You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

321 lines
8.8 KiB
HTML

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