///
///
///
Physijs.scripts.worker = '../physijs_worker.js';
Physijs.scripts.ammo = 'examples/js/ammo.js';
var initScene, render,
ground_material, car_material, wheel_material, wheel_geometry,
projector, renderer, render_stats, physics_stats, scene, ground_geometry, ground, light, camera,
car: any = {};
initScene = function() {
projector = new THREE.Projector;
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.shadowMapEnabled = true;
renderer.shadowMapSoft = true;
document.getElementById( 'viewport' ).appendChild( renderer.domElement );
render_stats = new Stats();
render_stats.domElement.style.position = 'absolute';
render_stats.domElement.style.top = '0px';
render_stats.domElement.style.zIndex = 100;
document.getElementById( 'viewport' ).appendChild( render_stats.domElement );
physics_stats = new Stats();
physics_stats.domElement.style.position = 'absolute';
physics_stats.domElement.style.top = '50px';
physics_stats.domElement.style.zIndex = 100;
document.getElementById( 'viewport' ).appendChild( physics_stats.domElement );
scene = new Physijs.Scene;
scene.setGravity(new THREE.Vector3( 0, -30, 0 ));
scene.addEventListener(
'update',
function() {
scene.simulate( undefined, 2 );
physics_stats.update();
}
);
camera = new THREE.PerspectiveCamera(
35,
window.innerWidth / window.innerHeight,
1,
1000
);
camera.position.set( 60, 50, 60 );
camera.lookAt( scene.position );
scene.add( camera );
// Light
light = new THREE.DirectionalLight( 0xFFFFFF );
light.position.set( 20, 40, -15 );
light.target.position.copy( scene.position );
light.castShadow = true;
light.shadowCameraLeft = -60;
light.shadowCameraTop = -60;
light.shadowCameraRight = 60;
light.shadowCameraBottom = 60;
light.shadowCameraNear = 20;
light.shadowCameraFar = 200;
light.shadowBias = -.0001
light.shadowMapWidth = light.shadowMapHeight = 2048;
light.shadowDarkness = .7;
scene.add( light );
// Materials
ground_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ map: THREE.ImageUtils.loadTexture( 'images/rocks.jpg' ) }),
.8, // high friction
.4 // low restitution
);
ground_material.map.wrapS = ground_material.map.wrapT = THREE.RepeatWrapping;
ground_material.map.repeat.set( 3, 3 );
// Ground
ground = new Physijs.BoxMesh(
new THREE.BoxGeometry(100, 1, 100),
ground_material,
0 // mass
);
ground.receiveShadow = true;
scene.add( ground );
// Car
car_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ color: 0xff6666 }),
.8, // high friction
.2 // low restitution
);
wheel_material = Physijs.createMaterial(
new THREE.MeshLambertMaterial({ color: 0x444444 }),
.8, // high friction
.5 // medium restitution
);
wheel_geometry = new THREE.CylinderGeometry( 2, 2, 1, 8 );
car.body = new Physijs.BoxMesh(
new THREE.BoxGeometry( 10, 5, 7 ),
car_material,
1000
);
car.body.position.y = 10;
car.body.receiveShadow = car.body.castShadow = true;
scene.add( car.body );
car.wheel_fl = new Physijs.CylinderMesh(
wheel_geometry,
wheel_material,
500
);
car.wheel_fl.rotation.x = Math.PI / 2;
car.wheel_fl.position.set( -3.5, 6.5, 5 );
car.wheel_fl.receiveShadow = car.wheel_fl.castShadow = true;
scene.add( car.wheel_fl );
car.wheel_fl_constraint = new Physijs.DOFConstraint(
car.wheel_fl, car.body, new THREE.Vector3( -3.5, 6.5, 5 )
);
scene.addConstraint( car.wheel_fl_constraint );
car.wheel_fl_constraint.setAngularLowerLimit({ x: 0, y: -Math.PI / 8, z: 1 });
car.wheel_fl_constraint.setAngularUpperLimit({ x: 0, y: Math.PI / 8, z: 0 });
car.wheel_fr = new Physijs.CylinderMesh(
wheel_geometry,
wheel_material,
500
);
car.wheel_fr.rotation.x = Math.PI / 2;
car.wheel_fr.position.set( -3.5, 6.5, -5 );
car.wheel_fr.receiveShadow = car.wheel_fr.castShadow = true;
scene.add( car.wheel_fr );
car.wheel_fr_constraint = new Physijs.DOFConstraint(
car.wheel_fr, car.body, new THREE.Vector3( -3.5, 6.5, -5 )
);
scene.addConstraint( car.wheel_fr_constraint );
car.wheel_fr_constraint.setAngularLowerLimit({ x: 0, y: -Math.PI / 8, z: 1 });
car.wheel_fr_constraint.setAngularUpperLimit({ x: 0, y: Math.PI / 8, z: 0 });
car.wheel_bl = new Physijs.CylinderMesh(
wheel_geometry,
wheel_material,
500
);
car.wheel_bl.rotation.x = Math.PI / 2;
car.wheel_bl.position.set( 3.5, 6.5, 5 );
car.wheel_bl.receiveShadow = car.wheel_bl.castShadow = true;
scene.add( car.wheel_bl );
car.wheel_bl_constraint = new Physijs.DOFConstraint(
car.wheel_bl, car.body, new THREE.Vector3( 3.5, 6.5, 5 )
);
scene.addConstraint( car.wheel_bl_constraint );
car.wheel_bl_constraint.setAngularLowerLimit({ x: 0, y: 0, z: 0 });
car.wheel_bl_constraint.setAngularUpperLimit({ x: 0, y: 0, z: 0 });
car.wheel_br = new Physijs.CylinderMesh(
wheel_geometry,
wheel_material,
500
);
car.wheel_br.rotation.x = Math.PI / 2;
car.wheel_br.position.set( 3.5, 6.5, -5 );
car.wheel_br.receiveShadow = car.wheel_br.castShadow = true;
scene.add( car.wheel_br );
car.wheel_br_constraint = new Physijs.DOFConstraint(
car.wheel_br, car.body, new THREE.Vector3( 3.5, 6.5, -5 )
);
scene.addConstraint( car.wheel_br_constraint );
car.wheel_br_constraint.setAngularLowerLimit({ x: 0, y: 0, z: 0 });
car.wheel_br_constraint.setAngularUpperLimit({ x: 0, y: 0, z: 0 });
document.addEventListener(
'keydown',
function( ev ) {
switch( ev.keyCode ) {
case 37:
// Left
car.wheel_fl_constraint.configureAngularMotor( 1, -Math.PI / 2, Math.PI / 2, 1, 200 );
car.wheel_fr_constraint.configureAngularMotor( 1, -Math.PI / 2, Math.PI / 2, 1, 200 );
car.wheel_fl_constraint.enableAngularMotor( 1 );
car.wheel_fr_constraint.enableAngularMotor( 1 );
break;
case 39:
// Right
car.wheel_fl_constraint.configureAngularMotor( 1, -Math.PI / 2, Math.PI / 2, -1, 200 );
car.wheel_fr_constraint.configureAngularMotor( 1, -Math.PI / 2, Math.PI / 2, -1, 200 );
car.wheel_fl_constraint.enableAngularMotor( 1 );
car.wheel_fr_constraint.enableAngularMotor( 1 );
break;
case 38:
// Up
car.wheel_bl_constraint.configureAngularMotor( 2, 1, 0, 5, 2000 );
car.wheel_br_constraint.configureAngularMotor( 2, 1, 0, 5, 2000 );
car.wheel_bl_constraint.enableAngularMotor( 2 );
car.wheel_br_constraint.enableAngularMotor( 2 );
break;
case 40:
// Down
car.wheel_bl_constraint.configureAngularMotor( 2, 1, 0, -5, 2000 );
car.wheel_br_constraint.configureAngularMotor( 2, 1, 0, -5, 2000 );
car.wheel_bl_constraint.enableAngularMotor( 2 );
//car.wheel_br_constraint.enableAngularMotor( 2 );
break;
}
}
);
document.addEventListener(
'keyup',
function( ev ) {
switch( ev.keyCode ) {
case 37:
// Left
car.wheel_fl_constraint.disableAngularMotor( 1 );
car.wheel_fr_constraint.disableAngularMotor( 1 );
break;
case 39:
// Right
car.wheel_fl_constraint.disableAngularMotor( 1 );
car.wheel_fr_constraint.disableAngularMotor( 1 );
break;
case 38:
// Up
car.wheel_bl_constraint.disableAngularMotor( 2 );
car.wheel_br_constraint.disableAngularMotor( 2 );
break;
case 40:
// Down
car.wheel_bl_constraint.disableAngularMotor( 2 );
car.wheel_br_constraint.disableAngularMotor( 2 );
break;
}
}
);
requestAnimationFrame( render );
scene.simulate();
};
render = function() {
requestAnimationFrame( render );
renderer.render( scene, camera );
render_stats.update();
};
window.onload = initScene;