RollerCoaster.js 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427
  1. ( function () {
  2. var RollerCoasterGeometry = function ( curve, divisions ) {
  3. THREE.BufferGeometry.call( this );
  4. var vertices = [];
  5. var normals = [];
  6. var colors = [];
  7. var color1 = [ 1, 1, 1 ];
  8. var color2 = [ 1, 1, 0 ];
  9. var up = new THREE.Vector3( 0, 1, 0 );
  10. var forward = new THREE.Vector3();
  11. var right = new THREE.Vector3();
  12. var quaternion = new THREE.Quaternion();
  13. var prevQuaternion = new THREE.Quaternion();
  14. prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  15. var point = new THREE.Vector3();
  16. var prevPoint = new THREE.Vector3();
  17. prevPoint.copy( curve.getPointAt( 0 ) ); // shapes
  18. 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 ) ];
  19. var PI2 = Math.PI * 2;
  20. var sides = 5;
  21. var tube1 = [];
  22. for ( var i = 0; i < sides; i ++ ) {
  23. var angle = i / sides * PI2;
  24. tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
  25. }
  26. var sides = 6;
  27. var tube2 = [];
  28. for ( var i = 0; i < sides; i ++ ) {
  29. var angle = i / sides * PI2;
  30. tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
  31. }
  32. var vector = new THREE.Vector3();
  33. var normal = new THREE.Vector3();
  34. function drawShape( shape, color ) {
  35. normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  36. for ( var j = 0; j < shape.length; j ++ ) {
  37. vector.copy( shape[ j ] );
  38. vector.applyQuaternion( quaternion );
  39. vector.add( point );
  40. vertices.push( vector.x, vector.y, vector.z );
  41. normals.push( normal.x, normal.y, normal.z );
  42. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  43. }
  44. normal.set( 0, 0, 1 ).applyQuaternion( quaternion );
  45. for ( var j = shape.length - 1; j >= 0; j -- ) {
  46. vector.copy( shape[ j ] );
  47. vector.applyQuaternion( quaternion );
  48. vector.add( point );
  49. vertices.push( vector.x, vector.y, vector.z );
  50. normals.push( normal.x, normal.y, normal.z );
  51. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  52. }
  53. }
  54. var vector1 = new THREE.Vector3();
  55. var vector2 = new THREE.Vector3();
  56. var vector3 = new THREE.Vector3();
  57. var vector4 = new THREE.Vector3();
  58. var normal1 = new THREE.Vector3();
  59. var normal2 = new THREE.Vector3();
  60. var normal3 = new THREE.Vector3();
  61. var normal4 = new THREE.Vector3();
  62. function extrudeShape( shape, offset, color ) {
  63. for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
  64. var point1 = shape[ j ];
  65. var point2 = shape[ ( j + 1 ) % jl ];
  66. vector1.copy( point1 ).add( offset );
  67. vector1.applyQuaternion( quaternion );
  68. vector1.add( point );
  69. vector2.copy( point2 ).add( offset );
  70. vector2.applyQuaternion( quaternion );
  71. vector2.add( point );
  72. vector3.copy( point2 ).add( offset );
  73. vector3.applyQuaternion( prevQuaternion );
  74. vector3.add( prevPoint );
  75. vector4.copy( point1 ).add( offset );
  76. vector4.applyQuaternion( prevQuaternion );
  77. vector4.add( prevPoint );
  78. vertices.push( vector1.x, vector1.y, vector1.z );
  79. vertices.push( vector2.x, vector2.y, vector2.z );
  80. vertices.push( vector4.x, vector4.y, vector4.z );
  81. vertices.push( vector2.x, vector2.y, vector2.z );
  82. vertices.push( vector3.x, vector3.y, vector3.z );
  83. vertices.push( vector4.x, vector4.y, vector4.z ); //
  84. normal1.copy( point1 );
  85. normal1.applyQuaternion( quaternion );
  86. normal1.normalize();
  87. normal2.copy( point2 );
  88. normal2.applyQuaternion( quaternion );
  89. normal2.normalize();
  90. normal3.copy( point2 );
  91. normal3.applyQuaternion( prevQuaternion );
  92. normal3.normalize();
  93. normal4.copy( point1 );
  94. normal4.applyQuaternion( prevQuaternion );
  95. normal4.normalize();
  96. normals.push( normal1.x, normal1.y, normal1.z );
  97. normals.push( normal2.x, normal2.y, normal2.z );
  98. normals.push( normal4.x, normal4.y, normal4.z );
  99. normals.push( normal2.x, normal2.y, normal2.z );
  100. normals.push( normal3.x, normal3.y, normal3.z );
  101. normals.push( normal4.x, normal4.y, normal4.z );
  102. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  103. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  104. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  105. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  106. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  107. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  108. }
  109. }
  110. var offset = new THREE.Vector3();
  111. for ( var i = 1; i <= divisions; i ++ ) {
  112. point.copy( curve.getPointAt( i / divisions ) );
  113. up.set( 0, 1, 0 );
  114. forward.subVectors( point, prevPoint ).normalize();
  115. right.crossVectors( up, forward ).normalize();
  116. up.crossVectors( forward, right );
  117. var angle = Math.atan2( forward.x, forward.z );
  118. quaternion.setFromAxisAngle( up, angle );
  119. if ( i % 2 === 0 ) {
  120. drawShape( step, color2 );
  121. }
  122. extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 );
  123. extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 );
  124. extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 );
  125. prevPoint.copy( point );
  126. prevQuaternion.copy( quaternion );
  127. } // console.log( vertices.length );
  128. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  129. this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  130. this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  131. };
  132. RollerCoasterGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  133. var RollerCoasterLiftersGeometry = function ( curve, divisions ) {
  134. THREE.BufferGeometry.call( this );
  135. var vertices = [];
  136. var normals = [];
  137. var quaternion = new THREE.Quaternion();
  138. var up = new THREE.Vector3( 0, 1, 0 );
  139. var point = new THREE.Vector3();
  140. var tangent = new THREE.Vector3(); // shapes
  141. 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 ) ];
  142. 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 ) ];
  143. 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 ) ];
  144. var vector1 = new THREE.Vector3();
  145. var vector2 = new THREE.Vector3();
  146. var vector3 = new THREE.Vector3();
  147. var vector4 = new THREE.Vector3();
  148. var normal1 = new THREE.Vector3();
  149. var normal2 = new THREE.Vector3();
  150. var normal3 = new THREE.Vector3();
  151. var normal4 = new THREE.Vector3();
  152. function extrudeShape( shape, fromPoint, toPoint ) {
  153. for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
  154. var point1 = shape[ j ];
  155. var point2 = shape[ ( j + 1 ) % jl ];
  156. vector1.copy( point1 );
  157. vector1.applyQuaternion( quaternion );
  158. vector1.add( fromPoint );
  159. vector2.copy( point2 );
  160. vector2.applyQuaternion( quaternion );
  161. vector2.add( fromPoint );
  162. vector3.copy( point2 );
  163. vector3.applyQuaternion( quaternion );
  164. vector3.add( toPoint );
  165. vector4.copy( point1 );
  166. vector4.applyQuaternion( quaternion );
  167. vector4.add( toPoint );
  168. vertices.push( vector1.x, vector1.y, vector1.z );
  169. vertices.push( vector2.x, vector2.y, vector2.z );
  170. vertices.push( vector4.x, vector4.y, vector4.z );
  171. vertices.push( vector2.x, vector2.y, vector2.z );
  172. vertices.push( vector3.x, vector3.y, vector3.z );
  173. vertices.push( vector4.x, vector4.y, vector4.z ); //
  174. normal1.copy( point1 );
  175. normal1.applyQuaternion( quaternion );
  176. normal1.normalize();
  177. normal2.copy( point2 );
  178. normal2.applyQuaternion( quaternion );
  179. normal2.normalize();
  180. normal3.copy( point2 );
  181. normal3.applyQuaternion( quaternion );
  182. normal3.normalize();
  183. normal4.copy( point1 );
  184. normal4.applyQuaternion( quaternion );
  185. normal4.normalize();
  186. normals.push( normal1.x, normal1.y, normal1.z );
  187. normals.push( normal2.x, normal2.y, normal2.z );
  188. normals.push( normal4.x, normal4.y, normal4.z );
  189. normals.push( normal2.x, normal2.y, normal2.z );
  190. normals.push( normal3.x, normal3.y, normal3.z );
  191. normals.push( normal4.x, normal4.y, normal4.z );
  192. }
  193. }
  194. var fromPoint = new THREE.Vector3();
  195. var toPoint = new THREE.Vector3();
  196. for ( var i = 1; i <= divisions; i ++ ) {
  197. point.copy( curve.getPointAt( i / divisions ) );
  198. tangent.copy( curve.getTangentAt( i / divisions ) );
  199. var angle = Math.atan2( tangent.x, tangent.z );
  200. quaternion.setFromAxisAngle( up, angle ); //
  201. if ( point.y > 10 ) {
  202. fromPoint.set( - 0.75, - 0.35, 0 );
  203. fromPoint.applyQuaternion( quaternion );
  204. fromPoint.add( point );
  205. toPoint.set( 0.75, - 0.35, 0 );
  206. toPoint.applyQuaternion( quaternion );
  207. toPoint.add( point );
  208. extrudeShape( tube1, fromPoint, toPoint );
  209. fromPoint.set( - 0.7, - 0.3, 0 );
  210. fromPoint.applyQuaternion( quaternion );
  211. fromPoint.add( point );
  212. toPoint.set( - 0.7, - point.y, 0 );
  213. toPoint.applyQuaternion( quaternion );
  214. toPoint.add( point );
  215. extrudeShape( tube2, fromPoint, toPoint );
  216. fromPoint.set( 0.7, - 0.3, 0 );
  217. fromPoint.applyQuaternion( quaternion );
  218. fromPoint.add( point );
  219. toPoint.set( 0.7, - point.y, 0 );
  220. toPoint.applyQuaternion( quaternion );
  221. toPoint.add( point );
  222. extrudeShape( tube3, fromPoint, toPoint );
  223. } else {
  224. fromPoint.set( 0, - 0.2, 0 );
  225. fromPoint.applyQuaternion( quaternion );
  226. fromPoint.add( point );
  227. toPoint.set( 0, - point.y, 0 );
  228. toPoint.applyQuaternion( quaternion );
  229. toPoint.add( point );
  230. extrudeShape( tube3, fromPoint, toPoint );
  231. }
  232. }
  233. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  234. this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  235. };
  236. RollerCoasterLiftersGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  237. var RollerCoasterShadowGeometry = function ( curve, divisions ) {
  238. THREE.BufferGeometry.call( this );
  239. var vertices = [];
  240. var up = new THREE.Vector3( 0, 1, 0 );
  241. var forward = new THREE.Vector3();
  242. var quaternion = new THREE.Quaternion();
  243. var prevQuaternion = new THREE.Quaternion();
  244. prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  245. var point = new THREE.Vector3();
  246. var prevPoint = new THREE.Vector3();
  247. prevPoint.copy( curve.getPointAt( 0 ) );
  248. prevPoint.y = 0;
  249. var vector1 = new THREE.Vector3();
  250. var vector2 = new THREE.Vector3();
  251. var vector3 = new THREE.Vector3();
  252. var vector4 = new THREE.Vector3();
  253. for ( var i = 1; i <= divisions; i ++ ) {
  254. point.copy( curve.getPointAt( i / divisions ) );
  255. point.y = 0;
  256. forward.subVectors( point, prevPoint );
  257. var angle = Math.atan2( forward.x, forward.z );
  258. quaternion.setFromAxisAngle( up, angle );
  259. vector1.set( - 0.3, 0, 0 );
  260. vector1.applyQuaternion( quaternion );
  261. vector1.add( point );
  262. vector2.set( 0.3, 0, 0 );
  263. vector2.applyQuaternion( quaternion );
  264. vector2.add( point );
  265. vector3.set( 0.3, 0, 0 );
  266. vector3.applyQuaternion( prevQuaternion );
  267. vector3.add( prevPoint );
  268. vector4.set( - 0.3, 0, 0 );
  269. vector4.applyQuaternion( prevQuaternion );
  270. vector4.add( prevPoint );
  271. vertices.push( vector1.x, vector1.y, vector1.z );
  272. vertices.push( vector2.x, vector2.y, vector2.z );
  273. vertices.push( vector4.x, vector4.y, vector4.z );
  274. vertices.push( vector2.x, vector2.y, vector2.z );
  275. vertices.push( vector3.x, vector3.y, vector3.z );
  276. vertices.push( vector4.x, vector4.y, vector4.z );
  277. prevPoint.copy( point );
  278. prevQuaternion.copy( quaternion );
  279. }
  280. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  281. };
  282. RollerCoasterShadowGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  283. var SkyGeometry = function () {
  284. THREE.BufferGeometry.call( this );
  285. var vertices = [];
  286. for ( var i = 0; i < 100; i ++ ) {
  287. var x = Math.random() * 800 - 400;
  288. var y = Math.random() * 50 + 50;
  289. var z = Math.random() * 800 - 400;
  290. var size = Math.random() * 40 + 20;
  291. vertices.push( x - size, y, z - size );
  292. vertices.push( x + size, y, z - size );
  293. vertices.push( x - size, y, z + size );
  294. vertices.push( x + size, y, z - size );
  295. vertices.push( x + size, y, z + size );
  296. vertices.push( x - size, y, z + size );
  297. }
  298. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  299. };
  300. SkyGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  301. var TreesGeometry = function ( landscape ) {
  302. THREE.BufferGeometry.call( this );
  303. var vertices = [];
  304. var colors = [];
  305. var raycaster = new THREE.Raycaster();
  306. raycaster.ray.direction.set( 0, - 1, 0 );
  307. for ( var i = 0; i < 2000; i ++ ) {
  308. var x = Math.random() * 500 - 250;
  309. var z = Math.random() * 500 - 250;
  310. raycaster.ray.origin.set( x, 50, z );
  311. var intersections = raycaster.intersectObject( landscape );
  312. if ( intersections.length === 0 ) continue;
  313. var y = intersections[ 0 ].point.y;
  314. var height = Math.random() * 5 + 0.5;
  315. var angle = Math.random() * Math.PI * 2;
  316. vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
  317. vertices.push( x, y + height, z );
  318. vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
  319. angle += Math.PI / 2;
  320. vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
  321. vertices.push( x, y + height, z );
  322. vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
  323. var random = Math.random() * 0.1;
  324. for ( var j = 0; j < 6; j ++ ) {
  325. colors.push( 0.2 + random, 0.4 + random, 0 );
  326. }
  327. }
  328. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  329. this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  330. };
  331. TreesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  332. THREE.RollerCoasterGeometry = RollerCoasterGeometry;
  333. THREE.RollerCoasterLiftersGeometry = RollerCoasterLiftersGeometry;
  334. THREE.RollerCoasterShadowGeometry = RollerCoasterShadowGeometry;
  335. THREE.SkyGeometry = SkyGeometry;
  336. THREE.TreesGeometry = TreesGeometry;
  337. } )();