Update index.html
Browse files- index.html +176 -87
index.html
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@@ -3,11 +3,12 @@
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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">
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<title>Three.js Flight Simulator</title>
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<style>
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body { margin: 0; background-color: #
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canvas { display: block; }
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#controls { position: absolute; top: 10px; left: 10px; background: rgba(255,255,255,0.7); padding: 10px; font-family: monospace; }
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</style>
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</head>
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<body>
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<b>Flight Simulator Controls:</b><br>
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W / ↑ : Pitch Up (Climb)<br>
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S / ↓ : Pitch Down (Dive)<br>
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A / ← : Yaw Left (Turn Left)<br>
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D / → : Yaw Right (Turn Right)<br>
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Q / E : Roll Left
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↑↑ Speed up (
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↓↓ Slow down (
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Mouse Look (
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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//
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let scene = new THREE.Scene();
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scene.background = new THREE.Color(0x87CEEB); // Sky blue
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// Camera = our eyes in the plane
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let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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//
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let
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//
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let groundGeom = new THREE.PlaneGeometry(
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let
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let ground = new THREE.Mesh(groundGeom, groundMat);
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ground.rotation.x = -Math.PI / 2;
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ground.
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scene.add(ground);
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//
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let planeGeom = new THREE.
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]);
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let
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let
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let
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scene.add(ambientLight);
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let dirLight = new THREE.DirectionalLight(0xFFFFFF, 0.8);
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dirLight.position.set(
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scene.add(dirLight);
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//
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let
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let maxSpeed = 0.2;
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let minSpeed = 0.01;
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//
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let
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let
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let
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//
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let keys = {
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w: false, s: false, a: false, d: false, q: false, e: false
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};
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// Handle key presses
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document.addEventListener('keydown', (e) => {
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switch (e.key) {
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case 'w': case 'ArrowUp': keys.w = true; break;
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}
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});
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//
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document.addEventListener('mousedown', (e) => {
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mouseDown = true;
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lastMouseX = e.clientX;
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@@ -130,43 +192,70 @@ document.addEventListener('mousemove', (e) => {
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let dy = e.clientY - lastMouseY;
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yaw -= dx * sensitivity;
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pitch -= dy * sensitivity;
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pitch = Math.max(-Math.PI/2, Math.min(Math.PI/2, pitch));
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lastMouseX = e.clientX;
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lastMouseY = e.clientY;
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}
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});
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//
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function animate() {
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requestAnimationFrame(animate);
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//
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if (
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// Limit angles
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pitch = Math.max(-Math.PI/
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roll = Math.max(-Math.PI/4, Math.min(Math.PI/4, roll));
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//
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plane.rotation.x = pitch;
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plane.rotation.y = yaw;
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//
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renderer.render(scene, camera);
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}
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animate();
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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">
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<title>Enhanced Three.js Flight Simulator</title>
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<style>
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body { margin: 0; background-color: #000; overflow: hidden; }
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canvas { display: block; }
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#controls { position: absolute; top: 10px; left: 10px; background: rgba(255,255,255,0.7); padding: 10px; font-family: monospace; font-size: 14px; }
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#instruments { position: absolute; top: 10px; right: 10px; background: rgba(0,0,0,0.7); color: #0F0; padding: 10px; font-family: monospace; font-size: 14px; }
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</style>
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</head>
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<body>
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<b>Flight Simulator Controls:</b><br>
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W / ↑ : Pitch Up (Climb)<br>
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S / ↓ : Pitch Down (Dive)<br>
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A / ← : Yaw Left (Turn Left, but use roll for real turns)<br>
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D / → : Yaw Right (Turn Right, but use roll for real turns)<br>
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Q / E : Roll Left/Right (Bank for turns)<br>
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↑↑ Speed up (gradually)<br>
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↓↓ Slow down (gradually)<br>
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Mouse Look (drag to change view direction)
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</div>
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<div id="instruments">
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<b>Flight Instruments:</b><br>
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Alt: <span id="altimeter">0 ft</span><br>
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Airspeed: <span id="airspeed">0 kts</span><br>
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Heading: <span id="heading">0°</span>
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</div>
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<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
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<script>
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// Scene
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let scene = new THREE.Scene();
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// Skybox (gradient sky)
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let skyGeom = new THREE.SphereGeometry(500, 32, 32);
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let skyMat = new THREE.ShaderMaterial({
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vertexShader: `
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varying vec3 vWorldPosition;
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void main() {
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vec4 worldPosition = modelMatrix * vec4(position, 1.0);
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vWorldPosition = worldPosition.xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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varying vec3 vWorldPosition;
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void main() {
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float heightFactor = (vWorldPosition.y + 250.0) / 500.0;
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heightFactor = clamp(heightFactor, 0.0, 1.0);
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vec3 topColor = vec3(0.1, 0.4, 0.8); // Light blue
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vec3 bottomColor = vec3(0.8, 0.6, 0.2); // Light brown
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gl_FragColor = vec4(mix(bottomColor, topColor, heightFactor), 1.0);
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}
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`,
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side: THREE.BackSide
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});
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let sky = new THREE.Mesh(skyGeom, skyMat);
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scene.add(sky);
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// Ground (simple hills)
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let groundGeom = new THREE.PlaneGeometry(200, 200, 64, 64);
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for (let i = 0; i < groundGeom.attributes.position.count; i++) {
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let x = groundGeom.attributes.position.getX(i);
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let z = groundGeom.attributes.position.getZ(i);
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let y = Math.sin(x * 0.1) * Math.cos(z * 0.1) * 5.0; // Simple hills
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groundGeom.attributes.position.setY(i, y);
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}
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let groundMat = new THREE.MeshLambertMaterial({ color: 0x228B22 }); // Forest green
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let ground = new THREE.Mesh(groundGeom, groundMat);
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ground.rotation.x = -Math.PI / 2;
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ground.receiveShadow = true;
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scene.add(ground);
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// Airplane (slightly nicer mesh)
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let planeGeom = new THREE.Group();
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let fuselageGeom = new THREE.BoxGeometry(2, 0.4, 6);
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let fuselageMat = new THREE.MeshLambertMaterial({ color: 0xFFFFFF });
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let fuselage = new THREE.Mesh(fuselageGeom, fuselageMat);
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fuselage.castShadow = true;
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let wingGeom = new THREE.BufferGeometry();
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const wingVertices = new Float32Array([
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-2, 0, 1, 2, 0, 1, 2, 0, -2,
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-2, 0, 1, 2, 0, -2, -2, 0, -2,
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]);
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let posAttr = new THREE.BufferAttribute(wingVertices, 3);
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wingGeom.setAttribute('position', posAttr);
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let wingMat = new THREE.MeshLambertMaterial({ color: 0xFFFFFF });
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let wingLeft = new THREE.Mesh(wingGeom, wingMat);
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wingLeft.position.x = -0.5;
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wingLeft.castShadow = true;
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let wingRight = wingLeft.clone();
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wingRight.position.x = 0.5;
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let tailGeom = new THREE.BufferGeometry();
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const tailVertices = new Float32Array([
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0, 0.5, -3, -0.5, 0, -3, 0.5, 0, -3
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]);
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let tailAttr = new THREE.BufferAttribute(tailVertices, 3);
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tailGeom.setAttribute('position', tailAttr);
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let tailMat = new THREE.MeshLambertMaterial({ color: 0xFFFFFF });
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let tail = new THREE.Mesh(tailGeom, tailMat);
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tail.castShadow = true;
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planeGeom.add(fuselage);
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planeGeom.add(wingLeft);
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planeGeom.add(wingRight);
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planeGeom.add(tail);
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scene.add(planeGeom);
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// Camera
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let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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planeGeom.add(camera);
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camera.position.y = 1.5;
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camera.position.z = 2;
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// Lighting
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let ambientLight = new THREE.AmbientLight(0x333333);
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scene.add(ambientLight);
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let dirLight = new THREE.DirectionalLight(0xFFFFFF, 0.8);
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dirLight.position.set(10, 20, 10);
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dirLight.castShadow = true;
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dirLight.shadow.mapSize.width = 2048;
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dirLight.shadow.mapSize.height = 2048;
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dirLight.shadow.camera.near = 1;
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dirLight.shadow.camera.far = 100;
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scene.add(dirLight);
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// Renderer
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let renderer = new THREE.WebGLRenderer({ antialias: true });
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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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// Flight dynamics
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let pitch = 0; // radians
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let yaw = 0;
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let roll = 0;
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let velocity = new THREE.Vector3(0, 0, 0); // m/s
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let airspeed = 0; // knots
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let altitude = 0; // meters
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let heading = 0; // degrees
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let liftForce = 0;
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let dragForce = 0;
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let gravity = new THREE.Vector3(0, -9.81, 0); // m/s²
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let mass = 1000; // kg (just a number)
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let wingLiftCoefficient = 10.0; // Made-up lift coeff
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let dragCoefficient = 0.5; // Parasitic drag
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let maxStallAngle = Math.PI / 6; // 30 degrees
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// Controls state
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let keys = {
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w: false, s: false, a: false, d: false, q: false, e: false
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};
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document.addEventListener('keydown', (e) => {
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switch (e.key) {
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case 'w': case 'ArrowUp': keys.w = true; break;
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}
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});
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// Mouse look
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let mouseDown = false;
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let lastMouseX, lastMouseY;
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let sensitivity = 0.005;
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document.addEventListener('mousedown', (e) => {
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mouseDown = true;
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lastMouseX = e.clientX;
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let dy = e.clientY - lastMouseY;
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yaw -= dx * sensitivity;
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pitch -= dy * sensitivity;
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pitch = Math.max(-Math.PI/2, Math.min(Math.PI/2, pitch));
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lastMouseX = e.clientX;
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lastMouseY = e.clientY;
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}
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});
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// Update instruments display
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function updateInstruments() {
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document.getElementById('altimeter').innerText = Math.round(altitude * 3.28084) + ' ft'; // meters to feet
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document.getElementById('airspeed').innerText = Math.round(airspeed) + ' kts';
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document.getElementById('heading').innerText = Math.round(THREE.Math.radToDeg(yaw)) % 360 + '°';
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}
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// Main loop
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function animate() {
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requestAnimationFrame(animate);
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// Aerodynamics
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let velocityDir = new THREE.Vector3(0, 0, -1); // Plane's forward in local space
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velocityDir.applyQuaternion(planeGeom.quaternion).normalize();
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airspeed = velocity.length() * 1.94384; // m/s to knots (approx)
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let angleOfAttack = Math.acos(velocityDir.dot(new THREE.Vector3(0, 1, 0).applyQuaternion(planeGeom.quaternion)));
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liftForce = wingLiftCoefficient * airspeed * airspeed * Math.sin(angleOfAttack);
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if (angleOfAttack > maxStallAngle) liftForce *= (1 - (angleOfAttack - maxStallAngle) / (Math.PI / 2 - maxStallAngle)); // Stall
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dragForce = dragCoefficient * airspeed * airspeed;
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// Forces
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let lift = new THREE.Vector3(0, liftForce, 0).applyQuaternion(planeGeom.quaternion); // Lift always perpendicular to wings
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let drag = velocityDir.clone().multiplyScalar(-dragForce);
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let totalForce = new THREE.Vector3().add(gravity).add(lift).add(drag).divideScalar(mass);
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// Update velocity & position (Verlet-ish integration)
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| 227 |
+
velocity.add(totalForce.multiplyScalar(1/60)); // dt ~= 1/60s
|
| 228 |
+
planeGeom.position.add(velocity.clone().multiplyScalar(1/60));
|
| 229 |
+
|
| 230 |
+
// Collision with ground (very crude)
|
| 231 |
+
altitude = planeGeom.position.y - groundGeom.attributes.position.getY(0); // approx
|
| 232 |
+
if (altitude < 0) {
|
| 233 |
+
planeGeom.position.y += -altitude; // push back up
|
| 234 |
+
velocity.y = Math.max(0, velocity.y * 0.8); // dampen bounce
|
| 235 |
+
}
|
| 236 |
+
|
| 237 |
+
// Controls
|
| 238 |
+
if (keys.w) pitch -= 0.005;
|
| 239 |
+
if (keys.s) pitch += 0.005;
|
| 240 |
+
if (keys.a) yaw -= 0.01;
|
| 241 |
+
if (keys.d) yaw += 0.01;
|
| 242 |
+
if (keys.q) roll -= 0.02;
|
| 243 |
+
if (keys.e) roll += 0.02;
|
| 244 |
|
| 245 |
// Limit angles
|
| 246 |
+
pitch = Math.max(-Math.PI/3, Math.min(Math.PI/4, pitch)); // less extreme pitch
|
| 247 |
roll = Math.max(-Math.PI/4, Math.min(Math.PI/4, roll));
|
| 248 |
|
| 249 |
+
// Apply rotations (order matters)
|
| 250 |
+
planeGeom.rotation.order = 'ZXY'; // Roll, Pitch, Yaw (aviation standard)
|
| 251 |
+
planeGeom.rotation.z = roll;
|
| 252 |
+
planeGeom.rotation.x = pitch;
|
| 253 |
+
planeGeom.rotation.y = yaw;
|
|
|
|
|
|
|
| 254 |
|
| 255 |
+
// Update camera direction (following plane's rotation)
|
| 256 |
+
heading = THREE.Math.radToDeg(yaw) % 360;
|
| 257 |
|
| 258 |
+
updateInstruments();
|
| 259 |
renderer.render(scene, camera);
|
| 260 |
}
|
| 261 |
animate();
|