hw4 prototype

by Rebecca Chen

HTML

<div id="info">hw4 helper</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 raycaster;
var mouse = new THREE.Vector2();
var pickables = [];
var puck;
var agent;
var angle = 0;
var targetCatch = false;
var targetOmega = 0.3;

var mass = 1;
var clock = new THREE.Clock();

var target = new THREE.Vector3();

var Agent = function(mesh, initPos) {
  this.pos = new THREE.Vector3();
  if (initPos)
    this.pos.copy(initPos);

  this.vel = new THREE.Vector3();
  this.force = new THREE.Vector3();
  this.target = new THREE.Vector3();
  this.angle = 0
  this.mesh = mesh;
  this.maxSpeed = 60;
  this.maxForce = 60;

  this.setTarget = function(target) {
    this.target.copy(target);
  }

  this.catch = function() {
    if (this.pos.distanceTo(this.target) < 10) {
      targetCatch = true;
      this.vel.set(0, 0, 0);
      return true;
    } else {
      return false;
    }
  }
  this.update = function(dt) {
    // compute force
    // implement pursuit
    var D = this.target.distanceTo (this.pos);
    var eta = D/this.maxSpeed;
    var pursuitTarget = new THREE.Vector3(100*Math.cos(angle+eta*targetOmega), 0, 100*Math.sin(angle+eta*targetOmega));
    this.force = pursuitTarget.sub(this.pos).setLength(this.maxSpeed).sub(this.vel);

    // force clamping
    if (this.force.length() > this.maxForce)
      this.force.setLength(this.maxForce);
    this.vel.add(this.force.clone().multiplyScalar(dt));

    // velocity clamping
    if (this.vel.length() > this.maxSpeed)
      this.vel.setLength(this.maxSpeed);
    this.pos.add(this.vel.clone().multiplyScalar(dt));

    if (this.vel.length() > 0.001) {
      this.angle = Math.atan2(-this.vel.z, this.vel.x);
    }
    this.mesh.position.copy(this.pos);
    this.mesh.rotation.y = this.angle;
  }
}

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);

  var gridXZ = new...