|
@@ -0,0 +1,554 @@
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+import {
|
|
|
+ BufferAttribute,
|
|
|
+ BufferGeometry,
|
|
|
+ Quaternion,
|
|
|
+ Raycaster,
|
|
|
+ Vector3
|
|
|
+} from "../../../build/three.module.js";
|
|
|
+
|
|
|
+var RollerCoasterGeometry = function ( curve, divisions ) {
|
|
|
+
|
|
|
+ BufferGeometry.call( this );
|
|
|
+
|
|
|
+ var vertices = [];
|
|
|
+ var normals = [];
|
|
|
+ var colors = [];
|
|
|
+
|
|
|
+ var color1 = [ 1, 1, 1 ];
|
|
|
+ var color2 = [ 1, 1, 0 ];
|
|
|
+
|
|
|
+ var up = new Vector3( 0, 1, 0 );
|
|
|
+ var forward = new Vector3();
|
|
|
+ var right = new Vector3();
|
|
|
+
|
|
|
+ var quaternion = new Quaternion();
|
|
|
+ var prevQuaternion = new Quaternion();
|
|
|
+ prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
|
|
|
+
|
|
|
+ var point = new Vector3();
|
|
|
+ var prevPoint = new Vector3();
|
|
|
+ prevPoint.copy( curve.getPointAt( 0 ) );
|
|
|
+
|
|
|
+ // shapes
|
|
|
+
|
|
|
+ var step = [
|
|
|
+ new Vector3( - 0.225, 0, 0 ),
|
|
|
+ new Vector3( 0, - 0.050, 0 ),
|
|
|
+ new Vector3( 0, - 0.175, 0 ),
|
|
|
+
|
|
|
+ new Vector3( 0, - 0.050, 0 ),
|
|
|
+ new Vector3( 0.225, 0, 0 ),
|
|
|
+ new 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 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 Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var vector = new Vector3();
|
|
|
+ var normal = new 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 Vector3();
|
|
|
+ var vector2 = new Vector3();
|
|
|
+ var vector3 = new Vector3();
|
|
|
+ var vector4 = new Vector3();
|
|
|
+
|
|
|
+ var normal1 = new Vector3();
|
|
|
+ var normal2 = new Vector3();
|
|
|
+ var normal3 = new Vector3();
|
|
|
+ var normal4 = new 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 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+ this.addAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+ this.addAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+RollerCoasterGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+
|
|
|
+var RollerCoasterLiftersGeometry = function ( curve, divisions ) {
|
|
|
+
|
|
|
+ BufferGeometry.call( this );
|
|
|
+
|
|
|
+ var vertices = [];
|
|
|
+ var normals = [];
|
|
|
+
|
|
|
+ var quaternion = new Quaternion();
|
|
|
+
|
|
|
+ var up = new Vector3( 0, 1, 0 );
|
|
|
+
|
|
|
+ var point = new Vector3();
|
|
|
+ var tangent = new Vector3();
|
|
|
+
|
|
|
+ // shapes
|
|
|
+
|
|
|
+ var tube1 = [
|
|
|
+ new Vector3( 0, 0.05, - 0.05 ),
|
|
|
+ new Vector3( 0, 0.05, 0.05 ),
|
|
|
+ new Vector3( 0, - 0.05, 0 )
|
|
|
+ ];
|
|
|
+
|
|
|
+ var tube2 = [
|
|
|
+ new Vector3( - 0.05, 0, 0.05 ),
|
|
|
+ new Vector3( - 0.05, 0, - 0.05 ),
|
|
|
+ new Vector3( 0.05, 0, 0 )
|
|
|
+ ];
|
|
|
+
|
|
|
+ var tube3 = [
|
|
|
+ new Vector3( 0.05, 0, - 0.05 ),
|
|
|
+ new Vector3( 0.05, 0, 0.05 ),
|
|
|
+ new Vector3( - 0.05, 0, 0 )
|
|
|
+ ];
|
|
|
+
|
|
|
+ var vector1 = new Vector3();
|
|
|
+ var vector2 = new Vector3();
|
|
|
+ var vector3 = new Vector3();
|
|
|
+ var vector4 = new Vector3();
|
|
|
+
|
|
|
+ var normal1 = new Vector3();
|
|
|
+ var normal2 = new Vector3();
|
|
|
+ var normal3 = new Vector3();
|
|
|
+ var normal4 = new 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 Vector3();
|
|
|
+ var toPoint = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+ this.addAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+RollerCoasterLiftersGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+
|
|
|
+var RollerCoasterShadowGeometry = function ( curve, divisions ) {
|
|
|
+
|
|
|
+ BufferGeometry.call( this );
|
|
|
+
|
|
|
+ var vertices = [];
|
|
|
+
|
|
|
+ var up = new Vector3( 0, 1, 0 );
|
|
|
+ var forward = new Vector3();
|
|
|
+
|
|
|
+ var quaternion = new Quaternion();
|
|
|
+ var prevQuaternion = new Quaternion();
|
|
|
+ prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
|
|
|
+
|
|
|
+ var point = new Vector3();
|
|
|
+
|
|
|
+ var prevPoint = new Vector3();
|
|
|
+ prevPoint.copy( curve.getPointAt( 0 ) );
|
|
|
+ prevPoint.y = 0;
|
|
|
+
|
|
|
+ var vector1 = new Vector3();
|
|
|
+ var vector2 = new Vector3();
|
|
|
+ var vector3 = new Vector3();
|
|
|
+ var vector4 = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+RollerCoasterShadowGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+
|
|
|
+var SkyGeometry = function () {
|
|
|
+
|
|
|
+ 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+SkyGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+
|
|
|
+var TreesGeometry = function ( landscape ) {
|
|
|
+
|
|
|
+ BufferGeometry.call( this );
|
|
|
+
|
|
|
+ var vertices = [];
|
|
|
+ var colors = [];
|
|
|
+
|
|
|
+ var raycaster = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
|
|
|
+ this.addAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+TreesGeometry.prototype = Object.create( BufferGeometry.prototype );
|
|
|
+
|
|
|
+export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry };
|