Okay, recreating the entirety of Hard Drivin' is a very ambitious project! Let's start by setting up the fundamental structure: a basic Three.js scene, integrating the cannon-es
physics engine, creating a simple ground plane, and a controllable vehicle chassis.
This initial setup will provide the foundation upon which we can build the track, graphics, gameplay mechanics, and other features.
This sets up:
main.js
: Initializes Three.js (scene, camera, renderer, lights), Cannon-es (world), adds OrbitControls for debugging, sets up the environment and vehicle by calling external modules, and runs the main animation loop which steps the physics world and updates visuals.physics.js
: Configures the Cannon-es world (gravity, solver, basic contact material).environment.js
: Creates a visual and physical ground plane.vehicle.js
: Creates a CANNON.RaycastVehicle
with a simple box chassis and four wheels, configuring basic physics properties like mass, suspension, and friction. It also creates a corresponding visual representation (a red box) in Three.js.controls.js
: Listens for keyboard input (Arrow keys/WASD for driving, Space for brake) and defines an update
function to apply forces and steering to the RaycastVehicle
.Now you have a basic drivable chassis on a plane. Use the Arrow keys or WASD to drive and Space to brake. You can use the mouse to orbit the camera around.
Next steps would involve:
vehicle.wheelInfos
.Okay, let's enhance the simulation with a more distinct car shape, properly updating wheel visuals, implementing a chase camera, and adding a simple ramp to the environment.
We'll modify the existing files to incorporate these changes.
Key changes:
vehicle.js
:
chassisConnectionPointLocal
) are calculated based on chassis dimensions for better placement.CANNON.Material
instances (defined in physics.js
) to the chassis and wheels.vehicleChassisMesh
and wheelMeshes
array separately. Wheel meshes are not added to the scene here.main.js
:
vehicleChassisMesh
and wheelMeshes
.vehicleChassisMesh
and all wheelMeshes
to the main scene.animate
loop:
vehicleChassisMesh
position/rotation from vehicle.chassisBody
.vehicle.wheelInfos
, calls vehicle.updateWheelTransform(i)
, and updates the corresponding wheelMeshes[i]
position/rotation using wheelInfo.worldTransform
.chaseCamera
(as an Object3D
attached to the car) and cockpitCamera
(as a PerspectiveCamera
attached to the car).camera
's position/lookAt is updated each frame based on the activeCamera
(either smoothly lerping for the chase cam or directly setting for the cockpit cam).OrbitControls
.environment.js
:
CANNON.Box
and THREE.Mesh
to act as a ramp.environmentObjects
.groundMaterial
from physics.js
to the ground and ramp bodies.physics.js
:
CANNON.Material
instances for ground
, wheel
, and chassis
.ContactMaterial
properties for ground
/wheel
(more friction) and chassis
/ground
interactions.controls.js
:
steerLerp
) so the wheels return to center gradually.index.html
:
Now you should see a red car chassis with four wheels that rotate and move with the suspension. You can drive over the ramp, and press 'C' to switch between the chase camera and a basic cockpit view. The environment has some simple trees and fog.*