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<!doctype html>
<title>Stage-1 Flight Simulator Prototype</title> <style> html,body{height:100%;margin:0;background:#f5f7fb;color:#072635;font-family:system-ui,Segoe UI,Roboto,Arial;overflow:hidden} #ui{position:absolute;left:12px;top:12px;z-index:20;max-width:360px} .panel{background:rgba(255,255,255,0.85);backdrop-filter:blur(6px);padding:10px;border-radius:8px;margin-bottom:8px;box-shadow:0 2px 10px rgba(16,24,32,0.06)} button,select{padding:6px 8px;border-radius:6px;border:none;background:#1e6fbf;color:white;cursor:pointer} .small{font-size:13px;color:#154b5c} #hud{position:absolute;right:12px;top:12px;text-align:right;z-index:20} #instruments{position:absolute;left:12px;bottom:12px;z-index:20} .inst{background:rgba(255,255,255,0.9);padding:8px;border-radius:8px;color:#072635;font-family:monospace;margin-bottom:6px;box-shadow:0 2px 8px rgba(16,24,32,0.05)} .msg{color:#b00020;font-weight:700} </style> <script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r155/three.min.js"></script>a <script src="https://cdnjs.cloudflare.com/ajax/libs/simplex-noise/2.4.0/simplex-noise.min.js"></script>Stage-1 — Flight Prototype
Controls: W/S pitch • A/D roll • Q/E yaw • R/F throttle • G flaps • L gear • Space pause
Reset
Cessna-like (light)
Jet (fast)
This is a compact, original prototype demonstrating basic flight physics, procedural terrain, and instruments. It's not a copy of any commercial product.
Airspeed: 0 kt
Altitude: 0 m
Pitch: 0° • Roll: 0°
Required libraries failed to load. Check network or CDN.
';
throw new Error('Missing libs');
}
/* ---------------- Scene & Renderer ---------------- */
const W = window.innerWidth, H = window.innerHeight;
const renderer = new THREE.WebGLRenderer({ antialias: true });
renderer.setSize(W, H);
renderer.shadowMap.enabled = false;
document.body.appendChild(renderer.domElement);
const scene = new THREE.Scene();
scene.background = new THREE.Color(0x87ceeb); // daytime sky
const camera = new THREE.PerspectiveCamera(60, W / H, 0.1, 20000);
camera.position.set(0, 10, -30);
/* ---------------- Lights ---------------- */
const hemi = new THREE.HemisphereLight(0xbfd1ff, 0x202030, 0.9);
scene.add(hemi);
const sun = new THREE.DirectionalLight(0xffffff, 0.9);
sun.position.set(100, 200, 100);
scene.add(sun);
/* ---------------- Terrain (procedural) ---------------- */
const simplex = new SimplexNoise();
const terrainSize = 2048;
const terrainSeg = 128;
const terrainGeo = new THREE.PlaneGeometry(terrainSize, terrainSize, terrainSeg, terrainSeg);
terrainGeo.rotateX(-Math.PI/2);
const heightScale = 120;
for (let i = 0; i < terrainGeo.attributes.position.count; i++) {
const x = terrainGeo.attributes.position.getX(i);
const z = terrainGeo.attributes.position.getZ(i);
const n = simplex.noise2D(x * 0.0009, z * 0.0009) * 0.6
+ 0.5 * simplex.noise2D(x * 0.0022, z * 0.0022);
terrainGeo.attributes.position.setY(i, n * heightScale);
}
terrainGeo.computeVertexNormals();
const terrainMat = new THREE.MeshStandardMaterial({ color: 0x556644, roughness: 1, metalness: 0 });
const terrain = new THREE.Mesh(terrainGeo, terrainMat);
terrain.receiveShadow = false;
scene.add(terrain);
// Water plane
const waterGeo = new THREE.PlaneGeometry(terrainSize, terrainSize, 1, 1);
waterGeo.rotateX(-Math.PI/2);
const water = new THREE.Mesh(waterGeo, new THREE.MeshStandardMaterial({ color: 0x1e90ff, transparent: true, opacity: 0.55 }));
water.position.y = -12;
scene.add(water);
/* ---------------- Aircraft ---------------- */
// Procedural simple airplane
function makePlane() {
const g = new THREE.Group();
const body = new THREE.Mesh(new THREE.CylinderGeometry(0.9, 1.2, 10, 10), new THREE.MeshStandardMaterial({ color: 0xddeeff }));
body.rotation.z = Math.PI / 2; g.add(body);
const wing = new THREE.Mesh(new THREE.BoxGeometry(12, 0.3, 3), new THREE.MeshStandardMaterial({ color: 0xcfe8ff }));
wing.position.set(2, 0, 0); g.add(wing);
const tail = new THREE.Mesh(new THREE.BoxGeometry(3, 0.2, 1.2), new THREE.MeshStandardMaterial({ color: 0xcfe8ff }));
tail.position.set(-4.6, 1.0, 0); tail.rotation.z = 0.25; g.add(tail);
const nose = new THREE.Mesh(new THREE.ConeGeometry(0.8, 2, 10), new THREE.MeshStandardMaterial({ color: 0xa6cfff }));
nose.rotation.z = Math.PI / 2; nose.position.set(5, 0, 0); g.add(nose);
return g;
}
const planeMesh = makePlane();
scene.add(planeMesh);
/* ---------------- Flight state & aircraft parameters ---------------- */
const state = {
pos: new THREE.Vector3(0, 200, 0),
vel: new THREE.Vector3(60, 0, 0), // m/s
quat: new THREE.Quaternion(),
angVel: new THREE.Vector3(0, 0, 0),
};
const presets = {
c172: { mass: 1200, wingArea: 16.2, wingSpan: 11, CL0: 0.2, CLalpha: 5.2, Cd0: 0.025, propMax: 16000, maxSpeed: 80, rollRate: 50 * Math.PI/180 },
jet: { mass: 8000, wingArea: 70, wingSpan: 30, CL0: 0.15, CLalpha: 4.0, Cd0: 0.02, propMax: 120000, maxSpeed: 230, rollRate: 18 * Math.PI/180 }
};
let aircraft = Object.assign({}, presets.c172);
const controls = { pitch: 0, roll: 0, yaw: 0, throttle: 0.6, flaps: 0, gear: true, crashed: false };
/* ---------------- HUD elements ---------------- */
const airspeedEl = document.getElementById('airspeed');
const altEl = document.getElementById('altitude');
const horizonEl = document.getElementById('horizon');
/* ---------------- Input handling ---------------- */
const key = {};
window.addEventListener('keydown', (e) => {
key[e.key.toLowerCase()] = true;
if (e.code === 'Space') { e.preventDefault(); togglePause(); }
});
window.addEventListener('keyup', (e) => { key[e.key.toLowerCase()] = false; });
document.getElementById('resetBtn').addEventListener('click', resetSim);
document.getElementById('preset').addEventListener('change', (ev) => {
aircraft = Object.assign({}, presets[ev.target.value || 'c172']);
resetSim();
});
/* ---------------- Aerodynamics ---------------- */
function airDensityAtAltitude(alt) {
const seaRho = 1.225;
const scale = 8500;
return seaRho * Math.exp(-alt / scale);
}
function computeAerodynamics(state, controls) {
const vel = state.vel.clone();
const speed = vel.length();
const forward = new THREE.Vector3(1, 0, 0).applyQuaternion(state.quat);
const up = new THREE.Vector3(0, 1, 0).applyQuaternion(state.quat);
// velocity in body coords
const velLocal = state.vel.clone().applyQuaternion(state.quat.clone().conjugate());
const vx = velLocal.x, vz = velLocal.y;
const AoA = Math.atan2(vz, Math.max(0.0001, vx));
const rho = airDensityAtAltitude(state.pos.y);
const q = 0.5 * rho * speed * speed;
const CL = aircraft.CL0 + aircraft.CLalpha * AoA * (1 - controls.flaps * 0.4);
const lift = q * aircraft.wingArea * CL;
const Cd = aircraft.Cd0 + (CL * CL) / (Math.PI * aircraft.wingSpan * (aircraft.wingSpan / Math.sqrt(aircraft.wingArea)));
const drag = q * aircraft.wingArea * Cd;
const thrust = aircraft.propMax * controls.throttle;
const weight = aircraft.mass * 9.80665;
const liftWorld = up.clone().multiplyScalar(lift);
const dragWorld = vel.clone().normalize().multiplyScalar(-drag || 0);
const thrustWorld = forward.clone().multiplyScalar(thrust);
const weightWorld = new THREE.Vector3(0, -weight, 0);
return { liftWorld, dragWorld, thrustWorld, weightWorld, speed, AoA, rho, q, CL, Cd };
}
/* ---------------- Terrain sampling ---------------- */
function sampleTerrainHeight(x, z) {
const half = terrainSize / 2;
const u = (x + half) / terrainSize;
const v = (z + half) / terrainSize;
const cols = terrainSeg + 1, rows = terrainSeg + 1;
let ix = Math.floor(u * (cols - 1)), iz = Math.floor(v * (rows - 1));
ix = Math.max(0, Math.min(cols - 2, ix)); iz = Math.max(0, Math.min(rows - 2, iz));
const pos = terrain.geometry.attributes.position;
const getY = (col, row) => pos.getY(row * cols + col);
const y00 = getY(ix, iz), y10 = getY(ix + 1, iz), y01 = getY(ix, iz + 1), y11 = getY(ix + 1, iz + 1);
const fu = (u * (cols - 1)) - ix, fv = (v * (rows - 1)) - iz;
const y0 = y00 * (1 - fu) + y10 * fu;
const y1 = y01 * (1 - fu) + y11 * fu;
const y = y0 * (1 - fv) + y1 * fv;
return (typeof y === 'number') ? y : -100;
}
/* ---------------- Physics integrator ---------------- */
const FIXED_DT = 1 / 60;
let accumulator = 0;
let lastTime = performance.now();
let paused = false;
function integrateStep() {
if (controls.crashed) return;
// map keys to control inputs
const pitchInput = (key['w'] ? 1 : 0) - (key['s'] ? 1 : 0);
const rollInput = (key['d'] ? 1 : 0) - (key['a'] ? 1 : 0);
const yawInput = (key['e'] ? 1 : 0) - (key['q'] ? 1 : 0);
if (key['r']) controls.throttle = Math.min(1, controls.throttle + 0.5 * FIXED_DT);
if (key['f']) controls.throttle = Math.max(0, controls.throttle - 0.5 * FIXED_DT);
if (key['g']) { if (!key.__glock) { controls.flaps = controls.flaps > 0 ? 0 : 1; key.__glock = true; } } else key.__glock = false;
if (key['l']) { if (!key.__llock) { controls.gear = !controls.gear; key.__llock = true; } } else key.__llock = false;
const eff = Math.min(1, state.vel.length() / 20);
const pitchRate = pitchInput * 1.2 * eff;
const rollRate = rollInput * aircraft.rollRate * eff;
const yawRate = yawInput * 0.8 * eff;
state.angVel.x += pitchRate * FIXED_DT;
state.angVel.z += rollRate * FIXED_DT;
state.angVel.y += yawRate * FIXED_DT;
// damping
state.angVel.multiplyScalar(0.995);
// integrate orientation
const ang = state.angVel.clone().multiplyScalar(FIXED_DT);
const q = new THREE.Quaternion().setFromEuler(new THREE.Euler(ang.x, ang.y, ang.z, 'ZYX'));
state.quat.multiply(q).normalize();
// aerodynamics
const aero = computeAerodynamics(state, controls);
// sum forces
const total = new THREE.Vector3();
total.add(aero.liftWorld);
total.add(aero.dragWorld);
total.add(aero.thrustWorld);
total.add(aero.weightWorld);
const acc = total.clone().multiplyScalar(1 / aircraft.mass);
state.vel.add(acc.multiplyScalar(FIXED_DT));
// clamp speed to keep stable
const maxSpeed = Math.max(aircraft.maxSpeed * 1.6, 400);
if (state.vel.length() > maxSpeed) state.vel.setLength(maxSpeed);
state.pos.add(state.vel.clone().multiplyScalar(FIXED_DT));
// ground collision
const groundY = sampleTerrainHeight(state.pos.x, state.pos.z);
if (state.pos.y <= groundY + 1.2) {
if (state.vel.length() > 8) {
controls.throttle = 0;
state.vel.set(0, 0, 0);
state.pos.y = groundY + 1.2;
controls.crashed = true;
} else {
state.pos.y = groundY + 1.2;
state.vel.y = 0;
}
}
return aero;
}
/* ---------------- Graphics update ---------------- */
function updateGraphics() {
planeMesh.position.copy(state.pos);
planeMesh.quaternion.copy(state.quat);
// camera chase
const back = new THREE.Vector3(-18, 6, 0).applyQuaternion(state.quat);
const camTarget = state.pos.clone().add(back);
camera.position.lerp(camTarget, 0.12);
camera.lookAt(state.pos);
}
function updateInstruments(info) {
const speed = Math.round(info.speed * 1.94384); // m/s -> knots
airspeedEl.textContent = 'Airspeed: ' + speed + ' kt';
altEl.textContent = 'Altitude: ' + Math.round(state.pos.y) + ' m';
const e = new THREE.Euler().setFromQuaternion(state.quat, 'ZYX');
const pitchDeg = Math.round(THREE.MathUtils.radToDeg(e.x));
const rollDeg = Math.round(THREE.MathUtils.radToDeg(e.z));
horizonEl.textContent = `Pitch: ${pitchDeg}° • Roll: ${rollDeg}°`;
}
/* ---------------- Animation loop (fixed-step) ---------------- */
function animate(now) {
requestAnimationFrame(animate);
const frameTime = Math.min(0.05, (now - lastTime) / 1000);
lastTime = now;
if (!paused) {
accumulator += frameTime;
const maxSteps = 5;
let steps = 0;
while (accumulator >= FIXED_DT && steps < maxSteps) {
const aero = integrateStep();
accumulator -= FIXED_DT;
steps++;
// optional: update instruments per physics step
updateInstruments(aero);
}
}
updateGraphics();
renderer.render(scene, camera);
}
/* ---------------- Utilities & reset ---------------- */
function resetSim() {
state.pos.set(0, 200, 0);
state.vel.set(60, 0, 0);
state.quat.identity();
state.angVel.set(0, 0, 0);
controls.throttle = 0.6;
controls.flaps = 0;
controls.gear = true;
controls.crashed = false;
paused = false;
airspeedEl.textContent = 'Airspeed: 0 kt';
altEl.textContent = 'Altitude: 0 m';
horizonEl.textContent = 'Pitch: 0° • Roll: 0°';
}
function togglePause() {
paused = !paused;
}
/* ---------------- Start ---------------- */
resetSim();
lastTime = performance.now();
requestAnimationFrame(animate);
/* ---------------- Resize ---------------- */
window.addEventListener('resize', () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
});
/* Small debug: show crash message in HUD */
setInterval(() => {
if (controls.crashed) {
if (!document.getElementById('crashMsg')) {
const msg = document.createElement('div');
msg.id = 'crashMsg';
msg.className = 'panel';
msg.innerHTML = 'CRASHED — press Reset
';
msg.style.position = 'absolute';
msg.style.right = '12px';
msg.style.top = '80px';
msg.style.zIndex = 30;
document.body.appendChild(msg);
}
} else {
const m = document.getElementById('crashMsg');
if (m) m.remove();
}
}, 500);
</script>
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