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<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>3D Car Simulator</title>
    <style>
        body { margin: 0; overflow: hidden; }
        canvas { display: block; }
    </style>
</head>
<body>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/build/three.min.js"></script>
    <script src="https://cdn.jsdelivr.net/npm/[email protected]/examples/js/controls/OrbitControls.js"></script>
    <script>
        // Scene setup
        const scene = new THREE.Scene();
        scene.background = new THREE.Color(0x87CEEB);
        
        // Camera
        const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
        camera.position.set(0, 10, 20);
        
        // Renderer
        const renderer = new THREE.WebGLRenderer({ antialias: true });
        renderer.setSize(window.innerWidth, window.innerHeight);
        renderer.shadowMap.enabled = true;
        document.body.appendChild(renderer.domElement);
        
        // Controls
        const controls = new THREE.OrbitControls(camera, renderer.domElement);
        controls.enableDamping = true;
        controls.dampingFactor = 0.05;
        
        // Lighting
        const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
        scene.add(ambientLight);
        
        const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
        directionalLight.position.set(50, 100, 50);
        directionalLight.castShadow = true;
        directionalLight.shadow.mapSize.width = 2048;
        directionalLight.shadow.mapSize.height = 2048;
        scene.add(directionalLight);
        
        // Ground
        const groundGeometry = new THREE.PlaneGeometry(500, 500);
        const groundMaterial = new THREE.MeshStandardMaterial({ 
            color: 0x4CAF50,
            roughness: 0.8
        });
        const ground = new THREE.Mesh(groundGeometry, groundMaterial);
        ground.rotation.x = -Math.PI / 2;
        ground.receiveShadow = true;
        scene.add(ground);
        
        // Road
        const roadGeometry = new THREE.PlaneGeometry(15, 500);
        const roadMaterial = new THREE.MeshStandardMaterial({ 
            color: 0x333333,
            roughness: 0.9
        });
        const road = new THREE.Mesh(roadGeometry, roadMaterial);
        road.rotation.x = -Math.PI / 2;
        road.position.y = 0.01;
        road.receiveShadow = true;
        scene.add(road);
        
        // Car
        const carGroup = new THREE.Group();
        scene.add(carGroup);
        
        const carBodyGeometry = new THREE.BoxGeometry(5, 1, 2);
        const carBodyMaterial = new THREE.MeshStandardMaterial({ color: 0xFF5722 });
        const carBody = new THREE.Mesh(carBodyGeometry, carBodyMaterial);
        carBody.position.y = 1;
        carBody.castShadow = true;
        carGroup.add(carBody);
        
        const carTopGeometry = new THREE.BoxGeometry(3, 1, 2);
        const carTopMaterial = new THREE.MeshStandardMaterial({ color: 0xE91E63 });
        const carTop = new THREE.Mesh(carTopGeometry, carTopMaterial);
        carTop.position.y = 2;
        carTop.castShadow = true;
        carGroup.add(carTop);
        
        function addWheel(x, z) {
            const wheelGeometry = new THREE.CylinderGeometry(0.5, 0.5, 0.4, 32);
            const wheelMaterial = new THREE.MeshStandardMaterial({ color: 0x212121 });
            const wheel = new THREE.Mesh(wheelGeometry, wheelMaterial);
            wheel.rotation.z = Math.PI / 2;
            wheel.position.set(x, 0.5, z);
            wheel.castShadow = true;
            carGroup.add(wheel);
        }
        
        addWheel(-2, -1);
        addWheel(-2, 1);
        addWheel(2, -1);
        addWheel(2, 1);
        
        // Mountains
        function createMountain() {
            const mountainGroup = new THREE.Group();
            const height = 10 + Math.random() * 20;
            const width = 20 + Math.random() * 30;
            const depth = 20 + Math.random() * 30;
            
            const mountainGeometry = new THREE.ConeGeometry(width, height, 32);
            const mountainMaterial = new THREE.MeshStandardMaterial({ color: 0x795548 });
            const mountain = new THREE.Mesh(mountainGeometry, mountainMaterial);
            mountain.rotation.x = -Math.PI / 2;
            mountain.position.y = height / 2;
            mountain.castShadow = true;
            mountainGroup.add(mountain);
            
            const positionX = -250 + Math.random() * 500;
            const positionZ = -250 + Math.random() * 500;
            mountainGroup.position.set(positionX, 0, positionZ);
            
            return mountainGroup;
        }
        
        for (let i = 0; i < 15; i++) {
            scene.add(createMountain());
        }
        
        // Trees
        function createTree() {
            const treeGroup = new THREE.Group();
            
            const trunkGeometry = new THREE.CylinderGeometry(0.3, 0.5, 5);
            const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x5D4037 });
            const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
            trunk.position.y = 2.5;
            trunk.castShadow = true;
            treeGroup.add(trunk);
            
            const leavesGeometry = new THREE.ConeGeometry(2, 4, 8);
            const leavesMaterial = new THREE.MeshStandardMaterial({ color: 0x2E7D32 });
            const leaves = new THREE.Mesh(leavesGeometry, leavesMaterial);
            leaves.position.y = 6;
            leaves.castShadow = true;
            treeGroup.add(leaves);
            
            const positionX = -200 + Math.random() * 400;
            const positionZ = -200 + Math.random() * 400;
            treeGroup.position.set(positionX, 0, positionZ);
            
            return treeGroup;
        }
        
        for (let i = 0; i < 30; i++) {
            scene.add(createTree());
        }
        
        // Clouds
        function createCloud() {
            const cloudGroup = new THREE.Group();
            
            for (let i = 0; i < 3; i++) {
                const cloudGeometry = new THREE.SphereGeometry(2.5 + Math.random() * 2, 16, 16);
                const cloudMaterial = new THREE.MeshStandardMaterial({ color: 0xffffff });
                const cloud = new THREE.Mesh(cloudGeometry, cloudMaterial);
                cloud.position.set(
                    -3 + Math.random() * 6,
                    -2 + Math.random() * 4,
                    -3 + Math.random() * 6
                );
                cloud.castShadow = true;
                cloudGroup.add(cloud);
            }
            
            const positionX = -200 + Math.random() * 400;
            const positionZ = -200 + Math.random() * 400;
            const positionY = 20 + Math.random() * 30;
            cloudGroup.position.set(positionX, positionY, positionZ);
            
            return cloudGroup;
        }
        
        for (let i = 0; i < 10; i++) {
            scene.add(createCloud());
        }
        
        // Train
        const trainGroup = new THREE.Group();
        scene.add(trainGroup);
        
        function createTrainCar() {
            const carGroup = new THREE.Group();
            
            const carGeometry = new THREE.BoxGeometry(5, 3, 8);
            const carMaterial = new THREE.MeshStandardMaterial({ color: 0x2196F3 });
            const car = new THREE.Mesh(carGeometry, carMaterial);
            car.position.y = 1.5;
            car.castShadow = true;
            carGroup.add(car);
            
            const wheelGeometry = new THREE.CylinderGeometry(0.8, 0.8, 1, 32);
            const wheelMaterial = new THREE.MeshStandardMaterial({ color: 0x212121 });
            
            const wheelFL = new THREE.Mesh(wheelGeometry, wheelMaterial);
            wheelFL.rotation.z = Math.PI / 2;
            wheelFL.position.set(-2.5, 0.8, 3);
            wheelFL.castShadow = true;
            carGroup.add(wheelFL);
            
            const wheelFR = new THREE.Mesh(wheelGeometry, wheelMaterial);
            wheelFR.rotation.z = Math.PI / 2;
            wheelFR.position.set(2.5, 0.8, 3);
            wheelFR.castShadow = true;
            carGroup.add(wheelFR);
            
            const wheelBL = new THREE.Mesh(wheelGeometry, wheelMaterial);
            wheelBL.rotation.z = Math.PI / 2;
            wheelBL.position.set(-2.5, 0.8, -3);
            wheelBL.castShadow = true;
            carGroup.add(wheelBL);
            
            const wheelBR = new THREE.Mesh(wheelGeometry, wheelMaterial);
            wheelBR.rotation.z = Math.PI / 2;
            wheelBR.position.set(2.5, 0.8, -3);
            wheelBR.castShadow = true;
            carGroup.add(wheelBR);
            
            return carGroup;
        }
        
        // Train tracks
        const trackRadius = 100;
        for (let i = 0; i < 64; i++) {
            const angle = (i / 64) * Math.PI * 2;
            const x = Math.cos(angle) * trackRadius;
            const z = Math.sin(angle) * trackRadius;
            
            const trackGeometry = new THREE.BoxGeometry(5, 0.2, 1);
            const trackMaterial = new THREE.MeshStandardMaterial({ color: 0x212121 });
            const track = new THREE.Mesh(trackGeometry, trackMaterial);
            track.position.set(x, 0.02, z);
            track.rotation.y = angle;
            track.receiveShadow = true;
            scene.add(track);
            
            if (i % 8 === 0) {
                const sleeperGeometry = new THREE.BoxGeometry(0.5, 0.5, 3);
                const sleeperMaterial = new THREE.MeshStandardMaterial({ color: 0x795548 });
                const sleeper = new THREE.Mesh(sleeperGeometry, sleeperMaterial);
                sleeper.position.set(x, 0.02, z);
                sleeper.receiveShadow = true;
                scene.add(sleeper);
            }
        }
        
        // Create train with multiple cars
        for (let i = 0; i < 4; i++) {
            const trainCar = createTrainCar();
            trainCar.position.z = -i * 8;
            trainGroup.add(trainCar);
        }
        
        // Move car forward with keyboard
        const keys = {};
        document.addEventListener('keydown', (e) => { keys[e.code] = true; });
        document.addEventListener('keyup', (e) => { keys[e.code] = false; });
        
        // Animation
        let trainAngle = 0;
        
        function animate() {
            requestAnimationFrame(animate);
            
            // Car movement
            if (keys['ArrowUp']) {
                carGroup.position.z -= 0.2;
            }
            if (keys['ArrowDown']) {
                carGroup.position.z += 0.2;
            }
            if (keys['ArrowLeft']) {
                carGroup.rotation.y += 0.05;
            }
            if (keys['ArrowRight']) {
                carGroup.rotation.y -= 0.05;
            }
            
            // Train movement
            trainAngle += 0.005;
            trainGroup.position.x = Math.cos(trainAngle) * trackRadius;
            trainGroup.position.z = Math.sin(trainAngle) * trackRadius;
            trainGroup.rotation.y = -trainAngle + Math.PI / 2;
            
            // Update camera to follow car
            const carDirection = new THREE.Vector3();
            carGroup.getWorldDirection(carDirection);
            carDirection.multiplyScalar(-10);
            
            const carPosition = carGroup.position.clone();
            carPosition.y += 5;
            
            camera.position.lerp(carPosition.clone().add(carDirection), 0.1);
            camera.lookAt(carPosition);
            
            controls.update();
            renderer.render(scene, camera);
        }
        
        // Handle window resize
        window.addEventListener('resize', () => {
            camera.aspect = window.innerWidth / window.innerHeight;
            camera.updateProjectionMatrix();
            renderer.setSize(window.innerWidth, window.innerHeight);
        });
        
        animate();
    </script>
</body>
</html>