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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>Ultimate Three.js Flight Simulator</title>
    <style>
        body { margin: 0; background-color: #000; overflow: hidden; }
        canvas { display: block; }
        #instruments { position: absolute; top: 10px; right: 10px; background: rgba(0,0,0,0.7); color: #0F0; padding: 10px; font-family: monospace; font-size: 14px; }
    </style>
</head>
<body>

<div id="instruments">
    <b>Cockpit Instruments:</b><br>
    Alt: <span id="altimeter">0 ft</span><br>
    Airspeed: <span id="airspeed">0 kts</span><br>
    Heading: <span id="heading"></span><br>
    RPM: <span id="rpm">0</span><br>
    Fuel: <span id="fuel">100%</span><br>
    Flaps: <span id="flaps">0%</span>
</div>

<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script>
// Scene
let scene = new THREE.Scene();

// Skybox with sun (gradient sky)
let sun = new THREE.DirectionalLight(0xFFFFFF, 1);
sun.position.set(100, 100, 100);
scene.add(sun);
let skyGeom = new THREE.SphereGeometry(500, 32, 32);
let skyMat = new THREE.ShaderMaterial({
    vertexShader: `
        varying vec3 vWorldPosition;
        void main() {
            vec4 worldPosition = modelMatrix * vec4(position, 1.0);
            vWorldPosition = worldPosition.xyz;
            gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
        }
    `,
    fragmentShader: `
        uniform vec3 sunPosition;
        varying vec3 vWorldPosition;
        void main() {
            vec3 viewDirection = normalize(vWorldPosition);
            vec3 sunDir = normalize(sunPosition);
            float sunDot = max(dot(viewDirection, sunDir), 0.0);
            vec3 dayColor = vec3(0.2, 0.5, 1.0); // Blue sky
            vec3 sunsetColor = vec3(1.0, 0.5, 0.2); // Orange
            vec3 nightColor = vec3(0.05, 0.05, 0.1); // Dark blue
            float sunHeight = sunPosition.y / 100.0;
            vec3 skyColor = mix(nightColor, mix(sunsetColor, dayColor, sunHeight), smoothstep(-0.1, 0.1, sunHeight));
            gl_FragColor = vec4(skyColor + sunDot * 0.5, 1.0);
        }
    `,
    side: THREE.BackSide,
    uniforms: { sunPosition: { value: sun.position } }
});
let sky = new THREE.Mesh(skyGeom, skyMat);
scene.add(sky);

// Terrain (Perlin noise hills)
let terrainSize = 256;
let terrainGeom = new THREE.PlaneGeometry(200, 200, terrainSize, terrainSize);
for (let i = 0; i < terrainGeom.attributes.position.count; i++) {
    let x = terrainGeom.attributes.position.getX(i);
    let z = terrainGeom.attributes.position.getZ(i);
    let noise = (Math.sin(x * 0.1) + Math.sin(z * 0.1)) * 5 + (Math.random() * 2 - 1) * 2; // Simple noise
    terrainGeom.attributes.position.setY(i, noise);
}
let terrainMat = new THREE.MeshLambertMaterial({ color: 0x228B22 });
let terrain = new THREE.Mesh(terrainGeom, terrainMat);
terrain.rotation.x = -Math.PI / 2;
terrain.receiveShadow = true;
scene.add(terrain);

// Airplane (detailed mesh)
let planeGeom = new THREE.Group();
let fuselageGeom = new THREE.BoxGeometry(2, 0.4, 6);
let fuselageMat = new THREE.MeshLambertMaterial({ color: 0xFFFFFF });
let fuselage = new THREE.Mesh(fuselageGeom, fuselageMat);
fuselage.castShadow = true;
let wingGeom = new THREE.BufferGeometry();
// ... (same wing vertices as before)
let wingMat = new THREE.MeshLambertMaterial({ color: 0xFFFFFF });
let wingLeft = new THREE.Mesh(wingGeom, wingMat);
wingLeft.position.x = -0.5;
let wingRight = wingLeft.clone();
wingRight.position.x = 0.5;
planeGeom.add(fuselage);
planeGeom.add(wingLeft);
planeGeom.add(wingRight);
// ... (add tail, wheels)

// Camera
let camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
planeGeom.add(camera);
camera.position.y = 1.5;
camera.position.z = 2;

// Lighting
let ambientLight = new THREE.AmbientLight(0x333333);
scene.add(ambientLight);

// Renderer
let renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
document.body.appendChild(renderer.domElement);

// Flight dynamics
let mass = 1500; // kg
let wingArea = 10; // m²
let wingLiftCoeff = 5.0;
let dragCoeff = 0.5;
let thrustMax = 5000; // Newtons (engine force)
let thrust = 0;
let rpm = 0;
let fuel = 100; // %
let flapsDeploy = 0; // 0-100%
let velocity = new THREE.Vector3();
let wind = new THREE.Vector3((Math.random() * 2 - 1) * 5, 0, (Math.random() * 2 - 1) * 5); // m/s

// Controls
let keys = { w: false, s: false, a: false, d: false, q: false, e: false, f: false };
document.addEventListener('keydown', (e) => {
    switch (e.key) {
        case 'w': keys.w = true; break;
        case 's': keys.s = true; break;
        case 'a': keys.a = true; break;
        case 'd': keys.d = true; break;
        case 'q': keys.q = true; break;
        case 'e': keys.e = true; break;
        case 'f': if (flapsDeploy < 100) flapsDeploy += 10; break;
    }
});
document.addEventListener('keyup', (e) => {
    switch (e.key) {
        case 'w': keys.w = false; break;
        case 's': keys.s = false; break;
        case 'a': keys.a = false; break;
        case 'd': keys.d = false; break;
        case 'q': keys.q = false; break;
        case 'e': keys.e = false; break;
    }
});

// Instruments update
function updateInstruments() {
    document.getElementById('altimeter').innerText = Math.round(planeGeom.position.y * 3.28084) + ' ft';
    document.getElementById('airspeed').innerText = Math.round(velocity.length() * 1.94384) + ' kts';
    document.getElementById('heading').innerText = Math.round(THREE.Math.radToDeg(planeGeom.rotation.y)) % 360 + '°';
    document.getElementById('rpm').innerText = Math.round(rpm);
    document.getElementById('fuel').innerText = Math.round(fuel) + '%';
    document.getElementById('flaps').innerText = flapsDeploy + '%';
}

let pitch = 0, yaw = 0, roll = 0;
function animate() {
    requestAnimationFrame(animate);

    // Engine
    if (keys.w && fuel > 0) {
        thrust = Math.min(thrustMax, thrust + 100);
        rpm = Math.min(2500, rpm + 50);
        fuel -= 0.05; // Consume fuel
    } else {
        thrust = Math.max(0, thrust - 100);
        rpm = Math.max(0, rpm - 50);
    }

    // Aerodynamics
    let airspeedVec = velocity.clone().sub(wind); // Relative airspeed
    let airspeed = airspeedVec.length();
    let angleOfAttack = Math.acos(airspeedVec.dot(new THREE.Vector3(0, 1, 0).applyQuaternion(planeGeom.quaternion)));
    let lift = 0.5 * 1.225 * wingArea * wingLiftCoeff * airspeed * airspeed * Math.sin(angleOfAttack) * (1 + flapsDeploy / 100);
    let drag = 0.5 * 1.225 * dragCoeff * wingArea * airspeed * airspeed;
    if (angleOfAttack > Math.PI / 4) lift *= 0.5; // Stall

    // Forces
    let liftVec = new THREE.Vector3(0, lift, 0).applyQuaternion(planeGeom.quaternion);
    let dragVec = airspeedVec.clone().multiplyScalar(-drag / airspeed);
    let thrustVec = new THREE.Vector3(0, 0, thrust).applyQuaternion(planeGeom.quaternion);
    let totalForce = new THREE.Vector3().add(liftVec).add(dragVec).add(thrustVec).add(new THREE.Vector3(0, -mass * 9.81, 0));

    // Update velocity & position
    velocity.add(totalForce.divideScalar(mass).multiplyScalar(1/60));
    planeGeom.position.add(velocity.clone().multiplyScalar(1/60));

    // Collision (raycast down)
    let raycaster = new THREE.Raycaster(planeGeom.position, new THREE.Vector3(0, -1, 0));
    let intersects = raycaster.intersectObject(terrain);
    if (intersects.length > 0 && intersects[0].distance < 5) {
        planeGeom.position.y = intersects[0].point.y + 2; // Don't go through ground
        velocity.y = Math.max(0, velocity.y * 0.8);
    }

    // Controls
    if (keys.a) yaw -= 0.01;
    if (keys.d) yaw += 0.01;
    if (keys.q) roll -= 0.02;
    if (keys.e) roll += 0.02;
    if (keys.s) pitch += 0.005;
    if (keys.w) pitch -= 0.005;

    // Apply rotations
    planeGeom.rotation.order = 'ZXY';
    planeGeom.rotation.z = roll;
    planeGeom.rotation.x = pitch;
    planeGeom.rotation.y = yaw;

    // Update sun position (day/night cycle)
    let time = Date.now() * 0.00005;
    sun.position.x = Math.sin(time) * 100;
    sun.position.z = Math.cos(time) * 100;
    sun.position.y = Math.sin(time * 0.5) * 50 + 50; // Rise/set
    skyMat.uniforms.sunPosition.value.copy(sun.position);
    ambientLight.intensity = 0.2 + sun.position.y / 200;

    updateInstruments();
    renderer.render(scene, camera);
}
animate();
</script>
</body>
</html>