hw5-1-1
d-drive (update: heading)
by jmchen
HTML
<div id="info">D-Drive (flat3D)<br>
Home to start;Space to stop<br>
Left/Right to turn <br>
Up/Down to accelerate/decelerate
</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: 2%;
width: 100%;
padding: 10px;
text-align: center;
color: #ffff00
}
body {
overflow: hidden;
}
JavaScript
var clock = new THREE.Clock();
var scene, renderer, camera;
var controls, keyboard = new KeyboardState();
var car;
var normal = new THREE.Vector3(0,1,0);
// state variables of toycar
var pos = new THREE.Vector3(0,0,0);
var vel = new THREE.Vector3(0,0,0);
//var angle = 0; // this is for 2D
var heading = new THREE.Vector3(1,0,0);
var force = new THREE.Vector3();
var power = 0;
window.onload = function() {
init();
animate();
}
function buildCar() {
var geometry = new THREE.Geometry();
geometry.vertices.push(
new THREE.Vector3(8, 0, 0),
new THREE.Vector3(-8, 0, -6),
new THREE.Vector3(-8, 0, 6)
);
var face = new THREE.Face3(0, 1, 2);
face.materialIndex = 0;
geometry.faces.push(face);
geometry.computeBoundingSphere();
geometry.computeFaceNormals();
geometry.computeVertexNormals();
return new THREE.Mesh(geometry, new THREE.MeshBasicMaterial({color:0xffff12}));
}
function init()
{
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setSize (width, height);
renderer.setClearColor (0x888888);
document.body.appendChild (renderer.domElement);
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera (45, width/height, 1, 10000);
camera.position.y = 160;
camera.position.z = 400;
camera.lookAt (new THREE.Vector3(0,0,0));
scene.add (camera);
controls = new THREE.OrbitControls (camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors( new THREE.Color(0xff0000), new THREE.Color(0xffffff) );
scene.add(gridXZ);
//car = new THREE.Mesh (new THREE.SphereGeometry (5,12,12), new THREE.MeshBasicMaterial());
car = buildCar();
scene.add (car);
}
function animate()
{
controls.update();
var dt = clock.getDelta();
// euler's method
vel.add ( force.clone().multiplyScalar(dt) );
pos.add ( vel.clone().multiplyScalar(dt) );
if (vel.length() > 0) {
//angle = Math.atan2 (-vel.z, vel.x); // update...