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import * as THREE from 'three';
// Global variables
let scene, camera, renderer;
let tracks = [];
let terrain = [];
let clock = new THREE.Clock();
const TRAIN_SPEED = 10; // Constant speed
const TRACK_SEGMENT_LENGTH = 20;
const MAX_TRACKS = 20; // Number of track segments to keep
const FIELD_SIZE = 100;
let currentTrackIndex = 0;
let trainPosition = new THREE.Vector3(0, 0.5, 0);
let trainDirection = new THREE.Vector3(0, 0, 1);
let currentTrackT = 0; // Parameter for position along current track segment (0 to 1)
let lastSceneryUpdatePosition = new THREE.Vector3();
const SCENERY_UPDATE_DISTANCE = 40; // Distance to travel before updating scenery
// Initialize the scene
function init() {
// Create scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x87CEEB); // Sky blue background
scene.fog = new THREE.FogExp2(0x87CEEB, 0.002);
// Create camera
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(0, 2, -5); // Position camera at driver's perspective
camera.lookAt(0, 1, 10); // Look forward
// Create renderer
renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
document.body.appendChild(renderer.domElement);
// Add lights
const ambientLight = new THREE.AmbientLight(0xffffff, 0.6);
scene.add(ambientLight);
const directionalLight = new THREE.DirectionalLight(0xffffff, 0.8);
directionalLight.position.set(100, 100, 50);
directionalLight.castShadow = true;
directionalLight.shadow.mapSize.width = 2048;
directionalLight.shadow.mapSize.height = 2048;
directionalLight.shadow.camera.near = 0.5;
directionalLight.shadow.camera.far = 500;
directionalLight.shadow.camera.left = -100;
directionalLight.shadow.camera.right = 100;
directionalLight.shadow.camera.top = 100;
directionalLight.shadow.camera.bottom = -100;
scene.add(directionalLight);
// Create initial track segments
for (let i = 0; i < MAX_TRACKS; i++) {
addTrackSegment();
}
// Create terrain
createTerrain();
// Add event listeners
window.addEventListener('resize', onWindowResize);
// Hide loading screen
document.getElementById('loading').style.display = 'none';
// Start animation loop
animate();
}
// Create track segment
function createTrackSegment(startPoint, endPoint) {
const trackGroup = new THREE.Group();
// Create track path
const path = new THREE.LineCurve3(startPoint, endPoint);
// Create rails
const railGeometry = new THREE.TubeGeometry(path, 20, 0.05, 8, false);
const railMaterial = new THREE.MeshStandardMaterial({ color: 0x555555 });
// Left rail
const leftRail = new THREE.Mesh(railGeometry, railMaterial);
leftRail.position.x = 0.6;
leftRail.receiveShadow = true;
trackGroup.add(leftRail);
// Right rail
const rightRail = new THREE.Mesh(railGeometry, railMaterial);
rightRail.position.x = -0.6;
rightRail.receiveShadow = true;
trackGroup.add(rightRail);
// Create sleepers (ties)
const sleeperGeometry = new THREE.BoxGeometry(1.5, 0.1, 0.3);
const sleeperMaterial = new THREE.MeshStandardMaterial({ color: 0x5C4033 });
const distance = endPoint.distanceTo(startPoint);
const numSleepers = Math.floor(distance / 1.5);
for (let i = 0; i < numSleepers; i++) {
const t = i / numSleepers;
const sleeperPosition = new THREE.Vector3().lerpVectors(startPoint, endPoint, t);
const sleeper = new THREE.Mesh(sleeperGeometry, sleeperMaterial);
sleeper.position.copy(sleeperPosition);
// Calculate rotation to align with track direction
const direction = new THREE.Vector3().subVectors(endPoint, startPoint).normalize();
const angle = Math.atan2(direction.x, direction.z);
sleeper.rotation.y = angle;
sleeper.receiveShadow = true;
trackGroup.add(sleeper);
}
scene.add(trackGroup);
return trackGroup;
}
// Add a new track segment
function addTrackSegment() {
let startPoint, endPoint, direction;
if (tracks.length === 0) {
// First track segment
startPoint = new THREE.Vector3(0, 0, 0);
endPoint = new THREE.Vector3(0, 0, TRACK_SEGMENT_LENGTH);
direction = new THREE.Vector3(0, 0, 1);
} else {
// Get the end point of the last track segment
const lastTrack = tracks[tracks.length - 1];
const lastDirection = lastTrack.userData.direction;
startPoint = lastTrack.userData.endPoint;
// Get the second-to-last track's direction if available for smoother transitions
let secondLastDirection = lastDirection.clone();
if (tracks.length > 1) {
const secondLastTrack = tracks[tracks.length - 2];
secondLastDirection = secondLastTrack.userData.direction;
}
// Calculate how much the track has already curved
const currentCurveAngle = lastDirection.angleTo(secondLastDirection);
// Randomly decide if this segment should curve
// Reduce chance of curving if we just curved
const curveProbability = Math.max(0.1, 0.3 - currentCurveAngle);
const shouldCurve = Math.random() < curveProbability;
if (shouldCurve) {
// Create a curved track with more gradual curves
// Limit the curve angle based on the previous curve
const maxCurveAngle = Math.max(0.05, 0.2 - currentCurveAngle);
const minCurveAngle = 0.05;
const curveAngle = (Math.random() * (maxCurveAngle - minCurveAngle) + minCurveAngle);
// Prefer to continue curving in the same direction for smoother transitions
let curveDirection = Math.random() < 0.5 ? 1 : -1;
// If we're already curving, 70% chance to continue in the same direction
if (currentCurveAngle > 0.05 && tracks.length > 2) {
const lastCurveDirection = Math.sign(
lastDirection.clone().cross(secondLastDirection).y
);
if (Math.random() < 0.7) {
curveDirection = lastCurveDirection;
}
}
direction = lastDirection.clone().applyAxisAngle(
new THREE.Vector3(0, 1, 0),
curveAngle * curveDirection
);
} else {
// Continue straight
direction = lastDirection.clone();
}
// Calculate the end point
endPoint = startPoint.clone().add(direction.clone().multiplyScalar(TRACK_SEGMENT_LENGTH));
}
// Create the track segment
const trackSegment = createTrackSegment(startPoint, endPoint);
trackSegment.userData = {
startPoint: startPoint,
endPoint: endPoint,
direction: direction.normalize(),
length: startPoint.distanceTo(endPoint)
};
tracks.push(trackSegment);
// If we have more tracks than MAX_TRACKS, remove the oldest one
if (tracks.length > MAX_TRACKS) {
const oldestTrack = tracks.shift();
scene.remove(oldestTrack);
oldestTrack.traverse(child => {
if (child.geometry) child.geometry.dispose();
if (child.material) child.material.dispose();
});
currentTrackIndex = Math.max(0, currentTrackIndex - 1);
}
}
// Create terrain around the tracks
function createTerrain() {
// Create ground that follows the train
const groundSize = FIELD_SIZE * 2;
const groundGeometry = new THREE.PlaneGeometry(groundSize, groundSize, 32, 32);
const groundMaterial = new THREE.MeshStandardMaterial({
color: 0x4CAF50, // Green color
roughness: 0.8,
metalness: 0.2
});
const ground = new THREE.Mesh(groundGeometry, groundMaterial);
ground.rotation.x = -Math.PI / 2;
ground.position.y = -0.1;
ground.receiveShadow = true;
// Store the ground in a special property so we can update its position
ground.userData.isGround = true;
scene.add(ground);
terrain.push(ground);
// Add initial environment elements
addEnvironmentElements();
}
// Update ground position to follow train
function updateGroundPosition() {
// Find the ground
for (let i = 0; i < terrain.length; i++) {
if (terrain[i].userData.isGround) {
// Update ground position to follow train
terrain[i].position.x = trainPosition.x;
terrain[i].position.z = trainPosition.z;
break;
}
}
}
// Add trees, rocks and other environment elements
function addEnvironmentElements() {
// Create trees
const numTrees = 50;
for (let i = 0; i < numTrees; i++) {
// Random position in front of the train
const angle = (Math.random() - 0.5) * Math.PI; // -90 to +90 degrees from forward direction
const distance = 50 + Math.random() * 50; // 50-100 units ahead
// Calculate position based on train direction
const forward = trainDirection.clone().normalize();
const right = new THREE.Vector3().crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
const x = Math.sin(angle) * distance;
const z = Math.cos(angle) * distance;
// Transform to world coordinates
const treePos = trainPosition.clone()
.add(forward.clone().multiplyScalar(z))
.add(right.clone().multiplyScalar(x));
// Don't place trees too close to the tracks
if (Math.abs(x) < 5) continue;
const treeGroup = new THREE.Group();
// Tree trunk
const trunkGeometry = new THREE.CylinderGeometry(0.2, 0.3, 1.5, 8);
const trunkMaterial = new THREE.MeshStandardMaterial({ color: 0x8B4513 });
const trunk = new THREE.Mesh(trunkGeometry, trunkMaterial);
trunk.position.y = 0.75;
trunk.castShadow = true;
trunk.receiveShadow = true;
treeGroup.add(trunk);
// Tree foliage
const foliageGeometry = new THREE.ConeGeometry(1, 2, 8);
const foliageMaterial = new THREE.MeshStandardMaterial({
color: 0x228B22,
roughness: 0.8
});
const foliage = new THREE.Mesh(foliageGeometry, foliageMaterial);
foliage.position.y = 2.5;
foliage.castShadow = true;
foliage.receiveShadow = true;
treeGroup.add(foliage);
treeGroup.position.copy(treePos);
// Add some random rotation and scale variation
treeGroup.rotation.y = Math.random() * Math.PI * 2;
const scale = 0.5 + Math.random() * 1.5;
treeGroup.scale.set(scale, scale, scale);
scene.add(treeGroup);
terrain.push(treeGroup);
}
// Create rocks
const numRocks = 20;
for (let i = 0; i < numRocks; i++) {
// Random position in front of the train
const angle = (Math.random() - 0.5) * Math.PI; // -90 to +90 degrees from forward direction
const distance = 50 + Math.random() * 50; // 50-100 units ahead
// Calculate position based on train direction
const forward = trainDirection.clone().normalize();
const right = new THREE.Vector3().crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
const x = Math.sin(angle) * distance;
const z = Math.cos(angle) * distance;
// Transform to world coordinates
const rockPos = trainPosition.clone()
.add(forward.clone().multiplyScalar(z))
.add(right.clone().multiplyScalar(x));
// Don't place rocks too close to the tracks
if (Math.abs(x) < 4) continue;
const rockGeometry = new THREE.DodecahedronGeometry(0.5, 0);
const rockMaterial = new THREE.MeshStandardMaterial({
color: 0x808080,
roughness: 0.9,
metalness: 0.1
});
const rock = new THREE.Mesh(rockGeometry, rockMaterial);
rock.position.copy(rockPos);
rock.position.y = 0.25;
// Add some random rotation and scale variation
rock.rotation.set(
Math.random() * Math.PI,
Math.random() * Math.PI,
Math.random() * Math.PI
);
const scale = 0.3 + Math.random() * 0.7;
rock.scale.set(scale, scale, scale);
rock.castShadow = true;
rock.receiveShadow = true;
scene.add(rock);
terrain.push(rock);
}
// Create some distant hills
const numHills = 10;
for (let i = 0; i < numHills; i++) {
// Position hills at the edges of the field
const angle = (Math.random() - 0.5) * Math.PI * 0.8; // Mostly ahead
const distance = 80 + Math.random() * 40; // 80-120 units ahead
// Calculate position based on train direction
const forward = trainDirection.clone().normalize();
const right = new THREE.Vector3().crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
const x = Math.sin(angle) * distance;
const z = Math.cos(angle) * distance;
// Transform to world coordinates
const hillPos = trainPosition.clone()
.add(forward.clone().multiplyScalar(z))
.add(right.clone().multiplyScalar(x));
const hillGeometry = new THREE.ConeGeometry(15 + Math.random() * 10, 10 + Math.random() * 5, 8);
const hillMaterial = new THREE.MeshStandardMaterial({
color: new THREE.Color(
0.2 + Math.random() * 0.1, // R
0.5 + Math.random() * 0.2, // G
0.2 + Math.random() * 0.1 // B
),
roughness: 1.0
});
const hill = new THREE.Mesh(hillGeometry, hillMaterial);
hill.position.copy(hillPos);
hill.position.y = -5;
hill.castShadow = true;
hill.receiveShadow = true;
scene.add(hill);
terrain.push(hill);
}
// Add some clouds
const numClouds = 5;
for (let i = 0; i < numClouds; i++) {
const cloudGroup = new THREE.Group();
// Create cloud with multiple spheres
const numPuffs = 3 + Math.floor(Math.random() * 4);
for (let j = 0; j < numPuffs; j++) {
const puffGeometry = new THREE.SphereGeometry(1 + Math.random() * 1.5, 7, 7);
const puffMaterial = new THREE.MeshStandardMaterial({
color: 0xffffff,
transparent: true,
opacity: 0.9,
roughness: 1.0
});
const puff = new THREE.Mesh(puffGeometry, puffMaterial);
// Position puffs to form a cloud shape
puff.position.set(
j * 1.5 - numPuffs / 2,
Math.random() * 0.5,
Math.random() * 1.5 - 0.75
);
cloudGroup.add(puff);
}
// Position cloud in front of the train
const angle = (Math.random() - 0.5) * Math.PI; // -90 to +90 degrees from forward direction
const distance = 60 + Math.random() * 60; // 60-120 units ahead
// Calculate position based on train direction
const forward = trainDirection.clone().normalize();
const right = new THREE.Vector3().crossVectors(forward, new THREE.Vector3(0, 1, 0)).normalize();
const x = Math.sin(angle) * distance;
const z = Math.cos(angle) * distance;
// Transform to world coordinates
const cloudPos = trainPosition.clone()
.add(forward.clone().multiplyScalar(z))
.add(right.clone().multiplyScalar(x));
cloudPos.y = 30 + Math.random() * 15;
cloudGroup.position.copy(cloudPos);
// Scale cloud
const scale = 2 + Math.random() * 3;
cloudGroup.scale.set(scale, scale * 0.6, scale);
scene.add(cloudGroup);
terrain.push(cloudGroup);
}
}
// Handle window resize
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
// Update train position along track
function updateTrainPosition(delta) {
// Get current track segment
const currentTrack = tracks[currentTrackIndex];
if (!currentTrack) return;
// Move along current track segment
currentTrackT += (TRAIN_SPEED * delta) / currentTrack.userData.length;
// Get updated track
const track = tracks[currentTrackIndex];
if (!track) return;
// Look ahead to the next track segment for smooth transitions
let targetDirection = track.userData.direction.clone();
// If we're approaching the end of the current segment, start blending with the next segment's direction
if (currentTrackT > 0.8 && currentTrackIndex < tracks.length - 1) {
const nextTrack = tracks[currentTrackIndex + 1];
if (nextTrack) {
// Calculate blend factor (0 at 80% of current track, 1 at end of current track)
const blendFactor = (currentTrackT - 0.8) * 5; // Maps 0.8-1.0 to 0-1
// Blend the current direction with the next track's direction
targetDirection.lerp(nextTrack.userData.direction, blendFactor);
}
}
// If we've reached the end of the current track segment
if (currentTrackT >= 1) {
currentTrackT = 0;
currentTrackIndex++;
// If we need more track segments
if (currentTrackIndex >= tracks.length - 5) {
addTrackSegment();
}
// If we've run out of track segments (shouldn't happen with proper management)
if (currentTrackIndex >= tracks.length) {
currentTrackIndex = 0;
}
}
// Interpolate position along current track segment
trainPosition.lerpVectors(
track.userData.startPoint,
track.userData.endPoint,
currentTrackT
);
// Smoothly update train direction (gradual turning)
trainDirection.lerp(targetDirection, 0.1);
}
// Animation loop
function animate() {
requestAnimationFrame(animate);
const delta = clock.getDelta();
// Update train position
updateTrainPosition(delta);
// Update ground position to follow the train
updateGroundPosition();
// Update scenery
if (trainPosition.distanceTo(lastSceneryUpdatePosition) > SCENERY_UPDATE_DISTANCE) {
lastSceneryUpdatePosition.copy(trainPosition);
updateScenery();
}
// Smoothly update camera position to follow train
const cameraTargetPosition = trainPosition.clone();
cameraTargetPosition.y += 2; // Height of driver's view
// Smooth camera movement using lerp (linear interpolation)
camera.position.lerp(cameraTargetPosition, 0.1);
// Look ahead in the direction of travel
const lookAtPoint = trainPosition.clone().add(
trainDirection.clone().multiplyScalar(10)
);
lookAtPoint.y = trainPosition.y + 1;
// Create a smooth look target for the camera
const currentLookAt = new THREE.Vector3();
camera.getWorldDirection(currentLookAt);
currentLookAt.multiplyScalar(10).add(camera.position);
// Blend current look direction with target look direction
const smoothLookAt = new THREE.Vector3().lerpVectors(currentLookAt, lookAtPoint, 0.05);
camera.lookAt(smoothLookAt);
renderer.render(scene, camera);
}
// Update scenery
function updateScenery() {
// Remove old scenery
for (let i = terrain.length - 1; i >= 0; i--) {
const object = terrain[i];
if (object.position.distanceTo(trainPosition) > FIELD_SIZE * 2) {
scene.remove(object);
terrain.splice(i, 1);
}
}
// Add new scenery
addEnvironmentElements();
}
// Start the application
init();
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