block2.position.x-controls.blockRadius*Math.sin(controls.alpha))/Math.cos(controls.alpha);
157 cr2.castShadow = true;
158 scene.add(cr2);
159
160 function Curve2() {
161 THREE.Curve.call(this);
162 };
163 Curve2.prototype = Object.create(THREE.Curve.prototype);
164 Curve2.prototype.constructor = Curve2;
165 Curve2.prototype.getPoint = function(t) {
166 var tx = length+controls.blockRadius*Math.cos(controls.alpha+Math.PI*0.5-t*(controls.alpha+Math.PI*0.5));
167 var ty = length*Math.tan(controls.alpha)+controls.blockRadius*Math.sin(controls.alpha+Math.PI*0.5-t*(controls.alpha+Math.PI*0.5));
168 return new THREE.Vector3(tx,ty,0);
169 };
170 var path2 = new Curve2();
171 cr3 = new THREE.Mesh(new THREE.TubeGeometry(path2,20,0.2,8), new THREE.MeshBasicMaterial({color: 0x000000, wireframe: false}));
172 scene.add(cr3);
173
174 //arrows
175 arr1 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.3,4,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: false}));
176 arr1.rotation.set(0,0,0);
177 arr1.position.set(length+controls.blockRadius,cube.position.y+controls.m2*2+controls1.a*2,0);
178 arr1.scale.y = controls1.a;
179 if (!controls.showAcs) {arr1.visible = false}
180 else {arr1.visible = true}
181 scene.add(arr1);
182 arr2 = new THREE.Mesh(new THREE.CylinderGeometry(0,0.7,Math.sign(controls1.a)*2,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: false}));
183 arr2.rotation.set(0,0,0);
184 arr2.position.set(length+controls.blockRadius,cube.position.y+controls.m2*2+controls1.a*4,0);
185 if (!controls.showAcs) {arr2.visible = false}
186 else {arr2.visible = true}
187 scene.add(arr2);
188 arr3 = new THREE.Mesh(new THREE.CylinderGeometry(0.3,0.3,4,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: true}));
189 arr3.rotation.set(0,0,-1.5*Math.PI+controls.alpha);
190 arr3.position.set(block2.position.x-Math.sign(controls1.a)*(controls.blockRadius)*Math.cos(controls.alpha)-controls1.a*2*Math.cos(controls.alpha),block2.position.y-Math.sign(controls1.a)*(controls.blockRadius)*Math.sin(controls.alpha)-controls1.a*2*Math.sin(controls.alpha),0);
191 arr3.scale.y = controls1.a;
192 if (!controls.showAcs) {arr3.visible = false}
193 else {arr3.visible = true}
194 scene.add(arr3);
195 arr4 = new THREE.Mesh(new THREE.CylinderGeometry(0,0.7,-Math.sign(controls1.a)*2,32), new THREE.MeshBasicMaterial({color: 0xff0000, wireframe: false}));
196 arr4.rotation.set(0,0,-Math.PI/2+controls.alpha);
197 arr4.position.set(block2.position.x-Math.sign(controls1.a)*(controls.blockRadius)*Math.cos(controls.alpha)-controls1.a*4*Math.cos(controls.alpha),block2.position.y-Math.sign(controls1.a)*(controls.blockRadius)*Math.sin(controls.alpha)-controls1.a*4*Math.sin(controls.alpha),0);
198 if (!controls.showAcs) {arr4.visible = false}
199 else {arr4.visible = true}
200 scene.add(arr4);
201
202 renderer.render(scene,camera);
203 }
204
205 function renderScene()
206 {
207 if((block2.position.y <= controls.blockRadius) || (cube.position.y >= length*Math.tan(controls.alpha)-controls.blockRadius) || (((block2.position.y-block1.position.y)*(block2.position.y-block1.position.y)+(block2.position.x-block1.position.x)*(block2.position.x-block1.position.x)) <= 4*controls.blockRadius*controls.blockRadius)) {
208 controls1.t = 0;
209 }
210 if (controls.animate)
211 {
212 controls1.t+=dt;
213 ReDraw();
214 }
215
216 stats.update();
217 requestAnimationFrame(renderScene);
218 renderer.render(scene,camera);
219 };
220
221 function initStats()
222 {
223 var stats=new Stats();
224 stats.setMode(0);
225 stats.domElement.style.position='0px';
226 stats.domElement.style.left='0px';
227 stats.domElement.style.top='0px';
228 document.getElementById("Stats-output").appendChild(stats.domElement);
229 return stats;
230 };
231
232 function onResize()
233 {
234 camera.aspect=window.innerWidth/window.innerHeight;
235 camera.updateProjectionMatrix();
236 renderer.setSize(window.innerWidth,window.innerHeight);
237 }
238
239 window.onload = init;
Возможности программы[править]
- изменение угла наклона прямой
Решение частного случая[править]
Условия задачи:
Точка подвеса маятника, состоящего из материальной точки массы
на нерастяжимой нити длины , движется по заданному закону по наклонной прямой, образующей угол с горизонтом. Составить уравнение движения маятника.Решение:
Кинетическая энергия маятника
, где . Здесь . Тогда квадрат скорости равен и кинетическая энергия равна соответственно Потенциальная энергия будет равнаУравнение Лагранжа для системы с одной степенью свободы имеет вид:
- Вычисляем производные, входящие в это уравнение
Подставим полученные производные в уравнение Лагранжа:
, поделим обе части уравнения на и получим