Test
by wayne6172
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/110/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://jyunming-chen.github.io/tutsplus/js/KeyboardState.js"></script>
CSS
body{
overflow: hidden;
}
JavaScript
var scene,camera,renderer,controls;
var keyboard = new KeyboardState();
var clock;
var car;
var pos = new THREE.Vector3();
var vel = new THREE.Vector3();
var force = new THREE.Vector3();
var power,angle;
(function(){
Math.clamp = function(val,min,max){
return Math.min(Math.max(val,min),max);
}
})();
init();
animate();
function buildVehicle(){
var car = new THREE.Object3D();
var mat = new THREE.MeshNormalMaterial();
var body = new THREE.Mesh(new THREE.CylinderGeometry(5,5,2,20),mat);
var pointer = new THREE.Mesh(new THREE.BoxGeometry(10,2,2),mat);
car.add(body);
car.add(pointer);
pointer.position.x = 5;
return car;
}
function init(){
clock = new THREE.Clock();
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 THREE.GridHelper(200,20,'red','white');
scene.add(gridXZ);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth,window.innerHeight);
renderer.setClearColor(0x888888);
controls = new THREE.OrbitControls(camera,renderer.domElement);
controls.enableKeys = false;
document.body.appendChild(renderer.domElement);
power = 5.0;
angle = 0.0;
car = buildVehicle();
scene.add(car);
}
function update(dt){
keyboard.update();
if(vel.length() > 0){
angle = Math.atan2(-vel.z,vel.x);
}
if(keyboard.pressed("space"))
power = 0.1;
if(keyboard.pressed("up"))
power *= 1.2;
if(keyboard.pressed("down"))
power /= 1.2;
power = Math.clamp(power,0,80.0);
var angle_thrust = angle;
if(keyboard.pressed("left"))
angle_thrust += 0.3;
if(keyboard.pressed("right"))
angle_thrust -= 0.3;
var thrust = new THREE.Vector3(1,0,0).multiplyScalar(power).applyAxisAngle(new THREE.Vector3(0,1,0),angle_thrust);
...