Real Pendulum Mode
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@ -16,6 +16,7 @@
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<p>
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<button type="button" onclick="up()">UP</button>
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<button type="button" onclick="down()">DOWN</button>
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<button type="button" onclick="real()">REAL</button>
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</p>
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<script src="../lib/webgl-utils.js"></script>
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<script src="../lib/webgl-debug.js"></script>
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@ -89,3 +89,7 @@ function up() {
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function down() {
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A_VELOCITY -= 10;
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}
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function real() {
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REAL_PENDULUM_MODE = ! REAL_PENDULUM_MODE;
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}
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@ -8,7 +8,6 @@
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// Classes
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//
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// Polygon class: Construct and display a regular polygon in 2D
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class Polygon extends ShapedObject {
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// constructor: Make a new regular polygon
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@ -58,8 +57,8 @@ class Anchor extends ShapedObject {
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class Pendulum extends ShapedObject {
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constructor({ angle = 60, length = PEN_LENGTH, radius = BOB_RADIUS } = {}) {
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super();
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length = 0.994
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this.angle_initial = angle;
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this.angle = angle;
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this.period = Math.sqrt(9.81 / length);
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// define where anchor and bob are
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var anchor = { x: 0, y: 0 }, bob = { x: 0, y: -length };
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@ -67,7 +66,7 @@ class Pendulum extends ShapedObject {
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this.components = [
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new Rod({ anchor: anchor, bob: bob }),
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new Anchor({ center: anchor }),
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new Polygon({ radius: radius, center: bob })
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new Polygon({ sides: 4, radius: radius, center: bob })
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];
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}
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@ -85,7 +84,6 @@ class Pendulum extends ShapedObject {
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draw(gl, modelMatrix, u_ModelMatrix) {
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// Rotate the pendulum
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modelMatrix.setIdentity();
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modelMatrix.translate(0, 0.5, 0, 1);
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modelMatrix.rotate(this.angle, 0, 0, 1);
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// Draw each component
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for (var component of this.components) {
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@ -93,16 +91,15 @@ class Pendulum extends ShapedObject {
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}
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}
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tick_tock_clock_pendulum_simulation() {
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var now = Date.now(), elapsed = (now - this.t_prev) / 1000 * this.period;
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this.angle = this.angle_initial * Math.cos(elapsed);
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}
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// Tick the pendulum (update and perform movement)
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tick() {
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this.tick_tock_clock_pendulum_simulation();
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//var now = Date.now(), elapsed = now - this.t_prev;
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//this.t_prev = now;
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//this.angle = (this.angle + (A_VELOCITY * elapsed / 1000)) % 360;
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if (REAL_PENDULUM_MODE) {
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var now = Date.now(), elapsed = (now - this.t_prev) / 1000 * this.period;
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this.angle = this.angle_initial * Math.cos(elapsed);
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} else {
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var now = Date.now(), elapsed = now - this.t_prev;
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this.t_prev = now;
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this.angle = (this.angle + (A_VELOCITY * elapsed / 1000)) % 360;
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}
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}
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}
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@ -17,6 +17,9 @@ var PEN_LENGTH = 0.8;
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// Rotation angle (degrees/second)
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var A_VELOCITY = 45.0;
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// Enable or disable real pendulum mode
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var REAL_PENDULUM_MODE = false;
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//
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// Common functions:
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//
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