Update index.html
Browse files- index.html +108 -143
index.html
CHANGED
@@ -3,33 +3,23 @@
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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: #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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<div id="controls">
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<b>Flight Simulator Controls:</b><br>
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W / β : Pitch Up (Climb)<br>
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S / β : Pitch Down (Dive)<br>
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A / β : Yaw Left (Turn Left, but use roll for real turns)<br>
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D / β : 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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ββ Speed up (gradually)<br>
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ββ 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>
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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">0Β°</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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@@ -37,7 +27,10 @@
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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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@@ -49,67 +42,58 @@ let skyMat = new THREE.ShaderMaterial({
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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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vec3
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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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//
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let
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let
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let
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}
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let
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let
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scene.add(
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// Airplane (
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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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-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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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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@@ -120,14 +104,6 @@ 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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document.body.appendChild(renderer.domElement);
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// Flight dynamics
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let
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let
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let
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let
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let
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let
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let
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let
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let
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let
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let
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let
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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':
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case 's':
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case 'a':
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case 'd':
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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':
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case 's':
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case 'a':
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case 'd':
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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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//
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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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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));
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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(
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document.getElementById('airspeed').innerText = Math.round(
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document.getElementById('heading').innerText = Math.round(THREE.Math.radToDeg(
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}
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function animate() {
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requestAnimationFrame(animate);
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// Aerodynamics
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let
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let
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if (angleOfAttack >
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dragForce = dragCoefficient * airspeed * airspeed;
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// Forces
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let
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let
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let
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// Update velocity & position
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velocity.add(totalForce.multiplyScalar(1/60));
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planeGeom.position.add(velocity.clone().multiplyScalar(1/60));
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// Collision
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}
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// Controls
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if (keys.w) pitch -= 0.005;
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if (keys.s) pitch += 0.005;
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if (keys.a) yaw -= 0.01;
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if (keys.d) yaw += 0.01;
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if (keys.q) roll -= 0.02;
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if (keys.e) roll += 0.02;
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//
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roll = Math.max(-Math.PI/4, Math.min(Math.PI/4, roll));
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// Apply rotations (order matters)
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planeGeom.rotation.order = 'ZXY'; // Roll, Pitch, Yaw (aviation standard)
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planeGeom.rotation.z = roll;
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planeGeom.rotation.x = pitch;
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planeGeom.rotation.y = yaw;
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// Update
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updateInstruments();
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renderer.render(scene, camera);
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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>Ultimate 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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#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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<div id="instruments">
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<b>Cockpit 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">0Β°</span><br>
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RPM: <span id="rpm">0</span><br>
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Fuel: <span id="fuel">100%</span><br>
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Flaps: <span id="flaps">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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// Scene
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let scene = new THREE.Scene();
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// Skybox with sun (gradient sky)
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let sun = new THREE.DirectionalLight(0xFFFFFF, 1);
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sun.position.set(100, 100, 100);
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scene.add(sun);
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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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}
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`,
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fragmentShader: `
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uniform vec3 sunPosition;
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varying vec3 vWorldPosition;
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void main() {
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vec3 viewDirection = normalize(vWorldPosition);
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vec3 sunDir = normalize(sunPosition);
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float sunDot = max(dot(viewDirection, sunDir), 0.0);
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vec3 dayColor = vec3(0.2, 0.5, 1.0); // Blue sky
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vec3 sunsetColor = vec3(1.0, 0.5, 0.2); // Orange
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vec3 nightColor = vec3(0.05, 0.05, 0.1); // Dark blue
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float sunHeight = sunPosition.y / 100.0;
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vec3 skyColor = mix(nightColor, mix(sunsetColor, dayColor, sunHeight), smoothstep(-0.1, 0.1, sunHeight));
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gl_FragColor = vec4(skyColor + sunDot * 0.5, 1.0);
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}
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`,
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side: THREE.BackSide,
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uniforms: { sunPosition: { value: sun.position } }
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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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// Terrain (Perlin noise hills)
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let terrainSize = 256;
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let terrainGeom = new THREE.PlaneGeometry(200, 200, terrainSize, terrainSize);
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for (let i = 0; i < terrainGeom.attributes.position.count; i++) {
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let x = terrainGeom.attributes.position.getX(i);
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let z = terrainGeom.attributes.position.getZ(i);
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let noise = (Math.sin(x * 0.1) + Math.sin(z * 0.1)) * 5 + (Math.random() * 2 - 1) * 2; // Simple noise
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terrainGeom.attributes.position.setY(i, noise);
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}
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let terrainMat = new THREE.MeshLambertMaterial({ color: 0x228B22 });
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let terrain = new THREE.Mesh(terrainGeom, terrainMat);
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terrain.rotation.x = -Math.PI / 2;
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terrain.receiveShadow = true;
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scene.add(terrain);
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// Airplane (detailed 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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// ... (same wing vertices as before)
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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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let wingRight = wingLeft.clone();
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wingRight.position.x = 0.5;
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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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// ... (add tail, wheels)
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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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// Lighting
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let ambientLight = new THREE.AmbientLight(0x333333);
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scene.add(ambientLight);
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// Renderer
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let renderer = new THREE.WebGLRenderer({ antialias: true });
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document.body.appendChild(renderer.domElement);
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// Flight dynamics
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let mass = 1500; // kg
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let wingArea = 10; // mΒ²
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let wingLiftCoeff = 5.0;
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let dragCoeff = 0.5;
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let thrustMax = 5000; // Newtons (engine force)
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let thrust = 0;
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let rpm = 0;
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let fuel = 100; // %
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let flapsDeploy = 0; // 0-100%
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let velocity = new THREE.Vector3();
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let wind = new THREE.Vector3((Math.random() * 2 - 1) * 5, 0, (Math.random() * 2 - 1) * 5); // m/s
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// Controls
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let keys = { w: false, s: false, a: false, d: false, q: false, e: false, f: false };
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document.addEventListener('keydown', (e) => {
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switch (e.key) {
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case 'w': keys.w = true; break;
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case 's': keys.s = true; break;
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case 'a': keys.a = true; break;
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case 'd': 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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case 'f': if (flapsDeploy < 100) flapsDeploy += 10; 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': keys.w = false; break;
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case 's': keys.s = false; break;
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case 'a': keys.a = false; break;
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case 'd': 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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// Instruments update
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function updateInstruments() {
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document.getElementById('altimeter').innerText = Math.round(planeGeom.position.y * 3.28084) + ' ft';
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document.getElementById('airspeed').innerText = Math.round(velocity.length() * 1.94384) + ' kts';
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document.getElementById('heading').innerText = Math.round(THREE.Math.radToDeg(planeGeom.rotation.y)) % 360 + 'Β°';
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156 |
+
document.getElementById('rpm').innerText = Math.round(rpm);
|
157 |
+
document.getElementById('fuel').innerText = Math.round(fuel) + '%';
|
158 |
+
document.getElementById('flaps').innerText = flapsDeploy + '%';
|
159 |
}
|
160 |
|
161 |
+
let pitch = 0, yaw = 0, roll = 0;
|
162 |
function animate() {
|
163 |
requestAnimationFrame(animate);
|
164 |
|
165 |
+
// Engine
|
166 |
+
if (keys.w && fuel > 0) {
|
167 |
+
thrust = Math.min(thrustMax, thrust + 100);
|
168 |
+
rpm = Math.min(2500, rpm + 50);
|
169 |
+
fuel -= 0.05; // Consume fuel
|
170 |
+
} else {
|
171 |
+
thrust = Math.max(0, thrust - 100);
|
172 |
+
rpm = Math.max(0, rpm - 50);
|
173 |
+
}
|
174 |
+
|
175 |
// Aerodynamics
|
176 |
+
let airspeedVec = velocity.clone().sub(wind); // Relative airspeed
|
177 |
+
let airspeed = airspeedVec.length();
|
178 |
+
let angleOfAttack = Math.acos(airspeedVec.dot(new THREE.Vector3(0, 1, 0).applyQuaternion(planeGeom.quaternion)));
|
179 |
+
let lift = 0.5 * 1.225 * wingArea * wingLiftCoeff * airspeed * airspeed * Math.sin(angleOfAttack) * (1 + flapsDeploy / 100);
|
180 |
+
let drag = 0.5 * 1.225 * dragCoeff * wingArea * airspeed * airspeed;
|
181 |
+
if (angleOfAttack > Math.PI / 4) lift *= 0.5; // Stall
|
|
|
182 |
|
183 |
// Forces
|
184 |
+
let liftVec = new THREE.Vector3(0, lift, 0).applyQuaternion(planeGeom.quaternion);
|
185 |
+
let dragVec = airspeedVec.clone().multiplyScalar(-drag / airspeed);
|
186 |
+
let thrustVec = new THREE.Vector3(0, 0, thrust).applyQuaternion(planeGeom.quaternion);
|
187 |
+
let totalForce = new THREE.Vector3().add(liftVec).add(dragVec).add(thrustVec).add(new THREE.Vector3(0, -mass * 9.81, 0));
|
188 |
|
189 |
+
// Update velocity & position
|
190 |
+
velocity.add(totalForce.divideScalar(mass).multiplyScalar(1/60));
|
191 |
planeGeom.position.add(velocity.clone().multiplyScalar(1/60));
|
192 |
|
193 |
+
// Collision (raycast down)
|
194 |
+
let raycaster = new THREE.Raycaster(planeGeom.position, new THREE.Vector3(0, -1, 0));
|
195 |
+
let intersects = raycaster.intersectObject(terrain);
|
196 |
+
if (intersects.length > 0 && intersects[0].distance < 5) {
|
197 |
+
planeGeom.position.y = intersects[0].point.y + 2; // Don't go through ground
|
198 |
+
velocity.y = Math.max(0, velocity.y * 0.8);
|
199 |
}
|
200 |
|
201 |
// Controls
|
|
|
|
|
202 |
if (keys.a) yaw -= 0.01;
|
203 |
if (keys.d) yaw += 0.01;
|
204 |
if (keys.q) roll -= 0.02;
|
205 |
if (keys.e) roll += 0.02;
|
206 |
+
if (keys.s) pitch += 0.005;
|
207 |
+
if (keys.w) pitch -= 0.005;
|
208 |
|
209 |
+
// Apply rotations
|
210 |
+
planeGeom.rotation.order = 'ZXY';
|
|
|
|
|
|
|
|
|
211 |
planeGeom.rotation.z = roll;
|
212 |
planeGeom.rotation.x = pitch;
|
213 |
planeGeom.rotation.y = yaw;
|
214 |
|
215 |
+
// Update sun position (day/night cycle)
|
216 |
+
let time = Date.now() * 0.00005;
|
217 |
+
sun.position.x = Math.sin(time) * 100;
|
218 |
+
sun.position.z = Math.cos(time) * 100;
|
219 |
+
sun.position.y = Math.sin(time * 0.5) * 50 + 50; // Rise/set
|
220 |
+
skyMat.uniforms.sunPosition.value.copy(sun.position);
|
221 |
+
ambientLight.intensity = 0.2 + sun.position.y / 200;
|
222 |
|
223 |
updateInstruments();
|
224 |
renderer.render(scene, camera);
|