hw1 prototype
Part 2'
by joe chan
HTML
<div id="info">hw1</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r70/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js">
</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.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, controls;
var keyboard = new KeyboardState();
var cylinder;
var brakeOn = false;
var pos, vel, force;
var angle = 0;
//var power;
var mass=1;
var clock = new THREE.Clock();
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.z = 500;
scene.add(camera);
// add my cylinder
var geometry = new THREE.BoxGeometry(15, 2, 5);
var material = new THREE.MeshNormalMaterial();
cylinder = new THREE.Mesh(geometry, material);
scene.add(cylinder);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera, renderer.domElement);
//////////////////////
pos = new THREE.Vector3();
vel = new THREE.Vector3();
force = new THREE.Vector3();
document.body.appendChild(renderer.domElement);
}
function computeForce() {
//thrust
force = new THREE.Vector3(1,0,0).applyAxisAngle (new THREE.Vector3(0,1,0), angle-0.31).multiplyScalar (26);
// drag
var alpha = 3.050;
force.add ( vel.clone().multiplyScalar (-alpha) );
}
function animate() {
keyboard.update();
computeForce();
var dt = clock.getDelta(); // delta-time
// vel = vel + force/mass * dt
vel.add (force.clone().multiplyScalar (dt/mass));
// pos = pos + vel * dt
pos.add (vel.clone().multiplyScalar (dt));
if (vel.length() > 0.001) {
angle = Math.atan2 (-vel.z, vel.x);
}
// copy to cylinder
cylinder.position.copy (pos);
cylinder.rotation.y = angle;
controls.update();
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
// important to add this
// in jsfiddle!
window.focus();