hw1 prototype
Part 2'
by oKLo
HTML
<div id="info">steer</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 pos, vel, force;
var angle = 0;
// steer related
var target = new THREE.Vector3 (0,0,-100);
var maxSpeed = 40;
var maxForce = 40;
var targetMesh;
//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);
targetMesh = new THREE.Mesh (new THREE.CylinderGeometry(3,3,2,20), new THREE.MeshNormalMaterial());
scene.add (targetMesh);
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(100,0,0);
force = new THREE.Vector3();
document.body.appendChild(renderer.domElement);
}
function computeForce() {
// steer
// force: (target - pos) ... unitize * maxSpeed - vel
// clamped by maxForce
var ff = target.clone().sub (pos).setLength (maxSpeed).sub (vel);
if (ff.length() > maxForce)
ff.setLength (maxForce);
force.copy (ff);
}
function animate() {
keyboard.update();
computeForce();
var dt = clock.getDelta(); // delta-time
vel.add (force.clone().multiplyScalar (dt/mass));
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;
...