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earthquake_3d_viewer_front/three/examples/physics_rapier_vehicle_cont...

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js physics - rapier3d vehicle controller</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
<link type="text/css" rel="stylesheet" href="main.css">
<style>
body {
color: #333;
}
</style>
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> physics - <a href="https://github.com/dimforge/rapier.js" target="_blank">rapier</a> vehicle controller
<p>WASD or Arrow keys to move</p>
<p>Space to brake</p>
<p>R to reset</p>
</div>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { RapierPhysics } from 'three/addons/physics/RapierPhysics.js';
import { RapierHelper } from 'three/addons/helpers/RapierHelper.js';
import Stats from 'three/addons/libs/stats.module.js';
let camera, scene, renderer, stats;
let physics, physicsHelper, controls;
let car, chassis, wheels, movement, vehicleController;
init();
async function init() {
scene = new THREE.Scene();
scene.background = new THREE.Color( 0xbfd1e5 );
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 0.1, 100 );
camera.position.set( 0, 4, 10 );
const ambient = new THREE.HemisphereLight( 0x555555, 0xFFFFFF );
scene.add( ambient );
const light = new THREE.DirectionalLight( 0xffffff, 4 );
light.position.set( 0, 12.5, 12.5 );
light.castShadow = true;
light.shadow.radius = 3;
light.shadow.blurSamples = 8;
light.shadow.mapSize.width = 2048;
light.shadow.mapSize.height = 2048;
const size = 40;
light.shadow.camera.left = - size;
light.shadow.camera.bottom = - size;
light.shadow.camera.right = size;
light.shadow.camera.top = size;
light.shadow.camera.near = 1;
light.shadow.camera.far = 50;
scene.add( light );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMap.enabled = true;
document.body.appendChild( renderer.domElement );
renderer.setAnimationLoop( animate );
controls = new OrbitControls( camera, renderer.domElement );
controls.target = new THREE.Vector3( 0, 2, 0 );
controls.update();
const geometry = new THREE.BoxGeometry( 100, 0.5, 100 );
const material = new THREE.MeshStandardMaterial( { color: 0xFFFFFF } );
const ground = new THREE.Mesh( geometry, material );
ground.receiveShadow = true;
ground.position.set( 0, - 0.25, - 20 );
ground.userData.physics = { mass: 0 };
scene.add( ground );
new THREE.TextureLoader().load( 'textures/grid.png', function ( texture ) {
texture.wrapS = THREE.RepeatWrapping;
texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 80, 80 );
ground.material.map = texture;
ground.material.needsUpdate = true;
} );
stats = new Stats();
document.body.appendChild( stats.dom );
initPhysics();
onWindowResize();
// Movement input
movement = {
forward: 0,
right: 0,
brake: 0,
reset: false,
accelerateForce: { value: 0, min: - 30, max: 30, step: 1 },
brakeForce: { value: 0, min: 0, max: 1, step: 0.05 }
};
window.addEventListener( 'keydown', ( event ) => {
//console.log( event.key );
if ( event.key === 'w' || event.key === 'ArrowUp' ) movement.forward = - 1;
if ( event.key === 's' || event.key === 'ArrowDown' ) movement.forward = 1;
if ( event.key === 'a' || event.key === 'ArrowLeft' ) movement.right = 1;
if ( event.key === 'd' || event.key === 'ArrowRight' ) movement.right = - 1;
if ( event.key === 'r' ) movement.reset = true;
if ( event.key === ' ' ) movement.brake = 1;
} );
window.addEventListener( 'keyup', ( event ) => {
if ( event.key === 'w' || event.key === 's' || event.key === 'ArrowUp' || event.key === 'ArrowDown' ) movement.forward = 0;
if ( event.key === 'a' || event.key === 'd' || event.key === 'ArrowLeft' || event.key === 'ArrowRight' ) movement.right = 0;
if ( event.key === 'r' ) movement.reset = false;
if ( event.key === ' ' ) movement.brake = 0;
} );
window.addEventListener( 'resize', onWindowResize, false );
}
async function initPhysics() {
//Initialize physics engine using the script in the jsm/physics folder
physics = await RapierPhysics();
//Optionally display collider outlines
physicsHelper = new RapierHelper( physics.world );
scene.add( physicsHelper );
physics.addScene( scene );
createCar();
}
function createCar( ) {
const geometry = new THREE.BoxGeometry( 2, 1, 4 );
const material = new THREE.MeshStandardMaterial( { color: 0xFF0000 } );
const mesh = new THREE.Mesh( geometry, material );
mesh.castShadow = true;
scene.add( mesh );
car = mesh;
mesh.position.y = 1;
physics.addMesh( mesh, 10, 0.8 ); // addMesh places the RigidBody in the mesh.userData.physics object
chassis = mesh.userData.physics.body;
vehicleController = physics.world.createVehicleController( chassis );
wheels = [];
addWheel( 0, { x: - 1, y: 0, z: - 1.5 }, mesh );
addWheel( 1, { x: 1, y: 0, z: - 1.5 }, mesh );
addWheel( 2, { x: - 1, y: 0, z: 1.5 }, mesh );
addWheel( 3, { x: 1, y: 0, z: 1.5 }, mesh );
vehicleController.setWheelSteering( 0, Math.PI / 4 );
vehicleController.setWheelSteering( 1, Math.PI / 4 );
}
function addWheel( index, pos, carMesh ) {
// Define wheel properties
const wheelRadius = 0.3;
const wheelWidth = 0.4;
const suspensionRestLength = 0.8;
const wheelPosition = pos; // Position relative to chassis
const wheelDirection = { x: 0.0, y: - 1.0, z: 0.0 }; // Downward direction
const wheelAxle = { x: - 1.0, y: 0.0, z: 0.0 }; // Axle direction
// Add the wheel to the vehicle controller
vehicleController.addWheel(
wheelPosition,
wheelDirection,
wheelAxle,
suspensionRestLength,
wheelRadius
);
// Set suspension stiffness for wheel
vehicleController.setWheelSuspensionStiffness( index, 24.0 );
// Set wheel friction
vehicleController.setWheelFrictionSlip( index, 1000.0 );
// Enable steering for the wheel
vehicleController.setWheelSteering( index, pos.z < 0 );
// Create a wheel mesh
const geometry = new THREE.CylinderGeometry( wheelRadius, wheelRadius, wheelWidth, 16 );
geometry.rotateZ( Math.PI * 0.5 );
const material = new THREE.MeshStandardMaterial( { color: 0x000000 } );
const wheel = new THREE.Mesh( geometry, material );
wheel.castShadow = true;
wheel.position.copy( pos );
wheels.push( wheel );
carMesh.add( wheel );
}
function updateWheels() {
if ( vehicleController === undefined ) return;
const wheelSteeringQuat = new THREE.Quaternion();
const wheelRotationQuat = new THREE.Quaternion();
const up = new THREE.Vector3( 0, 1, 0 );
//const chassisPosition = chassis.translation();
wheels.forEach( ( wheel, index ) => {
const wheelAxleCs = vehicleController.wheelAxleCs( index );
const connection = vehicleController.wheelChassisConnectionPointCs( index ).y || 0;
const suspension = vehicleController.wheelSuspensionLength( index ) || 0;
const steering = vehicleController.wheelSteering( index ) || 0;
const rotationRad = vehicleController.wheelRotation( index ) || 0;
wheel.position.y = connection - suspension;
wheelSteeringQuat.setFromAxisAngle( up, steering );
wheelRotationQuat.setFromAxisAngle( wheelAxleCs, rotationRad );
wheel.quaternion.multiplyQuaternions( wheelSteeringQuat, wheelRotationQuat );
} );
}
function updateCarControl() {
if ( movement.reset ) {
chassis.setTranslation( new physics.RAPIER.Vector3( 0, 1, 0 ), true );
chassis.setRotation( new physics.RAPIER.Quaternion( 0, 0, 0, 1 ), true );
chassis.setLinvel( new physics.RAPIER.Vector3( 0, 0, 0 ), true );
chassis.setAngvel( new physics.RAPIER.Vector3( 0, 0, 0 ), true );
movement.accelerateForce.value = 0;
movement.brakeForce.value = 0;
return;
}
let accelerateForce = 0;
if ( movement.forward < 0 ) {
//if (movement.accelerateForce.value === 0) chassis.wakeUp();
accelerateForce = movement.accelerateForce.value - movement.accelerateForce.step;
if ( accelerateForce < movement.accelerateForce.min ) accelerateForce = movement.accelerateForce.min;
} else if ( movement.forward > 0 ) {
//if (movement.accelerateForce.value === 0) chassis.wakeUp();
accelerateForce = movement.accelerateForce.value + movement.accelerateForce.step;
if ( accelerateForce > movement.accelerateForce.max ) accelerateForce = movement.accelerateForce.max;
} else {
if ( chassis.isSleeping() ) chassis.wakeUp();
}
movement.accelerateForce.value = accelerateForce;
//console.log(accelerateForce);
let brakeForce = 0;
if ( movement.brake > 0 ) {
brakeForce = movement.brakeForce.value + movement.brakeForce.step;
if ( brakeForce > movement.brakeForce.max ) brakeForce = movement.brakeForce.max;
}
movement.brakeForce.value = brakeForce;
const engineForce = accelerateForce;
vehicleController.setWheelEngineForce( 0, engineForce );
vehicleController.setWheelEngineForce( 1, engineForce );
const currentSteering = vehicleController.wheelSteering( 0 );
const steerDirection = movement.right;
const steerAngle = Math.PI / 4;
const steering = THREE.MathUtils.lerp( currentSteering, steerAngle * steerDirection, 0.25 );
vehicleController.setWheelSteering( 0, steering );
vehicleController.setWheelSteering( 1, steering );
const wheelBrake = movement.brake * brakeForce;
vehicleController.setWheelBrake( 0, wheelBrake );
vehicleController.setWheelBrake( 1, wheelBrake );
vehicleController.setWheelBrake( 2, wheelBrake );
vehicleController.setWheelBrake( 3, wheelBrake );
}
function onWindowResize( ) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
if ( vehicleController ) {
updateCarControl();
vehicleController.updateVehicle( 1 / 60 );
updateWheels();
}
if ( controls && car ) {
controls.target.copy( car.position );
controls.update();
}
if ( physicsHelper ) physicsHelper.update();
renderer.render( scene, camera );
stats.update();
}
</script>
</body>
</html>