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321 lines
8.8 KiB
HTML
321 lines
8.8 KiB
HTML
2 months ago
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<!-- Licensed under a BSD license. See license.html for license -->
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<!DOCTYPE html>
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<html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=yes">
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<title>Three.js - Scenegraph - Tank</title>
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<style>
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html, body {
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height: 100%;
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margin: 0;
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}
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#c {
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width: 100%;
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height: 100%;
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display: block;
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}
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#info {
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position: absolute;
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left: 1em;
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top: 1em;
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background: rgba(0,0,0,.8);
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padding: .5em;
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color: white;
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font-family: monospace;
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}
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</style>
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</head>
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<body>
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<canvas id="c"></canvas>
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<div id="info"></div>
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</body>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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function main() {
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const canvas = document.querySelector( '#c' );
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const renderer = new THREE.WebGLRenderer( { antialias: true, canvas: canvas } );
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renderer.setClearColor( 0xAAAAAA );
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renderer.shadowMap.enabled = true;
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function makeCamera( fov = 40 ) {
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const aspect = 2; // the canvas default
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const zNear = 0.1;
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const zFar = 1000;
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return new THREE.PerspectiveCamera( fov, aspect, zNear, zFar );
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}
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const camera = makeCamera();
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camera.position.set( 8, 4, 10 ).multiplyScalar( 3 );
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camera.lookAt( 0, 0, 0 );
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const scene = new THREE.Scene();
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{
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const light = new THREE.DirectionalLight( 0xffffff, 3 );
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light.position.set( 0, 20, 0 );
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scene.add( light );
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light.castShadow = true;
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light.shadow.mapSize.width = 2048;
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light.shadow.mapSize.height = 2048;
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const d = 50;
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light.shadow.camera.left = - d;
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light.shadow.camera.right = d;
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light.shadow.camera.top = d;
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light.shadow.camera.bottom = - d;
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light.shadow.camera.near = 1;
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light.shadow.camera.far = 50;
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light.shadow.bias = 0.001;
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}
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{
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const light = new THREE.DirectionalLight( 0xffffff, 3 );
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light.position.set( 1, 2, 4 );
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scene.add( light );
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}
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const groundGeometry = new THREE.PlaneGeometry( 50, 50 );
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const groundMaterial = new THREE.MeshPhongMaterial( { color: 0xCC8866 } );
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const groundMesh = new THREE.Mesh( groundGeometry, groundMaterial );
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groundMesh.rotation.x = Math.PI * - .5;
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groundMesh.receiveShadow = true;
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scene.add( groundMesh );
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const carWidth = 4;
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const carHeight = 1;
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const carLength = 8;
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const tank = new THREE.Object3D();
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scene.add( tank );
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const bodyGeometry = new THREE.BoxGeometry( carWidth, carHeight, carLength );
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const bodyMaterial = new THREE.MeshPhongMaterial( { color: 0x6688AA } );
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const bodyMesh = new THREE.Mesh( bodyGeometry, bodyMaterial );
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bodyMesh.position.y = 1.4;
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bodyMesh.castShadow = true;
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tank.add( bodyMesh );
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const tankCameraFov = 75;
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const tankCamera = makeCamera( tankCameraFov );
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tankCamera.position.y = 3;
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tankCamera.position.z = - 6;
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tankCamera.rotation.y = Math.PI;
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bodyMesh.add( tankCamera );
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const wheelRadius = 1;
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const wheelThickness = .5;
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const wheelSegments = 6;
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const wheelGeometry = new THREE.CylinderGeometry(
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wheelRadius, // top radius
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wheelRadius, // bottom radius
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wheelThickness, // height of cylinder
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wheelSegments );
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const wheelMaterial = new THREE.MeshPhongMaterial( { color: 0x888888 } );
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const wheelPositions = [
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[ - carWidth / 2 - wheelThickness / 2, - carHeight / 2, carLength / 3 ],
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[ carWidth / 2 + wheelThickness / 2, - carHeight / 2, carLength / 3 ],
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[ - carWidth / 2 - wheelThickness / 2, - carHeight / 2, 0 ],
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[ carWidth / 2 + wheelThickness / 2, - carHeight / 2, 0 ],
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[ - carWidth / 2 - wheelThickness / 2, - carHeight / 2, - carLength / 3 ],
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[ carWidth / 2 + wheelThickness / 2, - carHeight / 2, - carLength / 3 ],
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];
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const wheelMeshes = wheelPositions.map( ( position ) => {
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const mesh = new THREE.Mesh( wheelGeometry, wheelMaterial );
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mesh.position.set( ...position );
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mesh.rotation.z = Math.PI * .5;
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mesh.castShadow = true;
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bodyMesh.add( mesh );
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return mesh;
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} );
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const domeRadius = 2;
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const domeWidthSubdivisions = 12;
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const domeHeightSubdivisions = 12;
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const domePhiStart = 0;
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const domePhiEnd = Math.PI * 2;
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const domeThetaStart = 0;
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const domeThetaEnd = Math.PI * .5;
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const domeGeometry = new THREE.SphereGeometry(
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domeRadius, domeWidthSubdivisions, domeHeightSubdivisions,
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domePhiStart, domePhiEnd, domeThetaStart, domeThetaEnd );
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const domeMesh = new THREE.Mesh( domeGeometry, bodyMaterial );
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domeMesh.castShadow = true;
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bodyMesh.add( domeMesh );
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domeMesh.position.y = .5;
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const turretWidth = .1;
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const turretHeight = .1;
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const turretLength = carLength * .75 * .2;
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const turretGeometry = new THREE.BoxGeometry(
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turretWidth, turretHeight, turretLength );
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const turretMesh = new THREE.Mesh( turretGeometry, bodyMaterial );
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const turretPivot = new THREE.Object3D();
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turretMesh.castShadow = true;
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turretPivot.scale.set( 5, 5, 5 );
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turretPivot.position.y = .5;
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turretMesh.position.z = turretLength * .5;
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turretPivot.add( turretMesh );
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bodyMesh.add( turretPivot );
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const turretCamera = makeCamera();
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turretCamera.position.y = .75 * .2;
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turretMesh.add( turretCamera );
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const targetGeometry = new THREE.SphereGeometry( .5, 6, 3 );
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const targetMaterial = new THREE.MeshPhongMaterial( { color: 0x00FF00, flatShading: true } );
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const targetMesh = new THREE.Mesh( targetGeometry, targetMaterial );
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const targetOrbit = new THREE.Object3D();
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const targetElevation = new THREE.Object3D();
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const targetBob = new THREE.Object3D();
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targetMesh.castShadow = true;
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scene.add( targetOrbit );
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targetOrbit.add( targetElevation );
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targetElevation.position.z = carLength * 2;
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targetElevation.position.y = 8;
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targetElevation.add( targetBob );
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targetBob.add( targetMesh );
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const targetCamera = makeCamera();
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const targetCameraPivot = new THREE.Object3D();
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targetCamera.position.y = 1;
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targetCamera.position.z = - 2;
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targetCamera.rotation.y = Math.PI;
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targetBob.add( targetCameraPivot );
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targetCameraPivot.add( targetCamera );
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// Create a sine-like wave
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const curve = new THREE.SplineCurve( [
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new THREE.Vector2( - 10, 0 ),
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new THREE.Vector2( - 5, 5 ),
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new THREE.Vector2( 0, 0 ),
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new THREE.Vector2( 5, - 5 ),
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new THREE.Vector2( 10, 0 ),
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new THREE.Vector2( 5, 10 ),
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new THREE.Vector2( - 5, 10 ),
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new THREE.Vector2( - 10, - 10 ),
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new THREE.Vector2( - 15, - 8 ),
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new THREE.Vector2( - 10, 0 ),
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] );
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const points = curve.getPoints( 50 );
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const geometry = new THREE.BufferGeometry().setFromPoints( points );
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const material = new THREE.LineBasicMaterial( { color: 0xff0000 } );
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const splineObject = new THREE.Line( geometry, material );
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splineObject.rotation.x = Math.PI * .5;
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splineObject.position.y = 0.05;
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scene.add( splineObject );
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function resizeRendererToDisplaySize( renderer ) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if ( needResize ) {
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renderer.setSize( width, height, false );
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}
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return needResize;
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}
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const targetPosition = new THREE.Vector3();
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const tankPosition = new THREE.Vector2();
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const tankTarget = new THREE.Vector2();
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const cameras = [
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{ cam: camera, desc: 'detached camera', },
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{ cam: turretCamera, desc: 'on turret looking at target', },
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{ cam: targetCamera, desc: 'near target looking at tank', },
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{ cam: tankCamera, desc: 'above back of tank', },
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];
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const infoElem = document.querySelector( '#info' );
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function render( time ) {
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time *= 0.001;
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if ( resizeRendererToDisplaySize( renderer ) ) {
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const canvas = renderer.domElement;
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cameras.forEach( ( cameraInfo ) => {
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const camera = cameraInfo.cam;
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camera.aspect = canvas.clientWidth / canvas.clientHeight;
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camera.updateProjectionMatrix();
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} );
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}
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// move target
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targetOrbit.rotation.y = time * .27;
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targetBob.position.y = Math.sin( time * 2 ) * 4;
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targetMesh.rotation.x = time * 7;
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targetMesh.rotation.y = time * 13;
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targetMaterial.emissive.setHSL( time * 10 % 1, 1, .25 );
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targetMaterial.color.setHSL( time * 10 % 1, 1, .25 );
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// move tank
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const tankTime = time * .05;
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curve.getPointAt( tankTime % 1, tankPosition );
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curve.getPointAt( ( tankTime + 0.01 ) % 1, tankTarget );
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tank.position.set( tankPosition.x, 0, tankPosition.y );
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tank.lookAt( tankTarget.x, 0, tankTarget.y );
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// face turret at target
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targetMesh.getWorldPosition( targetPosition );
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turretPivot.lookAt( targetPosition );
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// make the turretCamera look at target
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turretCamera.lookAt( targetPosition );
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// make the targetCameraPivot look at the at the tank
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tank.getWorldPosition( targetPosition );
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targetCameraPivot.lookAt( targetPosition );
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wheelMeshes.forEach( ( obj ) => {
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obj.rotation.x = time * 3;
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} );
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const camera = cameras[ time * .25 % cameras.length | 0 ];
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infoElem.textContent = camera.desc;
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renderer.render( scene, camera.cam );
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requestAnimationFrame( render );
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}
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requestAnimationFrame( render );
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}
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main();
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</script>
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</html>
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