What is the best method for maneuvering a vehicle along a curved path?

Is it possible to create a scenario where a car moves and rotates along a curved path, with the wheels' and car's orientations adjusting accordingly?

While I can set an initial orientation for the car, how can I ensure that it follows the rest of the path smoothly?

(This is what I've experimented with:

var agl = Math.atan2(
  this.latLonG[0].lat - this.tiler.lastBbox.c.lat//this.latLonG[0].lat 
  ,this.latLonG[0].lon - this.tiler.lastBbox.c.lon//this.latLonG[0].lon
  ); 

NOTES:

  1. I need to determine the point on a spline where the car is at each frame. How can I achieve this while ensuring the completion of the path in 5 seconds?
  2. I also wish to have control over the speed of the car. What would be the best approach to implement this feature?

Answer №1

If you want to navigate a car along a curved path while following its direction:

  1. Start by outlining the key points of a spline
  2. Create the spline based on these defined points
  3. Increment a value representing the car's position on the curve, ranging from the starting point (0) to the endpoint (1)
  4. Ensure the car is oriented towards a point slightly ahead.

    //1. Define the spline's pivotal points
    var points = [
        new THREE.Vector3( x1, y1, z1 ),
        new THREE.Vector3( x2, y2, z2 ),
        ...
        new THREE.Vector3( xn, yn, zn )
        ];
    
    //2. Generate the spline
    var spline = new THREE.CatmullRomCurve3( points );
    //Updated in r72. Previously: THREE.SplineCurve3
    
    //3. Specify the car's position on the spline, between the start (0) and end (1)
    var carPositionOnSpline = 0;
    
    //In each increment (within your render loop or 'update' function of a tween), do the following:
    var newPosition = spline.getPoint( carPositionOnSpline );
    car.position.copy( newPosition );
    
    //Adjust the car's orientation to face the road
    var target = spline.getPoint( carPositionOnSpline + .001 );
    car.lookAt( target );//+.001 or alternative value
    

To make the wheels rotate, calculate the cross product of the orientation vector with the previous orientation vector. Assuming movement along the x-z plane, the wheel's alignment will be proportional to the y-component of the resultant vector:

var actualOrientation = new THREE.Vector3().subVectors( target, newPosition );
actualOrientation.normalize();

var orientation=new THREE.Vector3().crossVectors( actualOrientation, previousOrientation );

wheel.rotation.y = something * orientation.y;

previousOrientation = actualOrientation;

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