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- /**
- * @author mrdoob / http://mrdoob.com/
- */
- function RollerCoasterGeometry( curve, divisions ) {
- THREE.BufferGeometry.call( this );
- var vertices = [];
- var normals = [];
- var colors = [];
- var color1 = [ 1, 1, 1 ];
- var color2 = [ 1, 1, 0 ];
- var up = new THREE.Vector3( 0, 1, 0 );
- var forward = new THREE.Vector3();
- var right = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- var prevQuaternion = new THREE.Quaternion();
- prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
- var point = new THREE.Vector3();
- var prevPoint = new THREE.Vector3();
- prevPoint.copy( curve.getPointAt( 0 ) );
- // shapes
- var step = [
- new THREE.Vector3( - 0.225, 0, 0 ),
- new THREE.Vector3( 0, - 0.050, 0 ),
- new THREE.Vector3( 0, - 0.175, 0 ),
- new THREE.Vector3( 0, - 0.050, 0 ),
- new THREE.Vector3( 0.225, 0, 0 ),
- new THREE.Vector3( 0, - 0.175, 0 )
- ];
- var PI2 = Math.PI * 2;
- var sides = 5;
- var tube1 = [];
- for ( var i = 0; i < sides; i ++ ) {
- var angle = ( i / sides ) * PI2;
- tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
- }
- var sides = 6;
- var tube2 = [];
- for ( var i = 0; i < sides; i ++ ) {
- var angle = ( i / sides ) * PI2;
- tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
- }
- var vector = new THREE.Vector3();
- var normal = new THREE.Vector3();
- function drawShape( shape, color ) {
- normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
- for ( var j = 0; j < shape.length; j ++ ) {
- vector.copy( shape[ j ] );
- vector.applyQuaternion( quaternion );
- vector.add( point );
- vertices.push( vector.x, vector.y, vector.z );
- normals.push( normal.x, normal.y, normal.z );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- }
- normal.set( 0, 0, 1 ).applyQuaternion( quaternion );
- for ( var j = shape.length - 1; j >= 0; j -- ) {
- vector.copy( shape[ j ] );
- vector.applyQuaternion( quaternion );
- vector.add( point );
- vertices.push( vector.x, vector.y, vector.z );
- normals.push( normal.x, normal.y, normal.z );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- }
- }
- var vector1 = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
- var vector3 = new THREE.Vector3();
- var vector4 = new THREE.Vector3();
- var normal1 = new THREE.Vector3();
- var normal2 = new THREE.Vector3();
- var normal3 = new THREE.Vector3();
- var normal4 = new THREE.Vector3();
- function extrudeShape( shape, offset, color ) {
- for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
- var point1 = shape[ j ];
- var point2 = shape[ ( j + 1 ) % jl ];
- vector1.copy( point1 ).add( offset );
- vector1.applyQuaternion( quaternion );
- vector1.add( point );
- vector2.copy( point2 ).add( offset );
- vector2.applyQuaternion( quaternion );
- vector2.add( point );
- vector3.copy( point2 ).add( offset );
- vector3.applyQuaternion( prevQuaternion );
- vector3.add( prevPoint );
- vector4.copy( point1 ).add( offset );
- vector4.applyQuaternion( prevQuaternion );
- vector4.add( prevPoint );
- vertices.push( vector1.x, vector1.y, vector1.z );
- vertices.push( vector2.x, vector2.y, vector2.z );
- vertices.push( vector4.x, vector4.y, vector4.z );
- vertices.push( vector2.x, vector2.y, vector2.z );
- vertices.push( vector3.x, vector3.y, vector3.z );
- vertices.push( vector4.x, vector4.y, vector4.z );
- //
- normal1.copy( point1 );
- normal1.applyQuaternion( quaternion );
- normal1.normalize();
- normal2.copy( point2 );
- normal2.applyQuaternion( quaternion );
- normal2.normalize();
- normal3.copy( point2 );
- normal3.applyQuaternion( prevQuaternion );
- normal3.normalize();
- normal4.copy( point1 );
- normal4.applyQuaternion( prevQuaternion );
- normal4.normalize();
- normals.push( normal1.x, normal1.y, normal1.z );
- normals.push( normal2.x, normal2.y, normal2.z );
- normals.push( normal4.x, normal4.y, normal4.z );
- normals.push( normal2.x, normal2.y, normal2.z );
- normals.push( normal3.x, normal3.y, normal3.z );
- normals.push( normal4.x, normal4.y, normal4.z );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
- }
- }
- var offset = new THREE.Vector3();
- for ( var i = 1; i <= divisions; i ++ ) {
- point.copy( curve.getPointAt( i / divisions ) );
- up.set( 0, 1, 0 );
- forward.subVectors( point, prevPoint ).normalize();
- right.crossVectors( up, forward ).normalize();
- up.crossVectors( forward, right );
- var angle = Math.atan2( forward.x, forward.z );
- quaternion.setFromAxisAngle( up, angle );
- if ( i % 2 === 0 ) {
- drawShape( step, color2 );
- }
- extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 );
- extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 );
- extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 );
- prevPoint.copy( point );
- prevQuaternion.copy( quaternion );
- }
- // console.log( vertices.length );
- this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
- this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
- this.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
- }
- RollerCoasterGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
- function RollerCoasterLiftersGeometry( curve, divisions ) {
- THREE.BufferGeometry.call( this );
- var vertices = [];
- var normals = [];
- var quaternion = new THREE.Quaternion();
- var up = new THREE.Vector3( 0, 1, 0 );
- var point = new THREE.Vector3();
- var tangent = new THREE.Vector3();
- // shapes
- var tube1 = [
- new THREE.Vector3( 0, 0.05, - 0.05 ),
- new THREE.Vector3( 0, 0.05, 0.05 ),
- new THREE.Vector3( 0, - 0.05, 0 )
- ];
- var tube2 = [
- new THREE.Vector3( - 0.05, 0, 0.05 ),
- new THREE.Vector3( - 0.05, 0, - 0.05 ),
- new THREE.Vector3( 0.05, 0, 0 )
- ];
- var tube3 = [
- new THREE.Vector3( 0.05, 0, - 0.05 ),
- new THREE.Vector3( 0.05, 0, 0.05 ),
- new THREE.Vector3( - 0.05, 0, 0 )
- ];
- var vector1 = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
- var vector3 = new THREE.Vector3();
- var vector4 = new THREE.Vector3();
- var normal1 = new THREE.Vector3();
- var normal2 = new THREE.Vector3();
- var normal3 = new THREE.Vector3();
- var normal4 = new THREE.Vector3();
- function extrudeShape( shape, fromPoint, toPoint ) {
- for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
- var point1 = shape[ j ];
- var point2 = shape[ ( j + 1 ) % jl ];
- vector1.copy( point1 );
- vector1.applyQuaternion( quaternion );
- vector1.add( fromPoint );
- vector2.copy( point2 );
- vector2.applyQuaternion( quaternion );
- vector2.add( fromPoint );
- vector3.copy( point2 );
- vector3.applyQuaternion( quaternion );
- vector3.add( toPoint );
- vector4.copy( point1 );
- vector4.applyQuaternion( quaternion );
- vector4.add( toPoint );
- vertices.push( vector1.x, vector1.y, vector1.z );
- vertices.push( vector2.x, vector2.y, vector2.z );
- vertices.push( vector4.x, vector4.y, vector4.z );
- vertices.push( vector2.x, vector2.y, vector2.z );
- vertices.push( vector3.x, vector3.y, vector3.z );
- vertices.push( vector4.x, vector4.y, vector4.z );
- //
- normal1.copy( point1 );
- normal1.applyQuaternion( quaternion );
- normal1.normalize();
- normal2.copy( point2 );
- normal2.applyQuaternion( quaternion );
- normal2.normalize();
- normal3.copy( point2 );
- normal3.applyQuaternion( quaternion );
- normal3.normalize();
- normal4.copy( point1 );
- normal4.applyQuaternion( quaternion );
- normal4.normalize();
- normals.push( normal1.x, normal1.y, normal1.z );
- normals.push( normal2.x, normal2.y, normal2.z );
- normals.push( normal4.x, normal4.y, normal4.z );
- normals.push( normal2.x, normal2.y, normal2.z );
- normals.push( normal3.x, normal3.y, normal3.z );
- normals.push( normal4.x, normal4.y, normal4.z );
- }
- }
- var fromPoint = new THREE.Vector3();
- var toPoint = new THREE.Vector3();
- for ( var i = 1; i <= divisions; i ++ ) {
- point.copy( curve.getPointAt( i / divisions ) );
- tangent.copy( curve.getTangentAt( i / divisions ) );
- var angle = Math.atan2( tangent.x, tangent.z );
- quaternion.setFromAxisAngle( up, angle );
- //
- if ( point.y > 10 ) {
- fromPoint.set( - 0.75, - 0.35, 0 );
- fromPoint.applyQuaternion( quaternion );
- fromPoint.add( point );
- toPoint.set( 0.75, - 0.35, 0 );
- toPoint.applyQuaternion( quaternion );
- toPoint.add( point );
- extrudeShape( tube1, fromPoint, toPoint );
- fromPoint.set( - 0.7, - 0.3, 0 );
- fromPoint.applyQuaternion( quaternion );
- fromPoint.add( point );
- toPoint.set( - 0.7, - point.y, 0 );
- toPoint.applyQuaternion( quaternion );
- toPoint.add( point );
- extrudeShape( tube2, fromPoint, toPoint );
- fromPoint.set( 0.7, - 0.3, 0 );
- fromPoint.applyQuaternion( quaternion );
- fromPoint.add( point );
- toPoint.set( 0.7, - point.y, 0 );
- toPoint.applyQuaternion( quaternion );
- toPoint.add( point );
- extrudeShape( tube3, fromPoint, toPoint );
- } else {
- fromPoint.set( 0, - 0.2, 0 );
- fromPoint.applyQuaternion( quaternion );
- fromPoint.add( point );
- toPoint.set( 0, - point.y, 0 );
- toPoint.applyQuaternion( quaternion );
- toPoint.add( point );
- extrudeShape( tube3, fromPoint, toPoint );
- }
- }
- this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
- this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
- }
- RollerCoasterLiftersGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
- function RollerCoasterShadowGeometry( curve, divisions ) {
- THREE.BufferGeometry.call( this );
- var vertices = [];
- var up = new THREE.Vector3( 0, 1, 0 );
- var forward = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- var prevQuaternion = new THREE.Quaternion();
- prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
- var point = new THREE.Vector3();
- var prevPoint = new THREE.Vector3();
- prevPoint.copy( curve.getPointAt( 0 ) );
- prevPoint.y = 0;
- var vector1 = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
- var vector3 = new THREE.Vector3();
- var vector4 = new THREE.Vector3();
- for ( var i = 1; i <= divisions; i ++ ) {
- point.copy( curve.getPointAt( i / divisions ) );
- point.y = 0;
- forward.subVectors( point, prevPoint );
- var angle = Math.atan2( forward.x, forward.z );
- quaternion.setFromAxisAngle( up, angle );
- vector1.set( - 0.3, 0, 0 );
- vector1.applyQuaternion( quaternion );
- vector1.add( point );
- vector2.set( 0.3, 0, 0 );
- vector2.applyQuaternion( quaternion );
- vector2.add( point );
- vector3.set( 0.3, 0, 0 );
- vector3.applyQuaternion( prevQuaternion );
- vector3.add( prevPoint );
- vector4.set( - 0.3, 0, 0 );
- vector4.applyQuaternion( prevQuaternion );
- vector4.add( prevPoint );
- vertices.push( vector1.x, vector1.y, vector1.z );
- vertices.push( vector2.x, vector2.y, vector2.z );
- vertices.push( vector4.x, vector4.y, vector4.z );
- vertices.push( vector2.x, vector2.y, vector2.z );
- vertices.push( vector3.x, vector3.y, vector3.z );
- vertices.push( vector4.x, vector4.y, vector4.z );
- prevPoint.copy( point );
- prevQuaternion.copy( quaternion );
- }
- this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
- }
- RollerCoasterShadowGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
- function SkyGeometry() {
- THREE.BufferGeometry.call( this );
- var vertices = [];
- for ( var i = 0; i < 100; i ++ ) {
- var x = Math.random() * 800 - 400;
- var y = Math.random() * 50 + 50;
- var z = Math.random() * 800 - 400;
- var size = Math.random() * 40 + 20;
- vertices.push( x - size, y, z - size );
- vertices.push( x + size, y, z - size );
- vertices.push( x - size, y, z + size );
- vertices.push( x + size, y, z - size );
- vertices.push( x + size, y, z + size );
- vertices.push( x - size, y, z + size );
- }
- this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
- }
- SkyGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
- function TreesGeometry( landscape ) {
- THREE.BufferGeometry.call( this );
- var vertices = [];
- var colors = [];
- var raycaster = new THREE.Raycaster();
- raycaster.ray.direction.set( 0, - 1, 0 );
- for ( var i = 0; i < 2000; i ++ ) {
- var x = Math.random() * 500 - 250;
- var z = Math.random() * 500 - 250;
- raycaster.ray.origin.set( x, 50, z );
- var intersections = raycaster.intersectObject( landscape );
- if ( intersections.length === 0 ) continue;
- var y = intersections[ 0 ].point.y;
- var height = Math.random() * 5 + 0.5;
- var angle = Math.random() * Math.PI * 2;
- vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
- vertices.push( x, y + height, z );
- vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
- angle += Math.PI / 2;
- vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
- vertices.push( x, y + height, z );
- vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
- var random = Math.random() * 0.1;
- for ( var j = 0; j < 6; j ++ ) {
- colors.push( 0.2 + random, 0.4 + random, 0 );
- }
- }
- this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
- this.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
- }
- TreesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
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