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Villard PierreFrederic
webgl25
Commits
41c88a92
Commit
41c88a92
authored
4 months ago
by
Thomas KANY
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ajout voiture et fin foret
parent
52f7c0d3
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ALVARIZA-BILLAR_DESERT_KANY/car.obj
+15281
-0
15281 additions, 0 deletions
ALVARIZA-BILLAR_DESERT_KANY/car.obj
ALVARIZA-BILLAR_DESERT_KANY/projet.js
+62
-82
62 additions, 82 deletions
ALVARIZA-BILLAR_DESERT_KANY/projet.js
with
15343 additions
and
82 deletions
ALVARIZA-BILLAR_DESERT_KANY/car.obj
0 → 100644
+
15281
−
0
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41c88a92
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ALVARIZA-BILLAR_DESERT_KANY/projet.js
+
62
−
82
View file @
41c88a92
...
...
@@ -5,26 +5,21 @@
/*global THREE, $ */
import
*
as
THREE
from
'
three
'
;
import
{
OBJLoader
}
from
'
three/addons/loaders/OBJLoader.js
'
;
import
{
OrbitControls
}
from
'
three/addons/controls/OrbitControls.js
'
;
import
{
OBJLoader
}
from
'
three/addons/loaders/OBJLoader.js
'
;
import
{
OrbitControls
}
from
'
three/addons/controls/OrbitControls.js
'
;
import
*
as
dat
from
'
https://cdn.jsdelivr.net/npm/dat.gui@0.7.9/build/dat.gui.module.js
'
;
import
{
MTLLoader
}
from
'
three/addons/loaders/MTLLoader.js
'
;
import
{
MTLLoader
}
from
'
three/addons/loaders/MTLLoader.js
'
;
window
.
scene
=
new
THREE
.
Scene
();
// Variables globales
var
camera
,
renderer
;
var
cameraControls
;
var
bevelRadius
=
1.9
;
var
clock
=
new
THREE
.
Clock
();
var
cylinder
,
sphere
,
cube
;
var
beton
;
// var controls = {
// rotationY: Math.PI / 1 // valeur par défaut
// }
var
car
;
window
.
carSpeed
=
50
;
window
.
carMoving
=
true
;
function
fillScene
()
{
scene
=
new
THREE
.
Scene
();
...
...
@@ -41,47 +36,43 @@ function fillScene() {
// GROUND
var
texture
=
new
THREE
.
TextureLoader
();
var
grassTexture
=
texture
.
load
(
'
textures/grass.png
'
);
grassTexture
.
wrapS
=
THREE
.
RepeatWrapping
;
grassTexture
.
wrapT
=
THREE
.
RepeatWrapping
;
grassTexture
.
repeat
.
set
(
10
,
10
);
var
solidGround
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
100000
,
100000
,
1000
,
1000
),
new
THREE
.
MeshLambertMaterial
({
map
:
grassTexture
})
new
THREE
.
MeshLambertMaterial
({
map
:
grassTexture
})
);
solidGround
.
rotation
.
x
=
-
Math
.
PI
/
2
;
scene
.
add
(
solidGround
);
scene
.
background
=
new
THREE
.
CubeTextureLoader
()
.
setPath
(
'
textures/skybox/
'
)
.
load
([
'
px.jpg
'
,
'
nx.jpg
'
,
'
py.jpg
'
,
'
ny.jpg
'
,
'
pz.jpg
'
,
'
nz.jpg
'
]);
//
Ajouter la route
//
ROUTE
var
roadTexture
=
texture
.
load
(
'
textures/road.jpg
'
);
roadTexture
.
wrapS
=
THREE
.
RepeatWrapping
;
roadTexture
.
wrapT
=
THREE
.
RepeatWrapping
;
roadTexture
.
repeat
.
set
(
1
,
10
);
var
road
=
new
THREE
.
Mesh
(
new
THREE
.
PlaneGeometry
(
2000
,
2
0000
),
new
THREE
.
MeshLambertMaterial
({
map
:
roadTexture
})
new
THREE
.
PlaneGeometry
(
2000
,
10
0000
),
new
THREE
.
MeshLambertMaterial
({
map
:
roadTexture
})
);
road
.
rotation
.
x
=
-
Math
.
PI
/
2
;
road
.
position
.
y
=
20
;
road
.
position
.
z
=
20
;
road
.
position
.
y
=
10
;
road
.
position
.
z
=
10
;
scene
.
add
(
road
);
// Ajouter une dalle de béton
// DALLE DE BÉTON
var
betonTexture
=
texture
.
load
(
'
textures/beton.jpg
'
);
betonTexture
.
wrapS
=
THREE
.
RepeatWrapping
;
betonTexture
.
wrapT
=
THREE
.
RepeatWrapping
;
betonTexture
.
repeat
.
set
(
1
,
1
);
var
betonMaterial
=
new
THREE
.
MeshLambertMaterial
({
map
:
betonTexture
});
var
betonMaterial
=
new
THREE
.
MeshLambertMaterial
({
map
:
betonTexture
});
beton
=
new
THREE
.
Mesh
(
new
THREE
.
BoxGeometry
(
5000
,
350
,
5000
),
...
...
@@ -89,81 +80,75 @@ function fillScene() {
);
beton
.
position
.
set
(
-
5000
,
0
,
2000
);
beton
.
rotation
.
y
=
0.46
;
scene
.
add
(
beton
);
// Ajouter les arbres
new
MTLLoader
()
.
load
(
'
tree_bonus.mtl
'
,
function
(
materials
)
{
materials
.
preload
();
new
OBJLoader
()
.
setMaterials
(
materials
)
.
load
(
'
tree_bonus.obj
'
,
function
(
object
)
{
// Colorer l'arbre en vert sapin et enlever le reflet blanc
object
.
traverse
(
function
(
child
)
{
if
(
child
.
isMesh
)
{
child
.
material
=
new
THREE
.
MeshLambertMaterial
({
color
:
0x
228B22
});
// Vert sapin
child
.
material
=
new
THREE
.
MeshLambertMaterial
({
color
:
0x
006600
});
}
});
// Créer un rectangle de sapins à gauche de la route
var
numTreesX
=
20
;
// Nombre de sapins sur l'axe X
var
numTreesZ
=
100
;
// Nombre de sapins sur l'axe Z
var
spacingX
=
2000
;
// Espacement entre les sapins sur l'axe X
var
spacingZ
=
1000
;
// Espacement entre les sapins sur l'axe Z
var
startX
=
3000
;
// Position de départ sur l'axe X
var
startZ
=
-
50000
;
// Position de départ sur l'axe Z
// Position de départ sur l'axe Z pour déplacer les arbres plus au sud
// Arbres à gauche de la route
var
numTreesX
=
23
,
numTreesZ
=
100
,
spacingX
=
2000
,
spacingZ
=
1000
,
startX
=
3000
,
startZ
=
-
50000
;
for
(
var
x
=
0
;
x
<
numTreesX
;
x
++
)
{
for
(
var
z
=
0
;
z
<
numTreesZ
;
z
++
)
{
var
tree
=
object
.
clone
();
tree
.
position
.
set
(
startX
+
x
*
spacingX
,
0
,
startZ
+
z
*
spacingZ
);
tree
.
position
.
set
(
startX
+
x
*
spacingX
+
Math
.
random
()
*
spacingX
,
0
,
startZ
+
z
*
spacingZ
+
Math
.
random
()
*
spacingZ
);
tree
.
scale
.
setScalar
(
400
);
scene
.
add
(
tree
);
}
}
// Créer plusieurs cercles de sapins
var
numCircles
=
10
;
// Nombre de cercles
var
initialRadius
=
10000
;
// Rayon initial du cercle
var
radiusIncrement
=
2000
;
// Incrément du rayon pour chaque cercle
var
numTrees
=
40
;
// Nombre de sapins par cercle
for
(
var
j
=
0
;
j
<
numCircles
;
j
++
)
{
var
radius
=
initialRadius
+
j
*
radiusIncrement
;
for
(
var
i
=
0
;
i
<
numTrees
;
i
++
)
{
var
angle
=
(
i
/
numTrees
)
*
Math
.
PI
*
2
;
// Arbres à droite de la route
var
numTreesX
=
20
,
numTreesZ
=
100
,
spacingX
=
2000
,
spacingZ
=
1000
,
startX
=
3000
,
startZ
=
-
50000
;
startX
=
-
7000
;
for
(
var
x
=
0
;
x
<
numTreesX
;
x
++
)
{
for
(
var
z
=
0
;
z
<
numTreesZ
;
z
++
)
{
var
tree
=
object
.
clone
();
tree
.
position
.
set
(
Math
.
cos
(
angle
)
*
radius
,
0
,
Math
.
sin
(
angle
)
*
radius
);
tree
.
position
.
set
(
startX
-
x
*
spacingX
-
4000
+
Math
.
random
()
*
spacingX
,
0
,
startZ
+
z
*
spacingZ
+
Math
.
random
()
*
spacingZ
);
tree
.
scale
.
setScalar
(
400
);
scene
.
add
(
tree
);
}
}
});
});
}
loadCar
();
}
// Charger la voiture
function
loadCar
()
{
new
OBJLoader
().
load
(
'
car.obj
'
,
function
(
object
)
{
car
=
object
;
car
.
scale
.
setScalar
(
200
);
car
.
position
.
set
(
0
,
30
,
-
9000
);
car
.
rotation
.
y
=
0
;
car
.
traverse
(
function
(
child
)
{
if
(
child
.
isMesh
)
{
child
.
material
=
new
THREE
.
MeshStandardMaterial
({
color
:
0xff0000
});
}
});
scene
.
add
(
car
);
});
}
function
init
()
{
var
canvasWidth
=
846
;
var
canvasWidth
=
846
;
var
canvasHeight
=
494
;
var
canvasRatio
=
canvasWidth
/
canvasHeight
;
// RENDERER
renderer
=
new
THREE
.
WebGLRenderer
({
antialias
:
true
});
renderer
.
gammaInput
=
true
;
renderer
.
gammaOutput
=
true
;
renderer
=
new
THREE
.
WebGLRenderer
({
antialias
:
true
});
renderer
.
setSize
(
canvasWidth
,
canvasHeight
);
renderer
.
setClearColor
(
0xAAAAAA
,
1.0
);
...
...
@@ -178,28 +163,24 @@ function init() {
cameraControls
=
new
OrbitControls
(
camera
,
renderer
.
domElement
);
cameraControls
.
target
.
set
(
0
,
270
,
0
);
// GUI
var
gui
=
new
dat
.
GUI
();
// Slider pour la rotation de la dalle de béton
// gui.add(controls, 'rotationY', 0, Math.PI * 2).step(0.01).name('Rotation Y').onChange(function (value) {
// if (beton) {
// beton.rotation.y = value;
// }
// });
}
function
addToDOM
()
{
var
container
=
document
.
getElementById
(
'
webGL
'
);
var
canvas
=
container
.
getElementsByTagName
(
'
canvas
'
);
if
(
canvas
.
length
>
0
)
{
container
.
removeChild
(
canvas
[
0
]);
}
container
.
appendChild
(
renderer
.
domElement
);
gui
.
add
(
window
,
'
carSpeed
'
,
10
,
200
).
step
(
5
).
name
(
'
Vitesse f1
'
);
gui
.
add
(
window
,
'
carMoving
'
).
name
(
'
f1 on/off
'
);
}
function
animate
()
{
window
.
requestAnimationFrame
(
animate
);
if
(
car
&&
window
.
carMoving
)
{
car
.
position
.
z
+=
window
.
carSpeed
;
// Avance sur l'axe Z
// Repositionner la voiture au début quand elle sort de la route
if
(
car
.
position
.
z
>
50000
)
{
car
.
position
.
z
=
-
50000
;
}
}
render
();
}
...
...
@@ -212,9 +193,8 @@ function render() {
try
{
init
();
fillScene
();
addToDOM
();
animate
();
}
catch
(
e
)
{
var
errorReport
=
"
Your program encountered an unrecoverable error, can not draw on canvas. Error was:<br/><br/>
"
;
$
(
'
#webGL
'
).
append
(
errorReport
+
e
);
}
\ No newline at end of file
}
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