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window.addEventListener('DOMContentLoaded', function(){
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// get the canvas DOM element
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var canvas = document.getElementById('renderCanvas');
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// load the 3D engine
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var engine = new BABYLON.Engine(canvas, true);
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// A to turn left D to turn right SPACE to accelerate.
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//Click on the car before pressing any keys.
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var createScene = function() {
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var scene = new BABYLON.Scene(engine);
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// camera
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var camera = new BABYLON.ArcRotateCamera("camera1", 0, 0, 20, new BABYLON.Vector3(0, 0, 0), scene);
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camera.setPosition(new BABYLON.Vector3(11.5, 3.5, 0));
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// lights
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var light1 = new BABYLON.DirectionalLight("light1", new BABYLON.Vector3(1, 2, 0), scene);
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var light2 = new BABYLON.HemisphericLight("light2", new BABYLON.Vector3(0, 1, 0), scene);
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light2.intensity = 0.75;
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/***************************Car*********************************************/
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/*-----------------------Car Body------------------------------------------*/
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//Car Body Material
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var bodyMaterial = new BABYLON.StandardMaterial("body_mat", scene);
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bodyMaterial.diffuseColor = new BABYLON.Color3(1.0, 0.25, 0.25);
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bodyMaterial.backFaceCulling = false;
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//Array of points for trapezium side of car.
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var side = [new BABYLON.Vector3(-6.5, 1.5, -2),
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new BABYLON.Vector3(2.5, 1.5, -2),
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new BABYLON.Vector3(3.5, 0.5, -2),
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new BABYLON.Vector3(-9.5, 0.5, -2)
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];
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side.push(side[0]); //close trapezium
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//Array of points for the extrusion path
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var extrudePath = [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 4)];
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//Create body and apply material
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var carBody = BABYLON.MeshBuilder.ExtrudeShape("body", {shape: side, path: extrudePath, cap : BABYLON.Mesh.CAP_ALL}, scene);
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carBody.material = bodyMaterial;
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camera.parent = carBody;
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/*-----------------------End Car Body------------------------------------------*/
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/*-----------------------Wheel------------------------------------------*/
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//Wheel Material
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var wheelMaterial = new BABYLON.StandardMaterial("wheel_mat", scene);
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var wheelTexture = new BABYLON.Texture("http://i.imgur.com/ZUWbT6L.png", scene);
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wheelMaterial.diffuseTexture = wheelTexture;
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//Set color for wheel tread as black
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var faceColors=[];
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faceColors[1] = new BABYLON.Color3(0,0,0);
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//set texture for flat face of wheel
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var faceUV =[];
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faceUV[0] = new BABYLON.Vector4(0,0,1,1);
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faceUV[2] = new BABYLON.Vector4(0,0,1,1);
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//create wheel front inside and apply material
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var wheelFI = BABYLON.MeshBuilder.CreateCylinder("wheelFI", {diameter: 3, height: 1, tessellation: 24, faceColors:faceColors, faceUV:faceUV}, scene);
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wheelFI.material = wheelMaterial;
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//rotate wheel so tread in xz plane
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wheelFI.rotate(BABYLON.Axis.X, Math.PI/2, BABYLON.Space.WORLD);
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/*-----------------------End Wheel------------------------------------------*/
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/*-------------------Pivots for Front Wheels-----------------------------------*/
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var pivotFI = new BABYLON.Mesh("pivotFI", scene);
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pivotFI.parent = carBody;
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pivotFI.position = new BABYLON.Vector3(-6.5, 0, -2);
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var pivotFO = new BABYLON.Mesh("pivotFO", scene);
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pivotFO.parent = carBody;
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pivotFO.position = new BABYLON.Vector3(-6.5, 0, 2);
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/*----------------End Pivots for Front Wheels--------------------------------*/
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/*------------Create other Wheels as Instances, Parent and Position----------*/
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var wheelFO = wheelFI.createInstance("FO");
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wheelFO.parent = pivotFO;
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wheelFO.position = new BABYLON.Vector3(0, 0, 1.8);
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var wheelRI = wheelFI.createInstance("RI");
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wheelRI.parent = carBody;
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wheelRI.position = new BABYLON.Vector3(0, 0, -2.8);
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var wheelRO = wheelFI.createInstance("RO");
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wheelRO.parent = carBody;
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wheelRO.position = new BABYLON.Vector3(0, 0, 2.8);
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wheelFI.parent = pivotFI;
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wheelFI.position = new BABYLON.Vector3(0, 0, -1.8);
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/*------------End Create other Wheels as Instances, Parent and Position----------*/
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/*---------------------Create Car Centre of Rotation-----------------------------*/
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pivot = new BABYLON.Mesh("pivot", scene); //current centre of rotation
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pivot.position.z = 50;
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carBody.parent = pivot;
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carBody.position = new BABYLON.Vector3(0, 0, -50);
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/*---------------------End Create Car Centre of Rotation-------------------------*/
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/*************************** End Car*********************************************/
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/*****************************Add Ground********************************************/
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var groundSize = 400;
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var ground = BABYLON.MeshBuilder.CreateGround("ground", {width: groundSize, height: groundSize}, scene);
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var groundMaterial = new BABYLON.StandardMaterial("ground", scene);
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groundMaterial.diffuseColor = new BABYLON.Color3(0.75, 1, 0.25);
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ground.material = groundMaterial;
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ground.position.y = -1.5;
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/*****************************End Add Ground********************************************/
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/*****************************Particles to Show Movement********************************************/
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var box = BABYLON.MeshBuilder.CreateBox("box", {}, scene);
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box.position = new BABYLON.Vector3(20, 0, 10);
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var boxesSPS = new BABYLON.SolidParticleSystem("boxes", scene, {updatable: false});
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//function to position of grey boxes
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var set_boxes = function(particle, i, s) {
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particle.position = new BABYLON.Vector3(-200 + Math.random()*400, 0, -200 + Math.random()*400);
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}
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//add 400 boxes
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boxesSPS.addShape(box, 400, {positionFunction:set_boxes});
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var boxes = boxesSPS.buildMesh(); // mesh of boxes
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boxes.material = new BABYLON.StandardMaterial("", scene);
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boxes.material.alpha = 0.25;
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/*****************************Particles to Show Movement********************************************/
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/****************************Key Controls************************************************/
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var map ={}; //object for multiple key presses
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scene.actionManager = new BABYLON.ActionManager(scene);
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scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyDownTrigger, function (evt) {
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map[evt.sourceEvent.key] = evt.sourceEvent.type == "keydown";
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}));
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scene.actionManager.registerAction(new BABYLON.ExecuteCodeAction(BABYLON.ActionManager.OnKeyUpTrigger, function (evt) {
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map[evt.sourceEvent.key] = evt.sourceEvent.type == "keydown";
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}));
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/****************************End Key Controls************************************************/
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/****************************Variables************************************************/
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var theta = 0;
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var deltaTheta = 0;
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var D = 0; //distance translated per second
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var R = 50; //turning radius, initial set at pivot z value
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var NR; //Next turning radius on wheel turn
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var A = 4; // axel length
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var L = 4; //distance between wheel pivots
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var r = 1.5; // wheel radius
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var psi, psiRI, psiRO, psFI, psiFO; //wheel rotations
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var phi; //rotation of car when turning
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var F; // frames per second
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/****************************End Variables************************************************/
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/****************************Animation******************************************************/
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scene.registerAfterRender(function() {
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F = engine.getFps();
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if(map[" "] && D < 15 ) {
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D += 1;
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};
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if(D > 0.15) {
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D -= 0.15;
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}
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else {
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D = 0;
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}
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distance = D/F;
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psi = D/(r * F);
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if((map["a"] || map["A"]) && -Math.PI/6 < theta) {
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deltaTheta = -Math.PI/252;
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theta += deltaTheta;
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pivotFI.rotate(BABYLON.Axis.Y, deltaTheta, BABYLON.Space.LOCAL);
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pivotFO.rotate(BABYLON.Axis.Y, deltaTheta, BABYLON.Space.LOCAL);
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if(Math.abs(theta) > 0.00000001) {
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NR = A/2 +L/Math.tan(theta);
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}
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else {
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theta = 0;
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NR = 0;
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}
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pivot.translate(BABYLON.Axis.Z, NR - R, BABYLON.Space.LOCAL);
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carBody.translate(BABYLON.Axis.Z, R - NR, BABYLON.Space.LOCAL);
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R = NR;
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};
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if((map["d"] || map["D"]) && theta < Math.PI/6) {
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deltaTheta = Math.PI/252;
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theta += deltaTheta;
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pivotFI.rotate(BABYLON.Axis.Y, deltaTheta, BABYLON.Space.LOCAL);
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pivotFO.rotate(BABYLON.Axis.Y, deltaTheta, BABYLON.Space.LOCAL);
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if(Math.abs(theta) > 0.00000001) {
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NR = A/2 +L/Math.tan(theta);
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}
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else {
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theta = 0;
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NR = 0;
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}
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pivot.translate(BABYLON.Axis.Z, NR - R, BABYLON.Space.LOCAL);
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carBody.translate(BABYLON.Axis.Z, R - NR, BABYLON.Space.LOCAL);
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R = NR;
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};
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if(D > 0) {
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phi = D/(R * F);
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if(Math.abs(theta)>0) {
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pivot.rotate(BABYLON.Axis.Y, phi, BABYLON.Space.WORLD);
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psiRI = D/(r * F);
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psiRO = D * (R + A)/(r * F);
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psiFI = D * Math.sqrt(R* R + L * L)/(r * F);
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psiFO = D * Math.sqrt((R + A) * (R + A) + L * L)/(r * F);
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wheelFI.rotate(BABYLON.Axis.Y, psiFI, BABYLON.Space.LOCAL);
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wheelFO.rotate(BABYLON.Axis.Y, psiFO, BABYLON.Space.LOCAL);
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wheelRI.rotate(BABYLON.Axis.Y, psiRI, BABYLON.Space.LOCAL);
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wheelRO.rotate(BABYLON.Axis.Y, psiRO, BABYLON.Space.LOCAL);
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}
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else {
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pivot.translate(BABYLON.Axis.X, -distance, BABYLON.Space.LOCAL);
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wheelFI.rotate(BABYLON.Axis.Y, psi, BABYLON.Space.LOCAL);
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wheelFO.rotate(BABYLON.Axis.Y, psi, BABYLON.Space.LOCAL);
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wheelRI.rotate(BABYLON.Axis.Y, psi, BABYLON.Space.LOCAL);
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wheelRO.rotate(BABYLON.Axis.Y, psi, BABYLON.Space.LOCAL);
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}
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}
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});
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/****************************End Animation************************************************/
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return scene;
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}
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// call the createScene function
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var scene = createScene();
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// run the render loop
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engine.runRenderLoop(function(){
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scene.render();
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});
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// the canvas/window resize event handler
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window.addEventListener('resize', function(){
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engine.resize();
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});
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});
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