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...