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RollerCoaster.js 13 KB

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  1. THREE.RollerCoasterGeometry = function ( curve, divisions ) {
  2. THREE.BufferGeometry.call( this );
  3. var vertices = [];
  4. var normals = [];
  5. var colors = [];
  6. var color1 = [ 1, 1, 1 ];
  7. var color2 = [ 1, 1, 0 ];
  8. var up = new THREE.Vector3( 0, 1, 0 );
  9. var forward = new THREE.Vector3();
  10. var right = new THREE.Vector3();
  11. var quaternion = new THREE.Quaternion();
  12. var prevQuaternion = new THREE.Quaternion();
  13. prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  14. var point = new THREE.Vector3();
  15. var prevPoint = new THREE.Vector3();
  16. prevPoint.copy( curve.getPointAt( 0 ) );
  17. // shapes
  18. var step = [
  19. new THREE.Vector3( - 0.225, 0, 0 ),
  20. new THREE.Vector3( 0, - 0.050, 0 ),
  21. new THREE.Vector3( 0, - 0.175, 0 ),
  22. new THREE.Vector3( 0, - 0.050, 0 ),
  23. new THREE.Vector3( 0.225, 0, 0 ),
  24. new THREE.Vector3( 0, - 0.175, 0 )
  25. ];
  26. var PI2 = Math.PI * 2;
  27. var sides = 5;
  28. var tube1 = [];
  29. for ( var i = 0; i < sides; i ++ ) {
  30. var angle = ( i / sides ) * PI2;
  31. tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
  32. }
  33. var sides = 6;
  34. var tube2 = [];
  35. for ( var i = 0; i < sides; i ++ ) {
  36. var angle = ( i / sides ) * PI2;
  37. tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
  38. }
  39. var vector = new THREE.Vector3();
  40. var normal = new THREE.Vector3();
  41. function drawShape( shape, color ) {
  42. normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  43. for ( var j = 0; j < shape.length; j ++ ) {
  44. vector.copy( shape[ j ] );
  45. vector.applyQuaternion( quaternion );
  46. vector.add( point );
  47. vertices.push( vector.x, vector.y, vector.z );
  48. normals.push( normal.x, normal.y, normal.z );
  49. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  50. }
  51. normal.set( 0, 0, 1 ).applyQuaternion( quaternion );
  52. for ( var j = shape.length - 1; j >= 0; j -- ) {
  53. vector.copy( shape[ j ] );
  54. vector.applyQuaternion( quaternion );
  55. vector.add( point );
  56. vertices.push( vector.x, vector.y, vector.z );
  57. normals.push( normal.x, normal.y, normal.z );
  58. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  59. }
  60. }
  61. var vector1 = new THREE.Vector3();
  62. var vector2 = new THREE.Vector3();
  63. var vector3 = new THREE.Vector3();
  64. var vector4 = new THREE.Vector3();
  65. var normal1 = new THREE.Vector3();
  66. var normal2 = new THREE.Vector3();
  67. var normal3 = new THREE.Vector3();
  68. var normal4 = new THREE.Vector3();
  69. function extrudeShape( shape, offset, color ) {
  70. for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
  71. var point1 = shape[ j ];
  72. var point2 = shape[ ( j + 1 ) % jl ];
  73. vector1.copy( point1 ).add( offset );
  74. vector1.applyQuaternion( quaternion );
  75. vector1.add( point );
  76. vector2.copy( point2 ).add( offset );
  77. vector2.applyQuaternion( quaternion );
  78. vector2.add( point );
  79. vector3.copy( point2 ).add( offset );
  80. vector3.applyQuaternion( prevQuaternion );
  81. vector3.add( prevPoint );
  82. vector4.copy( point1 ).add( offset );
  83. vector4.applyQuaternion( prevQuaternion );
  84. vector4.add( prevPoint );
  85. vertices.push( vector1.x, vector1.y, vector1.z );
  86. vertices.push( vector2.x, vector2.y, vector2.z );
  87. vertices.push( vector4.x, vector4.y, vector4.z );
  88. vertices.push( vector2.x, vector2.y, vector2.z );
  89. vertices.push( vector3.x, vector3.y, vector3.z );
  90. vertices.push( vector4.x, vector4.y, vector4.z );
  91. //
  92. normal1.copy( point1 );
  93. normal1.applyQuaternion( quaternion );
  94. normal1.normalize();
  95. normal2.copy( point2 );
  96. normal2.applyQuaternion( quaternion );
  97. normal2.normalize();
  98. normal3.copy( point2 );
  99. normal3.applyQuaternion( prevQuaternion );
  100. normal3.normalize();
  101. normal4.copy( point1 );
  102. normal4.applyQuaternion( prevQuaternion );
  103. normal4.normalize();
  104. normals.push( normal1.x, normal1.y, normal1.z );
  105. normals.push( normal2.x, normal2.y, normal2.z );
  106. normals.push( normal4.x, normal4.y, normal4.z );
  107. normals.push( normal2.x, normal2.y, normal2.z );
  108. normals.push( normal3.x, normal3.y, normal3.z );
  109. normals.push( normal4.x, normal4.y, normal4.z );
  110. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  111. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  112. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  113. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  114. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  115. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  116. }
  117. }
  118. var offset = new THREE.Vector3();
  119. for ( var i = 1; i <= divisions; i ++ ) {
  120. point.copy( curve.getPointAt( i / divisions ) );
  121. up.set( 0, 1, 0 );
  122. forward.subVectors( point, prevPoint ).normalize();
  123. right.crossVectors( up, forward ).normalize();
  124. up.crossVectors( forward, right );
  125. var angle = Math.atan2( forward.x, forward.z );
  126. quaternion.setFromAxisAngle( up, angle );
  127. if ( i % 2 === 0 ) {
  128. drawShape( step, color2 );
  129. }
  130. extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 );
  131. extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 );
  132. extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 );
  133. prevPoint.copy( point );
  134. prevQuaternion.copy( quaternion );
  135. }
  136. // console.log( vertices.length );
  137. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  138. this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  139. this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  140. };
  141. THREE.RollerCoasterGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  142. THREE.RollerCoasterLiftersGeometry = function ( curve, divisions ) {
  143. THREE.BufferGeometry.call( this );
  144. var vertices = [];
  145. var normals = [];
  146. var quaternion = new THREE.Quaternion();
  147. var up = new THREE.Vector3( 0, 1, 0 );
  148. var point = new THREE.Vector3();
  149. var tangent = new THREE.Vector3();
  150. // shapes
  151. var tube1 = [
  152. new THREE.Vector3( 0, 0.05, - 0.05 ),
  153. new THREE.Vector3( 0, 0.05, 0.05 ),
  154. new THREE.Vector3( 0, - 0.05, 0 )
  155. ];
  156. var tube2 = [
  157. new THREE.Vector3( - 0.05, 0, 0.05 ),
  158. new THREE.Vector3( - 0.05, 0, - 0.05 ),
  159. new THREE.Vector3( 0.05, 0, 0 )
  160. ];
  161. var tube3 = [
  162. new THREE.Vector3( 0.05, 0, - 0.05 ),
  163. new THREE.Vector3( 0.05, 0, 0.05 ),
  164. new THREE.Vector3( - 0.05, 0, 0 )
  165. ];
  166. var vector1 = new THREE.Vector3();
  167. var vector2 = new THREE.Vector3();
  168. var vector3 = new THREE.Vector3();
  169. var vector4 = new THREE.Vector3();
  170. var normal1 = new THREE.Vector3();
  171. var normal2 = new THREE.Vector3();
  172. var normal3 = new THREE.Vector3();
  173. var normal4 = new THREE.Vector3();
  174. function extrudeShape( shape, fromPoint, toPoint ) {
  175. for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
  176. var point1 = shape[ j ];
  177. var point2 = shape[ ( j + 1 ) % jl ];
  178. vector1.copy( point1 );
  179. vector1.applyQuaternion( quaternion );
  180. vector1.add( fromPoint );
  181. vector2.copy( point2 );
  182. vector2.applyQuaternion( quaternion );
  183. vector2.add( fromPoint );
  184. vector3.copy( point2 );
  185. vector3.applyQuaternion( quaternion );
  186. vector3.add( toPoint );
  187. vector4.copy( point1 );
  188. vector4.applyQuaternion( quaternion );
  189. vector4.add( toPoint );
  190. vertices.push( vector1.x, vector1.y, vector1.z );
  191. vertices.push( vector2.x, vector2.y, vector2.z );
  192. vertices.push( vector4.x, vector4.y, vector4.z );
  193. vertices.push( vector2.x, vector2.y, vector2.z );
  194. vertices.push( vector3.x, vector3.y, vector3.z );
  195. vertices.push( vector4.x, vector4.y, vector4.z );
  196. //
  197. normal1.copy( point1 );
  198. normal1.applyQuaternion( quaternion );
  199. normal1.normalize();
  200. normal2.copy( point2 );
  201. normal2.applyQuaternion( quaternion );
  202. normal2.normalize();
  203. normal3.copy( point2 );
  204. normal3.applyQuaternion( quaternion );
  205. normal3.normalize();
  206. normal4.copy( point1 );
  207. normal4.applyQuaternion( quaternion );
  208. normal4.normalize();
  209. normals.push( normal1.x, normal1.y, normal1.z );
  210. normals.push( normal2.x, normal2.y, normal2.z );
  211. normals.push( normal4.x, normal4.y, normal4.z );
  212. normals.push( normal2.x, normal2.y, normal2.z );
  213. normals.push( normal3.x, normal3.y, normal3.z );
  214. normals.push( normal4.x, normal4.y, normal4.z );
  215. }
  216. }
  217. var fromPoint = new THREE.Vector3();
  218. var toPoint = new THREE.Vector3();
  219. for ( var i = 1; i <= divisions; i ++ ) {
  220. point.copy( curve.getPointAt( i / divisions ) );
  221. tangent.copy( curve.getTangentAt( i / divisions ) );
  222. var angle = Math.atan2( tangent.x, tangent.z );
  223. quaternion.setFromAxisAngle( up, angle );
  224. //
  225. if ( point.y > 10 ) {
  226. fromPoint.set( - 0.75, - 0.35, 0 );
  227. fromPoint.applyQuaternion( quaternion );
  228. fromPoint.add( point );
  229. toPoint.set( 0.75, - 0.35, 0 );
  230. toPoint.applyQuaternion( quaternion );
  231. toPoint.add( point );
  232. extrudeShape( tube1, fromPoint, toPoint );
  233. fromPoint.set( - 0.7, - 0.3, 0 );
  234. fromPoint.applyQuaternion( quaternion );
  235. fromPoint.add( point );
  236. toPoint.set( - 0.7, - point.y, 0 );
  237. toPoint.applyQuaternion( quaternion );
  238. toPoint.add( point );
  239. extrudeShape( tube2, fromPoint, toPoint );
  240. fromPoint.set( 0.7, - 0.3, 0 );
  241. fromPoint.applyQuaternion( quaternion );
  242. fromPoint.add( point );
  243. toPoint.set( 0.7, - point.y, 0 );
  244. toPoint.applyQuaternion( quaternion );
  245. toPoint.add( point );
  246. extrudeShape( tube3, fromPoint, toPoint );
  247. } else {
  248. fromPoint.set( 0, - 0.2, 0 );
  249. fromPoint.applyQuaternion( quaternion );
  250. fromPoint.add( point );
  251. toPoint.set( 0, - point.y, 0 );
  252. toPoint.applyQuaternion( quaternion );
  253. toPoint.add( point );
  254. extrudeShape( tube3, fromPoint, toPoint );
  255. }
  256. }
  257. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  258. this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  259. };
  260. THREE.RollerCoasterLiftersGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  261. THREE.RollerCoasterShadowGeometry = function ( curve, divisions ) {
  262. THREE.BufferGeometry.call( this );
  263. var vertices = [];
  264. var up = new THREE.Vector3( 0, 1, 0 );
  265. var forward = new THREE.Vector3();
  266. var quaternion = new THREE.Quaternion();
  267. var prevQuaternion = new THREE.Quaternion();
  268. prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  269. var point = new THREE.Vector3();
  270. var prevPoint = new THREE.Vector3();
  271. prevPoint.copy( curve.getPointAt( 0 ) );
  272. prevPoint.y = 0;
  273. var vector1 = new THREE.Vector3();
  274. var vector2 = new THREE.Vector3();
  275. var vector3 = new THREE.Vector3();
  276. var vector4 = new THREE.Vector3();
  277. for ( var i = 1; i <= divisions; i ++ ) {
  278. point.copy( curve.getPointAt( i / divisions ) );
  279. point.y = 0;
  280. forward.subVectors( point, prevPoint );
  281. var angle = Math.atan2( forward.x, forward.z );
  282. quaternion.setFromAxisAngle( up, angle );
  283. vector1.set( - 0.3, 0, 0 );
  284. vector1.applyQuaternion( quaternion );
  285. vector1.add( point );
  286. vector2.set( 0.3, 0, 0 );
  287. vector2.applyQuaternion( quaternion );
  288. vector2.add( point );
  289. vector3.set( 0.3, 0, 0 );
  290. vector3.applyQuaternion( prevQuaternion );
  291. vector3.add( prevPoint );
  292. vector4.set( - 0.3, 0, 0 );
  293. vector4.applyQuaternion( prevQuaternion );
  294. vector4.add( prevPoint );
  295. vertices.push( vector1.x, vector1.y, vector1.z );
  296. vertices.push( vector2.x, vector2.y, vector2.z );
  297. vertices.push( vector4.x, vector4.y, vector4.z );
  298. vertices.push( vector2.x, vector2.y, vector2.z );
  299. vertices.push( vector3.x, vector3.y, vector3.z );
  300. vertices.push( vector4.x, vector4.y, vector4.z );
  301. prevPoint.copy( point );
  302. prevQuaternion.copy( quaternion );
  303. }
  304. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  305. };
  306. THREE.RollerCoasterShadowGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  307. THREE.SkyGeometry = function () {
  308. THREE.BufferGeometry.call( this );
  309. var vertices = [];
  310. for ( var i = 0; i < 100; i ++ ) {
  311. var x = Math.random() * 800 - 400;
  312. var y = Math.random() * 50 + 50;
  313. var z = Math.random() * 800 - 400;
  314. var size = Math.random() * 40 + 20;
  315. vertices.push( x - size, y, z - size );
  316. vertices.push( x + size, y, z - size );
  317. vertices.push( x - size, y, z + size );
  318. vertices.push( x + size, y, z - size );
  319. vertices.push( x + size, y, z + size );
  320. vertices.push( x - size, y, z + size );
  321. }
  322. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  323. };
  324. THREE.SkyGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  325. THREE.TreesGeometry = function ( landscape ) {
  326. THREE.BufferGeometry.call( this );
  327. var vertices = [];
  328. var colors = [];
  329. var raycaster = new THREE.Raycaster();
  330. raycaster.ray.direction.set( 0, - 1, 0 );
  331. for ( var i = 0; i < 2000; i ++ ) {
  332. var x = Math.random() * 500 - 250;
  333. var z = Math.random() * 500 - 250;
  334. raycaster.ray.origin.set( x, 50, z );
  335. var intersections = raycaster.intersectObject( landscape );
  336. if ( intersections.length === 0 ) continue;
  337. var y = intersections[ 0 ].point.y;
  338. var height = Math.random() * 5 + 0.5;
  339. var angle = Math.random() * Math.PI * 2;
  340. vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
  341. vertices.push( x, y + height, z );
  342. vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
  343. angle += Math.PI / 2;
  344. vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
  345. vertices.push( x, y + height, z );
  346. vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
  347. var random = Math.random() * 0.1;
  348. for ( var j = 0; j < 6; j ++ ) {
  349. colors.push( 0.2 + random, 0.4 + random, 0 );
  350. }
  351. }
  352. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  353. this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  354. };
  355. THREE.TreesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );