Update index.html
Browse files- index.html +145 -180
index.html
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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>
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<style>
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body { margin: 0; background-color: #87CEEB; overflow: hidden; }
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canvas { display: block; }
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</style>
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</head>
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<body>
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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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let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
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let renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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//
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let
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let
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//
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color: 0xffffff,
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opacity: Math.random() * 0.3 + 0.2,
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transparent: true,
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map: new THREE.CanvasTexture((function(){
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let c = document.createElement('canvas'), ctx = c.getContext('2d');
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c.width = c.height = 64;
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ctx.fillStyle = 'white';
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ctx.beginPath(); ctx.arc(32, 32, 28, 0, Math.PI * 2); ctx.fill();
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// make edges puffy/feathered
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let gd = ctx.createRadialGradient(32, 32, 10, 32, 32, 28);
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gd.addColorStop(0, 'rgba(255,255,255,1)');
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gd.addColorStop(0.7, 'rgba(255,255,255,0.3)');
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gd.addColorStop(1, 'rgba(255,255,255,0)');
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ctx.fillStyle = gd;
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ctx.fillRect(0, 0, 64, 64);
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return c;
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})())
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});
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let cloud = new THREE.Mesh(cloudGeo, cloudMat);
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cloud.position.set(x, y, z);
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scene.add(cloud);
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return cloud;
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}
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let clouds = [];
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for (let i = 0; i < 10; i++) clouds.push(makeCloud(Math.random() * 200 - 100, 30 + Math.random() * 10, Math.random() * 200 - 100));
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// MOUNTAINS (simple low-poly with vertex colors)
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let mountainGeom = new THREE.BufferGeometry();
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let mVerts = new Float32Array([
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0, 0, 0,
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50, 0, 0,
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25, 40, 0,
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50, 0, 0,
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100, 0, 0,
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75, 40, 0,
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0, 0, 0,
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0, 0, 50,
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25, 40, 25,
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100, 0, 0,
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100, 0, 50,
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75, 40, 25,
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]);
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let mColors = new Float32Array([
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0.5, 0.4, 0.3, // brown base
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0.5, 0.4, 0.3,
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0.7, 0.6, 0.5, // beige peak
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0.5, 0.4, 0.3,
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0.5, 0.4, 0.3,
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0.7, 0.6, 0.5,
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0.5, 0.4, 0.3,
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0.5, 0.4, 0.3,
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0.7, 0.6, 0.5,
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0.5, 0.4, 0.3,
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0.5, 0.4, 0.3,
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0.7, 0.6, 0.5,
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]);
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let
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let
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// ROAD (just a long thin plane)
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let roadGeom = new THREE.PlaneGeometry(200, 10);
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let roadMat = new THREE.MeshBasicMaterial({ color: 0x444444 });
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let road = new THREE.Mesh(roadGeom, roadMat);
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road.rotation.x = -Math.PI / 2; // flat on ground
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road.position.y = -0.1; // under car wheels
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scene.add(road);
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// TREES (simple green cones)
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function makeTree(x, z) {
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let treeGeo = new THREE.ConeGeometry(4, 10);
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let treeMat = new THREE.MeshBasicMaterial({ color: 0x228B22 }); // forestgreen
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let tree = new THREE.Mesh(treeGeo, treeMat);
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tree.position.set(x, 5, z); // half-height up so it sits on ground
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scene.add(tree);
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// quick 'n' dirty trunk
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let trunkGeo = new THREE.CylinderGeometry(1, 1, 2);
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let trunkMat = new THREE.MeshBasicMaterial({ color: 0x964B00 }); // brown
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let trunk = new THREE.Mesh(trunkGeo, trunkMat);
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trunk.position.set(x, 1, z);
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scene.add(trunk);
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}
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for (let i = -5; i <= 5; i++) {
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makeTree(i * 15, -50); // left side trees
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makeTree(i * 15, 50); // right side trees
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}
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//
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let
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let
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let
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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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//
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camera
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camera.lookAt(car.position.x, 2, car.position.z); // look at car
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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>Three.js Flight Simulator</title>
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<style>
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body { margin: 0; background-color: #87CEEB; 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; }
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</style>
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</head>
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<body>
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<div id="controls">
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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 / Right (Bank)<br>
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↑↑ Speed up (W pressed faster)<br>
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↓↓ Slow down (S pressed slower)<br>
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Mouse Look (move mouse to look around)
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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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// Our scene
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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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// Renderer
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let renderer = new THREE.WebGLRenderer();
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renderer.setSize(window.innerWidth, window.innerHeight);
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document.body.appendChild(renderer.domElement);
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// Simple ground (big plane)
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let groundGeom = new THREE.PlaneGeometry(100, 100);
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let groundMat = new THREE.MeshLambertMaterial({ color: 0x32CD32 }); // Lime green
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let ground = new THREE.Mesh(groundGeom, groundMat);
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ground.rotation.x = -Math.PI / 2; // Lay it flat
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ground.position.y = -2; // A bit below zero
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scene.add(ground);
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// Simple airplane (just for show, a box + 2 triangles for "wings")
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let planeGeom = new THREE.BufferGeometry();
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const planeVertices = new Float32Array([
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// Fuselage (box)
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-1, -0.2, 1, 1, -0.2, 1, 1, 0.2, 1, -1, 0.2, 1, // front face
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-1, -0.2, -1, 1, -0.2, -1, 1, 0.2, -1, -1, 0.2, -1, // back face
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-1, -0.2, -1, -1, -0.2, 1, -1, 0.2, 1, -1, 0.2, -1, // left face
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1, -0.2, -1, 1, -0.2, 1, 1, 0.2, 1, 1, 0.2, -1, // right face
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-1, -0.2, -1, 1, -0.2, -1, 1, -0.2, 1, -1, -0.2, 1, // bottom face
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-1, 0.2, -1, 1, 0.2, -1, 1, 0.2, 1, -1, 0.2, 1, // top face
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// Left wing (triangle)
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-1, 0, 1, -2, 0, 0.5, -1, 0, -1,
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// Right wing (triangle)
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1, 0, 1, 2, 0, 0.5, 1, 0, -1,
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]);
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let posAttr = new THREE.BufferAttribute(planeVertices, 3);
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planeGeom.setAttribute('position', posAttr);
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let planeMat = new THREE.MeshBasicMaterial({ color: 0xFFFFFF }); // White plane
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let plane = new THREE.Mesh(planeGeom, planeMat);
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scene.add(plane);
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camera.position.y = 2; // Sit in the "cockpit"
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camera.position.z = 5; // A bit forward
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plane.add(camera); // Camera is now child of plane, so it moves with it
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// Lighting (2 lights, ambient + directional)
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let ambientLight = new THREE.AmbientLight(0x444444);
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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(5, 10, 5);
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scene.add(dirLight);
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// Flight dynamics variables
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let pitch = 0; // Up/down nose
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let yaw = 0; // Left/right turn
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let roll = 0; // Left/right tilt (banking)
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let speed = 0.05; // Forward movement speed
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let maxSpeed = 0.2;
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let minSpeed = 0.01;
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// Mouse look variables
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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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// Key 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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// 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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case 's': case 'ArrowDown': keys.s = true; break;
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case 'a': case 'ArrowLeft': keys.a = true; break;
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case 'd': case 'ArrowRight': keys.d = true; break;
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case 'q': keys.q = true; break;
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case 'e': keys.e = true; break;
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}
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});
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document.addEventListener('keyup', (e) => {
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switch (e.key) {
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case 'w': case 'ArrowUp': keys.w = false; break;
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case 's': case 'ArrowDown': keys.s = false; break;
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case 'a': case 'ArrowLeft': keys.a = false; break;
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case 'd': case 'ArrowRight': keys.d = false; break;
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case 'q': keys.q = false; break;
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case 'e': keys.e = false; break;
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}
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});
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// Handle mouse for looking around
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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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lastMouseY = e.clientY;
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});
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document.addEventListener('mouseup', () => mouseDown = false);
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document.addEventListener('mousemove', (e) => {
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if (mouseDown) {
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let dx = e.clientX - lastMouseX;
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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)); // limit straight up/down
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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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// Main animation loop
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function animate() {
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requestAnimationFrame(animate);
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// Controls logic
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if (keys.w) pitch -= 0.01; // Nose down to climb
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if (keys.s) pitch += 0.01; // Nose up to dive
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if (keys.a) yaw -= 0.02; // Turn left
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if (keys.d) yaw += 0.02; // Turn right
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if (keys.q) roll -= 0.02; // Roll left
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if (keys.e) roll += 0.02; // Roll right
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// Speed adjustment (very basic)
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if (keys.w && speed < maxSpeed) speed *= 1.01; // Accelerate
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if (keys.s && speed > minSpeed) speed *= 0.99; // Brake
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// Limit angles
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pitch = Math.max(-Math.PI/2, Math.min(Math.PI/2, pitch));
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roll = Math.max(-Math.PI/4, Math.min(Math.PI/4, roll));
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// Move plane forward (always toward its blue axis, which is -Z in its local space)
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plane.translateZ(-speed); // Negative because Three.js uses right-hand coord system
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// Apply rotations (order matters: roll, pitch, yaw - like aircraft conventions)
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plane.rotation.z = roll;
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plane.rotation.x = pitch;
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plane.rotation.y = yaw;
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// Just for visual niceness: move the directional light with camera a bit
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dirLight.position.copy(camera.getWorldPosition(new THREE.Vector3()).add(new THREE.Vector3(5, 10, 5)));
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renderer.render(scene, camera);
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}
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animate();
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