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386 | import * as THREE from 'three'
import Stats from 'three/examples/jsm/libs/stats.module'
import { GUI } from 'dat.gui'
import * as CANNON from 'cannon-es'
import CannonDebugRenderer from './utils/cannonDebugRenderer'
const scene = new THREE.Scene()
const light = new THREE.DirectionalLight()
light.position.set(25, 50, 25)
light.castShadow = true
light.shadow.mapSize.width = 16384
light.shadow.mapSize.height = 16384
light.shadow.camera.near = 0.5
light.shadow.camera.far = 100
light.shadow.camera.top = 100
light.shadow.camera.bottom = -100
light.shadow.camera.left = -100
light.shadow.camera.right = 100
scene.add(light)
const helper = new THREE.CameraHelper(light.shadow.camera)
scene.add(helper)
const camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
)
const chaseCam = new THREE.Object3D()
chaseCam.position.set(0, 0, 0)
const chaseCamPivot = new THREE.Object3D()
chaseCamPivot.position.set(0, 2, 4)
chaseCam.add(chaseCamPivot)
scene.add(chaseCam)
const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.PCFSoftShadowMap
document.body.appendChild(renderer.domElement)
const phongMaterial = new THREE.MeshPhongMaterial()
const world = new CANNON.World()
world.gravity.set(0, -9.82, 0)
const groundMaterial = new CANNON.Material('groundMaterial')
groundMaterial.friction = 0.25
groundMaterial.restitution = 0.25
const wheelMaterial = new CANNON.Material('wheelMaterial')
wheelMaterial.friction = 0.25
wheelMaterial.restitution = 0.25
//ground
const groundGeometry: THREE.PlaneGeometry = new THREE.PlaneGeometry(100, 100)
const groundMesh: THREE.Mesh = new THREE.Mesh(groundGeometry, phongMaterial)
groundMesh.rotateX(-Math.PI / 2)
groundMesh.receiveShadow = true
scene.add(groundMesh)
const groundShape = new CANNON.Box(new CANNON.Vec3(50, 1, 50))
const groundBody = new CANNON.Body({ mass: 0, material: groundMaterial })
groundBody.addShape(groundShape)
groundBody.position.set(0, -1, 0)
world.addBody(groundBody)
//jumps
for (let i = 0; i < 100; i++) {
const jump = new THREE.Mesh(
new THREE.CylinderGeometry(0, 1, 0.5, 5),
phongMaterial
)
jump.position.x = Math.random() * 100 - 50
jump.position.y = 0.5
jump.position.z = Math.random() * 100 - 50
scene.add(jump)
const cylinderShape = new CANNON.Cylinder(0.01, 1, 0.5, 5)
const cylinderBody = new CANNON.Body({ mass: 0 })
cylinderBody.addShape(cylinderShape, new CANNON.Vec3())
cylinderBody.position.x = jump.position.x
cylinderBody.position.y = jump.position.y
cylinderBody.position.z = jump.position.z
world.addBody(cylinderBody)
}
const carBodyGeometry: THREE.BoxGeometry = new THREE.BoxGeometry(1, 1, 2)
const carBodyMesh: THREE.Mesh = new THREE.Mesh(carBodyGeometry, phongMaterial)
carBodyMesh.position.y = 3
carBodyMesh.castShadow = true
scene.add(carBodyMesh)
carBodyMesh.add(chaseCam)
const carBodyShape = new CANNON.Box(new CANNON.Vec3(0.5, 0.5, 1))
const carBody = new CANNON.Body({ mass: 1 })
carBody.addShape(carBodyShape)
carBody.position.x = carBodyMesh.position.x
carBody.position.y = carBodyMesh.position.y
carBody.position.z = carBodyMesh.position.z
world.addBody(carBody)
//front left wheel
const wheelLFGeometry: THREE.CylinderGeometry = new THREE.CylinderGeometry(
0.33,
0.33,
0.2
)
wheelLFGeometry.rotateZ(Math.PI / 2)
const wheelLFMesh: THREE.Mesh = new THREE.Mesh(wheelLFGeometry, phongMaterial)
wheelLFMesh.position.x = -1
wheelLFMesh.position.y = 3
wheelLFMesh.position.z = -1
wheelLFMesh.castShadow = true
scene.add(wheelLFMesh)
const wheelLFShape = new CANNON.Sphere(0.33)
const wheelLFBody = new CANNON.Body({ mass: 1, material: wheelMaterial })
wheelLFBody.addShape(wheelLFShape)
wheelLFBody.position.x = wheelLFMesh.position.x
wheelLFBody.position.y = wheelLFMesh.position.y
wheelLFBody.position.z = wheelLFMesh.position.z
world.addBody(wheelLFBody)
//front right wheel
const wheelRFGeometry: THREE.CylinderGeometry = new THREE.CylinderGeometry(
0.33,
0.33,
0.2
)
wheelRFGeometry.rotateZ(Math.PI / 2)
const wheelRFMesh: THREE.Mesh = new THREE.Mesh(wheelRFGeometry, phongMaterial)
wheelRFMesh.position.y = 3
wheelRFMesh.position.x = 1
wheelRFMesh.position.z = -1
wheelRFMesh.castShadow = true
scene.add(wheelRFMesh)
const wheelRFShape = new CANNON.Sphere(0.33)
const wheelRFBody = new CANNON.Body({ mass: 1, material: wheelMaterial })
wheelRFBody.addShape(wheelRFShape)
wheelRFBody.position.x = wheelRFMesh.position.x
wheelRFBody.position.y = wheelRFMesh.position.y
wheelRFBody.position.z = wheelRFMesh.position.z
world.addBody(wheelRFBody)
//back left wheel
const wheelLBGeometry: THREE.CylinderGeometry = new THREE.CylinderGeometry(
0.4,
0.4,
0.33
)
wheelLBGeometry.rotateZ(Math.PI / 2)
const wheelLBMesh: THREE.Mesh = new THREE.Mesh(wheelLBGeometry, phongMaterial)
wheelLBMesh.position.y = 3
wheelLBMesh.position.x = -1
wheelLBMesh.position.z = 1
wheelLBMesh.castShadow = true
scene.add(wheelLBMesh)
const wheelLBShape = new CANNON.Sphere(0.4)
const wheelLBBody = new CANNON.Body({ mass: 1, material: wheelMaterial })
wheelLBBody.addShape(wheelLBShape)
wheelLBBody.position.x = wheelLBMesh.position.x
wheelLBBody.position.y = wheelLBMesh.position.y
wheelLBBody.position.z = wheelLBMesh.position.z
world.addBody(wheelLBBody)
//back right wheel
const wheelRBGeometry: THREE.CylinderGeometry = new THREE.CylinderGeometry(
0.4,
0.4,
0.33
)
wheelRBGeometry.rotateZ(Math.PI / 2)
const wheelRBMesh: THREE.Mesh = new THREE.Mesh(wheelRBGeometry, phongMaterial)
wheelRBMesh.position.y = 3
wheelRBMesh.position.x = 1
wheelRBMesh.position.z = 1
wheelRBMesh.castShadow = true
scene.add(wheelRBMesh)
const wheelRBShape = new CANNON.Sphere(0.4)
const wheelRBBody = new CANNON.Body({ mass: 1, material: wheelMaterial })
wheelRBBody.addShape(wheelRBShape)
wheelRBBody.position.x = wheelRBMesh.position.x
wheelRBBody.position.y = wheelRBMesh.position.y
wheelRBBody.position.z = wheelRBMesh.position.z
world.addBody(wheelRBBody)
const leftFrontAxis = new CANNON.Vec3(1, 0, 0)
const rightFrontAxis = new CANNON.Vec3(1, 0, 0)
const leftBackAxis = new CANNON.Vec3(1, 0, 0)
const rightBackAxis = new CANNON.Vec3(1, 0, 0)
const constraintLF = new CANNON.HingeConstraint(carBody, wheelLFBody, {
pivotA: new CANNON.Vec3(-1, -0.5, -1),
axisA: leftFrontAxis,
maxForce: 0.99,
})
world.addConstraint(constraintLF)
const constraintRF = new CANNON.HingeConstraint(carBody, wheelRFBody, {
pivotA: new CANNON.Vec3(1, -0.5, -1),
axisA: rightFrontAxis,
maxForce: 0.99,
})
world.addConstraint(constraintRF)
const constraintLB = new CANNON.HingeConstraint(carBody, wheelLBBody, {
pivotA: new CANNON.Vec3(-1, -0.5, 1),
axisA: leftBackAxis,
maxForce: 0.99,
})
world.addConstraint(constraintLB)
const constraintRB = new CANNON.HingeConstraint(carBody, wheelRBBody, {
pivotA: new CANNON.Vec3(1, -0.5, 1),
axisA: rightBackAxis,
maxForce: 0.99,
})
world.addConstraint(constraintRB)
//rear wheel drive
constraintLB.enableMotor()
constraintRB.enableMotor()
const keyMap: { [id: string]: boolean } = {}
const onDocumentKey = (e: KeyboardEvent) => {
keyMap[e.code] = e.type === 'keydown'
}
let forwardVelocity = 0
let rightVelocity = 0
document.addEventListener('keydown', onDocumentKey, false)
document.addEventListener('keyup', onDocumentKey, false)
window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight
camera.updateProjectionMatrix()
renderer.setSize(window.innerWidth, window.innerHeight)
render()
}
const stats = new Stats()
document.body.appendChild(stats.dom)
const gui = new GUI()
const physicsFolder = gui.addFolder('Physics')
physicsFolder.add(world.gravity, 'x', -10.0, 10.0, 0.1)
physicsFolder.add(world.gravity, 'y', -10.0, 10.0, 0.1)
physicsFolder.add(world.gravity, 'z', -10.0, 10.0, 0.1)
physicsFolder.open()
const clock = new THREE.Clock()
let delta
const cannonDebugRenderer = new CannonDebugRenderer(scene, world)
const v = new THREE.Vector3()
let thrusting = false
function animate() {
requestAnimationFrame(animate)
helper.update()
delta = Math.min(clock.getDelta(), 0.1)
world.step(delta)
cannonDebugRenderer.update()
// Copy coordinates from Cannon to Three.js
carBodyMesh.position.set(
carBody.position.x,
carBody.position.y,
carBody.position.z
)
carBodyMesh.quaternion.set(
carBody.quaternion.x,
carBody.quaternion.y,
carBody.quaternion.z,
carBody.quaternion.w
)
wheelLFMesh.position.set(
wheelLFBody.position.x,
wheelLFBody.position.y,
wheelLFBody.position.z
)
wheelLFMesh.quaternion.set(
wheelLFBody.quaternion.x,
wheelLFBody.quaternion.y,
wheelLFBody.quaternion.z,
wheelLFBody.quaternion.w
)
wheelRFMesh.position.set(
wheelRFBody.position.x,
wheelRFBody.position.y,
wheelRFBody.position.z
)
wheelRFMesh.quaternion.set(
wheelRFBody.quaternion.x,
wheelRFBody.quaternion.y,
wheelRFBody.quaternion.z,
wheelRFBody.quaternion.w
)
wheelLBMesh.position.set(
wheelLBBody.position.x,
wheelLBBody.position.y,
wheelLBBody.position.z
)
wheelLBMesh.quaternion.set(
wheelLBBody.quaternion.x,
wheelLBBody.quaternion.y,
wheelLBBody.quaternion.z,
wheelLBBody.quaternion.w
)
wheelRBMesh.position.set(
wheelRBBody.position.x,
wheelRBBody.position.y,
wheelRBBody.position.z
)
wheelRBMesh.quaternion.set(
wheelRBBody.quaternion.x,
wheelRBBody.quaternion.y,
wheelRBBody.quaternion.z,
wheelRBBody.quaternion.w
)
thrusting = false
if (keyMap['KeyW'] || keyMap['ArrowUp']) {
if (forwardVelocity < 100.0) forwardVelocity += 1
thrusting = true
}
if (keyMap['KeyS'] || keyMap['ArrowDown']) {
if (forwardVelocity > -100.0) forwardVelocity -= 1
thrusting = true
}
if (keyMap['KeyA'] || keyMap['ArrowLeft']) {
if (rightVelocity > -1.0) rightVelocity -= 0.1
}
if (keyMap['KeyD'] || keyMap['ArrowRight']) {
if (rightVelocity < 1.0) rightVelocity += 0.1
}
if (keyMap['Space']) {
if (forwardVelocity > 0) {
forwardVelocity -= 1
}
if (forwardVelocity < 0) {
forwardVelocity += 1
}
}
if (!thrusting) {
//not going forward or backwards so gradually slow down
if (forwardVelocity > 0) {
forwardVelocity -= 0.25
}
if (forwardVelocity < 0) {
forwardVelocity += 0.25
}
}
constraintLB.setMotorSpeed(forwardVelocity)
constraintRB.setMotorSpeed(forwardVelocity)
constraintLF.axisA.z = rightVelocity
constraintRF.axisA.z = rightVelocity
camera.lookAt(carBodyMesh.position)
chaseCamPivot.getWorldPosition(v)
if (v.y < 1) {
v.y = 1
}
camera.position.lerpVectors(camera.position, v, 0.05)
render()
stats.update()
}
function render() {
renderer.render(scene, camera)
}
animate()
|