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.*