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@@ -6,545 +6,555 @@ import {
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Vector3
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} from '../../../build/three.module.js';
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-var RollerCoasterGeometry = function ( curve, divisions ) {
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+class RollerCoasterGeometry extends BufferGeometry {
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- BufferGeometry.call( this );
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+ constructor( curve, divisions ) {
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- var vertices = [];
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- var normals = [];
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- var colors = [];
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+ super();
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- var color1 = [ 1, 1, 1 ];
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- var color2 = [ 1, 1, 0 ];
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+ const vertices = [];
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+ const normals = [];
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+ const colors = [];
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- var up = new Vector3( 0, 1, 0 );
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- var forward = new Vector3();
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- var right = new Vector3();
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+ const color1 = [ 1, 1, 1 ];
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+ const color2 = [ 1, 1, 0 ];
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- var quaternion = new Quaternion();
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- var prevQuaternion = new Quaternion();
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- prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
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+ const up = new Vector3( 0, 1, 0 );
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+ const forward = new Vector3();
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+ const right = new Vector3();
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- var point = new Vector3();
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- var prevPoint = new Vector3();
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- prevPoint.copy( curve.getPointAt( 0 ) );
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+ const quaternion = new Quaternion();
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+ const prevQuaternion = new Quaternion();
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+ prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
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- // shapes
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+ const point = new Vector3();
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+ const prevPoint = new Vector3();
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+ prevPoint.copy( curve.getPointAt( 0 ) );
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- var step = [
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- new Vector3( - 0.225, 0, 0 ),
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- new Vector3( 0, - 0.050, 0 ),
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- new Vector3( 0, - 0.175, 0 ),
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+ // shapes
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- new Vector3( 0, - 0.050, 0 ),
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- new Vector3( 0.225, 0, 0 ),
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- new Vector3( 0, - 0.175, 0 )
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- ];
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+ const step = [
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+ new Vector3( - 0.225, 0, 0 ),
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+ new Vector3( 0, - 0.050, 0 ),
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+ new Vector3( 0, - 0.175, 0 ),
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- var PI2 = Math.PI * 2;
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+ new Vector3( 0, - 0.050, 0 ),
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+ new Vector3( 0.225, 0, 0 ),
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+ new Vector3( 0, - 0.175, 0 )
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+ ];
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- var sides = 5;
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- var tube1 = [];
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+ const PI2 = Math.PI * 2;
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- for ( var i = 0; i < sides; i ++ ) {
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+ let sides = 5;
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+ const tube1 = [];
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- var angle = ( i / sides ) * PI2;
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- tube1.push( new Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
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+ for ( let i = 0; i < sides; i ++ ) {
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- }
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+ const angle = ( i / sides ) * PI2;
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+ tube1.push( new Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
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+
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+ }
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- var sides = 6;
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- var tube2 = [];
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+ sides = 6;
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+ const tube2 = [];
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- for ( var i = 0; i < sides; i ++ ) {
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+ for ( let i = 0; i < sides; i ++ ) {
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- var angle = ( i / sides ) * PI2;
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- tube2.push( new Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
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+ const angle = ( i / sides ) * PI2;
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+ tube2.push( new Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
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- }
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+ }
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- var vector = new Vector3();
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- var normal = new Vector3();
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+ const vector = new Vector3();
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+ const normal = new Vector3();
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- function drawShape( shape, color ) {
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+ function drawShape( shape, color ) {
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- normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
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+ normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
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- for ( var j = 0; j < shape.length; j ++ ) {
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+ for ( let j = 0; j < shape.length; j ++ ) {
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- vector.copy( shape[ j ] );
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- vector.applyQuaternion( quaternion );
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- vector.add( point );
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+ vector.copy( shape[ j ] );
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+ vector.applyQuaternion( quaternion );
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+ vector.add( point );
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- vertices.push( vector.x, vector.y, vector.z );
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- normals.push( normal.x, normal.y, normal.z );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ vertices.push( vector.x, vector.y, vector.z );
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+ normals.push( normal.x, normal.y, normal.z );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- }
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+ }
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- normal.set( 0, 0, 1 ).applyQuaternion( quaternion );
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+ normal.set( 0, 0, 1 ).applyQuaternion( quaternion );
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- for ( var j = shape.length - 1; j >= 0; j -- ) {
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+ for ( let j = shape.length - 1; j >= 0; j -- ) {
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- vector.copy( shape[ j ] );
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- vector.applyQuaternion( quaternion );
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- vector.add( point );
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+ vector.copy( shape[ j ] );
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+ vector.applyQuaternion( quaternion );
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+ vector.add( point );
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- vertices.push( vector.x, vector.y, vector.z );
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- normals.push( normal.x, normal.y, normal.z );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ vertices.push( vector.x, vector.y, vector.z );
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+ normals.push( normal.x, normal.y, normal.z );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+
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+ }
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}
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- }
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+ const vector1 = new Vector3();
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+ const vector2 = new Vector3();
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+ const vector3 = new Vector3();
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+ const vector4 = new Vector3();
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- var vector1 = new Vector3();
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- var vector2 = new Vector3();
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- var vector3 = new Vector3();
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- var vector4 = new Vector3();
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+ const normal1 = new Vector3();
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+ const normal2 = new Vector3();
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+ const normal3 = new Vector3();
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+ const normal4 = new Vector3();
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- var normal1 = new Vector3();
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- var normal2 = new Vector3();
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- var normal3 = new Vector3();
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- var normal4 = new Vector3();
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+ function extrudeShape( shape, offset, color ) {
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- function extrudeShape( shape, offset, color ) {
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+ for ( let j = 0, jl = shape.length; j < jl; j ++ ) {
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- for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
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+ const point1 = shape[ j ];
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+ const point2 = shape[ ( j + 1 ) % jl ];
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- var point1 = shape[ j ];
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- var point2 = shape[ ( j + 1 ) % jl ];
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+ vector1.copy( point1 ).add( offset );
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+ vector1.applyQuaternion( quaternion );
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+ vector1.add( point );
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- vector1.copy( point1 ).add( offset );
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- vector1.applyQuaternion( quaternion );
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- vector1.add( point );
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+ vector2.copy( point2 ).add( offset );
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+ vector2.applyQuaternion( quaternion );
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+ vector2.add( point );
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- vector2.copy( point2 ).add( offset );
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- vector2.applyQuaternion( quaternion );
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- vector2.add( point );
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+ vector3.copy( point2 ).add( offset );
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+ vector3.applyQuaternion( prevQuaternion );
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+ vector3.add( prevPoint );
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- vector3.copy( point2 ).add( offset );
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- vector3.applyQuaternion( prevQuaternion );
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- vector3.add( prevPoint );
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+ vector4.copy( point1 ).add( offset );
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+ vector4.applyQuaternion( prevQuaternion );
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+ vector4.add( prevPoint );
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- vector4.copy( point1 ).add( offset );
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- vector4.applyQuaternion( prevQuaternion );
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- vector4.add( prevPoint );
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+ vertices.push( vector1.x, vector1.y, vector1.z );
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+ vertices.push( vector2.x, vector2.y, vector2.z );
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+ vertices.push( vector4.x, vector4.y, vector4.z );
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- vertices.push( vector1.x, vector1.y, vector1.z );
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- vertices.push( vector2.x, vector2.y, vector2.z );
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- vertices.push( vector4.x, vector4.y, vector4.z );
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+ vertices.push( vector2.x, vector2.y, vector2.z );
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+ vertices.push( vector3.x, vector3.y, vector3.z );
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+ vertices.push( vector4.x, vector4.y, vector4.z );
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- vertices.push( vector2.x, vector2.y, vector2.z );
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- vertices.push( vector3.x, vector3.y, vector3.z );
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- vertices.push( vector4.x, vector4.y, vector4.z );
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+ //
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- //
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+ normal1.copy( point1 );
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+ normal1.applyQuaternion( quaternion );
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+ normal1.normalize();
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- normal1.copy( point1 );
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- normal1.applyQuaternion( quaternion );
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- normal1.normalize();
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+ normal2.copy( point2 );
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+ normal2.applyQuaternion( quaternion );
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+ normal2.normalize();
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- normal2.copy( point2 );
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- normal2.applyQuaternion( quaternion );
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- normal2.normalize();
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+ normal3.copy( point2 );
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+ normal3.applyQuaternion( prevQuaternion );
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+ normal3.normalize();
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- normal3.copy( point2 );
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- normal3.applyQuaternion( prevQuaternion );
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- normal3.normalize();
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+ normal4.copy( point1 );
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+ normal4.applyQuaternion( prevQuaternion );
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+ normal4.normalize();
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- normal4.copy( point1 );
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- normal4.applyQuaternion( prevQuaternion );
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- normal4.normalize();
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+ normals.push( normal1.x, normal1.y, normal1.z );
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+ normals.push( normal2.x, normal2.y, normal2.z );
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+ normals.push( normal4.x, normal4.y, normal4.z );
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- normals.push( normal1.x, normal1.y, normal1.z );
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- normals.push( normal2.x, normal2.y, normal2.z );
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- normals.push( normal4.x, normal4.y, normal4.z );
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+ normals.push( normal2.x, normal2.y, normal2.z );
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+ normals.push( normal3.x, normal3.y, normal3.z );
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+ normals.push( normal4.x, normal4.y, normal4.z );
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- normals.push( normal2.x, normal2.y, normal2.z );
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- normals.push( normal3.x, normal3.y, normal3.z );
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- normals.push( normal4.x, normal4.y, normal4.z );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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- colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
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+ }
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}
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- }
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+ const offset = new Vector3();
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- var offset = new Vector3();
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+ for ( let i = 1; i <= divisions; i ++ ) {
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- for ( var i = 1; i <= divisions; i ++ ) {
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+ point.copy( curve.getPointAt( i / divisions ) );
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- point.copy( curve.getPointAt( i / divisions ) );
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+ up.set( 0, 1, 0 );
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- up.set( 0, 1, 0 );
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+ forward.subVectors( point, prevPoint ).normalize();
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+ right.crossVectors( up, forward ).normalize();
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+ up.crossVectors( forward, right );
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- forward.subVectors( point, prevPoint ).normalize();
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- right.crossVectors( up, forward ).normalize();
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- up.crossVectors( forward, right );
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+ const angle = Math.atan2( forward.x, forward.z );
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- var angle = Math.atan2( forward.x, forward.z );
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+ quaternion.setFromAxisAngle( up, angle );
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- quaternion.setFromAxisAngle( up, angle );
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+ if ( i % 2 === 0 ) {
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- if ( i % 2 === 0 ) {
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+ drawShape( step, color2 );
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- drawShape( step, color2 );
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+ }
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+
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+ extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 );
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+ extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 );
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+ extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 );
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+
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+ prevPoint.copy( point );
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+ prevQuaternion.copy( quaternion );
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}
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- extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 );
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- extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 );
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- extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 );
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+ // console.log( vertices.length );
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- prevPoint.copy( point );
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- prevQuaternion.copy( quaternion );
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+ this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
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+ this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
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+ this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
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}
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- // console.log( vertices.length );
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+}
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- this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
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- this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
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- this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
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+class RollerCoasterLiftersGeometry extends BufferGeometry {
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-};
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+ constructor( curve, divisions ) {
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-RollerCoasterGeometry.prototype = Object.create( BufferGeometry.prototype );
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+ super();
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-var RollerCoasterLiftersGeometry = function ( curve, divisions ) {
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+ const vertices = [];
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+ const normals = [];
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- BufferGeometry.call( this );
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+ const quaternion = new Quaternion();
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- var vertices = [];
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- var normals = [];
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+ const up = new Vector3( 0, 1, 0 );
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- var quaternion = new Quaternion();
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+ const point = new Vector3();
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+ const tangent = new Vector3();
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- var up = new Vector3( 0, 1, 0 );
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+ // shapes
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- var point = new Vector3();
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- var tangent = new Vector3();
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+ const tube1 = [
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+ new Vector3( 0, 0.05, - 0.05 ),
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+ new Vector3( 0, 0.05, 0.05 ),
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+ new Vector3( 0, - 0.05, 0 )
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+ ];
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- // shapes
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+ const tube2 = [
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+ new Vector3( - 0.05, 0, 0.05 ),
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+ new Vector3( - 0.05, 0, - 0.05 ),
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+ new Vector3( 0.05, 0, 0 )
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+ ];
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- var tube1 = [
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- new Vector3( 0, 0.05, - 0.05 ),
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- new Vector3( 0, 0.05, 0.05 ),
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- new Vector3( 0, - 0.05, 0 )
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- ];
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+ const tube3 = [
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+ new Vector3( 0.05, 0, - 0.05 ),
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+ new Vector3( 0.05, 0, 0.05 ),
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+ new Vector3( - 0.05, 0, 0 )
|
|
|
+ ];
|
|
|
|
|
|
- var tube2 = [
|
|
|
- new Vector3( - 0.05, 0, 0.05 ),
|
|
|
- new Vector3( - 0.05, 0, - 0.05 ),
|
|
|
- new Vector3( 0.05, 0, 0 )
|
|
|
- ];
|
|
|
+ const vector1 = new Vector3();
|
|
|
+ const vector2 = new Vector3();
|
|
|
+ const vector3 = new Vector3();
|
|
|
+ const vector4 = new Vector3();
|
|
|
|
|
|
- var tube3 = [
|
|
|
- new Vector3( 0.05, 0, - 0.05 ),
|
|
|
- new Vector3( 0.05, 0, 0.05 ),
|
|
|
- new Vector3( - 0.05, 0, 0 )
|
|
|
- ];
|
|
|
+ const normal1 = new Vector3();
|
|
|
+ const normal2 = new Vector3();
|
|
|
+ const normal3 = new Vector3();
|
|
|
+ const normal4 = new Vector3();
|
|
|
|
|
|
- var vector1 = new Vector3();
|
|
|
- var vector2 = new Vector3();
|
|
|
- var vector3 = new Vector3();
|
|
|
- var vector4 = new Vector3();
|
|
|
+ function extrudeShape( shape, fromPoint, toPoint ) {
|
|
|
|
|
|
- var normal1 = new Vector3();
|
|
|
- var normal2 = new Vector3();
|
|
|
- var normal3 = new Vector3();
|
|
|
- var normal4 = new Vector3();
|
|
|
+ for ( let j = 0, jl = shape.length; j < jl; j ++ ) {
|
|
|
|
|
|
- function extrudeShape( shape, fromPoint, toPoint ) {
|
|
|
+ const point1 = shape[ j ];
|
|
|
+ const point2 = shape[ ( j + 1 ) % jl ];
|
|
|
|
|
|
- for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
|
|
|
+ vector1.copy( point1 );
|
|
|
+ vector1.applyQuaternion( quaternion );
|
|
|
+ vector1.add( fromPoint );
|
|
|
|
|
|
- var point1 = shape[ j ];
|
|
|
- var point2 = shape[ ( j + 1 ) % jl ];
|
|
|
+ vector2.copy( point2 );
|
|
|
+ vector2.applyQuaternion( quaternion );
|
|
|
+ vector2.add( fromPoint );
|
|
|
|
|
|
- vector1.copy( point1 );
|
|
|
- vector1.applyQuaternion( quaternion );
|
|
|
- vector1.add( fromPoint );
|
|
|
+ vector3.copy( point2 );
|
|
|
+ vector3.applyQuaternion( quaternion );
|
|
|
+ vector3.add( toPoint );
|
|
|
|
|
|
- vector2.copy( point2 );
|
|
|
- vector2.applyQuaternion( quaternion );
|
|
|
- vector2.add( fromPoint );
|
|
|
+ vector4.copy( point1 );
|
|
|
+ vector4.applyQuaternion( quaternion );
|
|
|
+ vector4.add( toPoint );
|
|
|
|
|
|
- vector3.copy( point2 );
|
|
|
- vector3.applyQuaternion( quaternion );
|
|
|
- vector3.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 );
|
|
|
|
|
|
- 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 );
|
|
|
|
|
|
- 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();
|
|
|
|
|
|
- normal1.copy( point1 );
|
|
|
- normal1.applyQuaternion( quaternion );
|
|
|
- normal1.normalize();
|
|
|
+ normal2.copy( point2 );
|
|
|
+ normal2.applyQuaternion( quaternion );
|
|
|
+ normal2.normalize();
|
|
|
|
|
|
- normal2.copy( point2 );
|
|
|
- normal2.applyQuaternion( quaternion );
|
|
|
- normal2.normalize();
|
|
|
+ normal3.copy( point2 );
|
|
|
+ normal3.applyQuaternion( quaternion );
|
|
|
+ normal3.normalize();
|
|
|
|
|
|
- normal3.copy( point2 );
|
|
|
- normal3.applyQuaternion( quaternion );
|
|
|
- normal3.normalize();
|
|
|
+ normal4.copy( point1 );
|
|
|
+ normal4.applyQuaternion( quaternion );
|
|
|
+ normal4.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( 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 );
|
|
|
|
|
|
- normals.push( normal2.x, normal2.y, normal2.z );
|
|
|
- normals.push( normal3.x, normal3.y, normal3.z );
|
|
|
- normals.push( normal4.x, normal4.y, normal4.z );
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
- }
|
|
|
+ const fromPoint = new Vector3();
|
|
|
+ const toPoint = new Vector3();
|
|
|
|
|
|
- var fromPoint = new Vector3();
|
|
|
- var toPoint = new Vector3();
|
|
|
+ for ( let i = 1; i <= divisions; i ++ ) {
|
|
|
|
|
|
- for ( var i = 1; i <= divisions; i ++ ) {
|
|
|
+ point.copy( curve.getPointAt( i / divisions ) );
|
|
|
+ tangent.copy( curve.getTangentAt( i / divisions ) );
|
|
|
|
|
|
- point.copy( curve.getPointAt( i / divisions ) );
|
|
|
- tangent.copy( curve.getTangentAt( i / divisions ) );
|
|
|
+ const angle = Math.atan2( tangent.x, tangent.z );
|
|
|
|
|
|
- var angle = Math.atan2( tangent.x, tangent.z );
|
|
|
+ quaternion.setFromAxisAngle( up, angle );
|
|
|
|
|
|
- quaternion.setFromAxisAngle( up, angle );
|
|
|
+ //
|
|
|
|
|
|
- //
|
|
|
+ if ( point.y > 10 ) {
|
|
|
|
|
|
- if ( point.y > 10 ) {
|
|
|
+ fromPoint.set( - 0.75, - 0.35, 0 );
|
|
|
+ fromPoint.applyQuaternion( quaternion );
|
|
|
+ fromPoint.add( point );
|
|
|
|
|
|
- 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 );
|
|
|
|
|
|
- toPoint.set( 0.75, - 0.35, 0 );
|
|
|
- toPoint.applyQuaternion( quaternion );
|
|
|
- toPoint.add( point );
|
|
|
+ extrudeShape( tube1, fromPoint, toPoint );
|
|
|
|
|
|
- extrudeShape( tube1, fromPoint, toPoint );
|
|
|
+ fromPoint.set( - 0.7, - 0.3, 0 );
|
|
|
+ fromPoint.applyQuaternion( quaternion );
|
|
|
+ fromPoint.add( point );
|
|
|
|
|
|
- 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 );
|
|
|
|
|
|
- toPoint.set( - 0.7, - point.y, 0 );
|
|
|
- toPoint.applyQuaternion( quaternion );
|
|
|
- toPoint.add( point );
|
|
|
+ extrudeShape( tube2, fromPoint, toPoint );
|
|
|
|
|
|
- extrudeShape( tube2, fromPoint, toPoint );
|
|
|
+ fromPoint.set( 0.7, - 0.3, 0 );
|
|
|
+ fromPoint.applyQuaternion( quaternion );
|
|
|
+ fromPoint.add( point );
|
|
|
|
|
|
- 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 );
|
|
|
|
|
|
- toPoint.set( 0.7, - point.y, 0 );
|
|
|
- toPoint.applyQuaternion( quaternion );
|
|
|
- toPoint.add( point );
|
|
|
+ extrudeShape( tube3, fromPoint, toPoint );
|
|
|
|
|
|
- extrudeShape( tube3, fromPoint, toPoint );
|
|
|
+ } else {
|
|
|
|
|
|
- } else {
|
|
|
+ fromPoint.set( 0, - 0.2, 0 );
|
|
|
+ fromPoint.applyQuaternion( quaternion );
|
|
|
+ fromPoint.add( point );
|
|
|
|
|
|
- fromPoint.set( 0, - 0.2, 0 );
|
|
|
- fromPoint.applyQuaternion( quaternion );
|
|
|
- fromPoint.add( point );
|
|
|
+ toPoint.set( 0, - point.y, 0 );
|
|
|
+ toPoint.applyQuaternion( quaternion );
|
|
|
+ toPoint.add( point );
|
|
|
|
|
|
- toPoint.set( 0, - point.y, 0 );
|
|
|
- toPoint.applyQuaternion( quaternion );
|
|
|
- toPoint.add( point );
|
|
|
+ extrudeShape( tube3, fromPoint, toPoint );
|
|
|
|
|
|
- extrudeShape( tube3, fromPoint, toPoint );
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
+ this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+ this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+
|
|
|
}
|
|
|
|
|
|
- this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
- this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+}
|
|
|
|
|
|
-};
|
|
|
+class RollerCoasterShadowGeometry extends BufferGeometry {
|
|
|
|
|
|
-RollerCoasterLiftersGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+ constructor( curve, divisions ) {
|
|
|
|
|
|
-var RollerCoasterShadowGeometry = function ( curve, divisions ) {
|
|
|
+ super();
|
|
|
|
|
|
- BufferGeometry.call( this );
|
|
|
+ const vertices = [];
|
|
|
|
|
|
- var vertices = [];
|
|
|
+ const up = new Vector3( 0, 1, 0 );
|
|
|
+ const forward = new Vector3();
|
|
|
|
|
|
- var up = new Vector3( 0, 1, 0 );
|
|
|
- var forward = new Vector3();
|
|
|
+ const quaternion = new Quaternion();
|
|
|
+ const prevQuaternion = new Quaternion();
|
|
|
+ prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
|
|
|
|
|
|
- var quaternion = new Quaternion();
|
|
|
- var prevQuaternion = new Quaternion();
|
|
|
- prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
|
|
|
+ const point = new Vector3();
|
|
|
|
|
|
- var point = new Vector3();
|
|
|
+ const prevPoint = new Vector3();
|
|
|
+ prevPoint.copy( curve.getPointAt( 0 ) );
|
|
|
+ prevPoint.y = 0;
|
|
|
|
|
|
- var prevPoint = new Vector3();
|
|
|
- prevPoint.copy( curve.getPointAt( 0 ) );
|
|
|
- prevPoint.y = 0;
|
|
|
+ const vector1 = new Vector3();
|
|
|
+ const vector2 = new Vector3();
|
|
|
+ const vector3 = new Vector3();
|
|
|
+ const vector4 = new Vector3();
|
|
|
|
|
|
- var vector1 = new Vector3();
|
|
|
- var vector2 = new Vector3();
|
|
|
- var vector3 = new Vector3();
|
|
|
- var vector4 = new Vector3();
|
|
|
+ for ( let i = 1; i <= divisions; i ++ ) {
|
|
|
|
|
|
- for ( var i = 1; i <= divisions; i ++ ) {
|
|
|
+ point.copy( curve.getPointAt( i / divisions ) );
|
|
|
+ point.y = 0;
|
|
|
|
|
|
- point.copy( curve.getPointAt( i / divisions ) );
|
|
|
- point.y = 0;
|
|
|
+ forward.subVectors( point, prevPoint );
|
|
|
|
|
|
- forward.subVectors( point, prevPoint );
|
|
|
+ const angle = Math.atan2( forward.x, forward.z );
|
|
|
|
|
|
- var angle = Math.atan2( forward.x, forward.z );
|
|
|
+ quaternion.setFromAxisAngle( up, angle );
|
|
|
|
|
|
- quaternion.setFromAxisAngle( up, angle );
|
|
|
+ vector1.set( - 0.3, 0, 0 );
|
|
|
+ vector1.applyQuaternion( quaternion );
|
|
|
+ vector1.add( point );
|
|
|
|
|
|
- vector1.set( - 0.3, 0, 0 );
|
|
|
- vector1.applyQuaternion( quaternion );
|
|
|
- vector1.add( point );
|
|
|
+ vector2.set( 0.3, 0, 0 );
|
|
|
+ vector2.applyQuaternion( quaternion );
|
|
|
+ vector2.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 );
|
|
|
|
|
|
- vector3.set( 0.3, 0, 0 );
|
|
|
- vector3.applyQuaternion( prevQuaternion );
|
|
|
- vector3.add( prevPoint );
|
|
|
+ vector4.set( - 0.3, 0, 0 );
|
|
|
+ vector4.applyQuaternion( prevQuaternion );
|
|
|
+ vector4.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 );
|
|
|
|
|
|
- vertices.push( vector1.x, vector1.y, vector1.z );
|
|
|
- vertices.push( vector2.x, vector2.y, vector2.z );
|
|
|
- vertices.push( vector4.x, vector4.y, vector4.z );
|
|
|
+ prevPoint.copy( point );
|
|
|
+ prevQuaternion.copy( quaternion );
|
|
|
|
|
|
- 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.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
|
|
|
}
|
|
|
|
|
|
- this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+}
|
|
|
|
|
|
-};
|
|
|
+class SkyGeometry extends BufferGeometry {
|
|
|
|
|
|
-RollerCoasterShadowGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+ constructor() {
|
|
|
|
|
|
-var SkyGeometry = function () {
|
|
|
+ super();
|
|
|
|
|
|
- BufferGeometry.call( this );
|
|
|
+ const vertices = [];
|
|
|
|
|
|
- var vertices = [];
|
|
|
+ for ( let i = 0; i < 100; i ++ ) {
|
|
|
|
|
|
- for ( var i = 0; i < 100; i ++ ) {
|
|
|
+ const x = Math.random() * 800 - 400;
|
|
|
+ const y = Math.random() * 50 + 50;
|
|
|
+ const z = Math.random() * 800 - 400;
|
|
|
|
|
|
- var x = Math.random() * 800 - 400;
|
|
|
- var y = Math.random() * 50 + 50;
|
|
|
- var z = Math.random() * 800 - 400;
|
|
|
+ const size = Math.random() * 40 + 20;
|
|
|
|
|
|
- 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 );
|
|
|
+ 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 );
|
|
|
+ }
|
|
|
|
|
|
- }
|
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|
|
+ this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
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|
|
- this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
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|
|
+ }
|
|
|
|
|
|
-};
|
|
|
+}
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|
|
|
|
|
-SkyGeometry.prototype = Object.create( BufferGeometry.prototype );
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|
|
+class TreesGeometry extends BufferGeometry {
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|
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|
|
-var TreesGeometry = function ( landscape ) {
|
|
|
+ constructor( landscape ) {
|
|
|
|
|
|
- BufferGeometry.call( this );
|
|
|
+ super();
|
|
|
|
|
|
- var vertices = [];
|
|
|
- var colors = [];
|
|
|
+ const vertices = [];
|
|
|
+ const colors = [];
|
|
|
|
|
|
- var raycaster = new Raycaster();
|
|
|
- raycaster.ray.direction.set( 0, - 1, 0 );
|
|
|
+ const raycaster = new Raycaster();
|
|
|
+ raycaster.ray.direction.set( 0, - 1, 0 );
|
|
|
|
|
|
- for ( var i = 0; i < 2000; i ++ ) {
|
|
|
+ for ( let i = 0; i < 2000; i ++ ) {
|
|
|
|
|
|
- var x = Math.random() * 500 - 250;
|
|
|
- var z = Math.random() * 500 - 250;
|
|
|
+ const x = Math.random() * 500 - 250;
|
|
|
+ const z = Math.random() * 500 - 250;
|
|
|
|
|
|
- raycaster.ray.origin.set( x, 50, z );
|
|
|
+ raycaster.ray.origin.set( x, 50, z );
|
|
|
|
|
|
- var intersections = raycaster.intersectObject( landscape );
|
|
|
+ const intersections = raycaster.intersectObject( landscape );
|
|
|
|
|
|
- if ( intersections.length === 0 ) continue;
|
|
|
+ if ( intersections.length === 0 ) continue;
|
|
|
|
|
|
- var y = intersections[ 0 ].point.y;
|
|
|
+ const y = intersections[ 0 ].point.y;
|
|
|
|
|
|
- var height = Math.random() * 5 + 0.5;
|
|
|
+ const height = Math.random() * 5 + 0.5;
|
|
|
|
|
|
- var angle = Math.random() * Math.PI * 2;
|
|
|
+ let 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 ) );
|
|
|
+ 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;
|
|
|
+ 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 ) );
|
|
|
+ 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;
|
|
|
+ const random = Math.random() * 0.1;
|
|
|
|
|
|
- for ( var j = 0; j < 6; j ++ ) {
|
|
|
+ for ( let j = 0; j < 6; j ++ ) {
|
|
|
|
|
|
- colors.push( 0.2 + random, 0.4 + random, 0 );
|
|
|
+ colors.push( 0.2 + random, 0.4 + random, 0 );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
- this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
+ this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+ this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
|
|
|
-};
|
|
|
+ }
|
|
|
|
|
|
-TreesGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+}
|
|
|
|
|
|
export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry };
|