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