RollerCoaster.js 14 KB

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  1. console.warn( "THREE.RollerCoaster: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/index.html#manual/en/introduction/Import-via-modules." );
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. THREE.RollerCoasterGeometry = function ( curve, divisions ) {
  6. THREE.BufferGeometry.call( this );
  7. var vertices = [];
  8. var normals = [];
  9. var colors = [];
  10. var color1 = [ 1, 1, 1 ];
  11. var color2 = [ 1, 1, 0 ];
  12. var up = new THREE.Vector3( 0, 1, 0 );
  13. var forward = new THREE.Vector3();
  14. var right = new THREE.Vector3();
  15. var quaternion = new THREE.Quaternion();
  16. var prevQuaternion = new THREE.Quaternion();
  17. prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  18. var point = new THREE.Vector3();
  19. var prevPoint = new THREE.Vector3();
  20. prevPoint.copy( curve.getPointAt( 0 ) );
  21. // shapes
  22. var step = [
  23. new THREE.Vector3( - 0.225, 0, 0 ),
  24. new THREE.Vector3( 0, - 0.050, 0 ),
  25. new THREE.Vector3( 0, - 0.175, 0 ),
  26. new THREE.Vector3( 0, - 0.050, 0 ),
  27. new THREE.Vector3( 0.225, 0, 0 ),
  28. new THREE.Vector3( 0, - 0.175, 0 )
  29. ];
  30. var PI2 = Math.PI * 2;
  31. var sides = 5;
  32. var tube1 = [];
  33. for ( var i = 0; i < sides; i ++ ) {
  34. var angle = ( i / sides ) * PI2;
  35. tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
  36. }
  37. var sides = 6;
  38. var tube2 = [];
  39. for ( var i = 0; i < sides; i ++ ) {
  40. var angle = ( i / sides ) * PI2;
  41. tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
  42. }
  43. var vector = new THREE.Vector3();
  44. var normal = new THREE.Vector3();
  45. function drawShape( shape, color ) {
  46. normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  47. for ( var j = 0; j < shape.length; j ++ ) {
  48. vector.copy( shape[ j ] );
  49. vector.applyQuaternion( quaternion );
  50. vector.add( point );
  51. vertices.push( vector.x, vector.y, vector.z );
  52. normals.push( normal.x, normal.y, normal.z );
  53. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  54. }
  55. normal.set( 0, 0, 1 ).applyQuaternion( quaternion );
  56. for ( var j = shape.length - 1; j >= 0; j -- ) {
  57. vector.copy( shape[ j ] );
  58. vector.applyQuaternion( quaternion );
  59. vector.add( point );
  60. vertices.push( vector.x, vector.y, vector.z );
  61. normals.push( normal.x, normal.y, normal.z );
  62. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  63. }
  64. }
  65. var vector1 = new THREE.Vector3();
  66. var vector2 = new THREE.Vector3();
  67. var vector3 = new THREE.Vector3();
  68. var vector4 = new THREE.Vector3();
  69. var normal1 = new THREE.Vector3();
  70. var normal2 = new THREE.Vector3();
  71. var normal3 = new THREE.Vector3();
  72. var normal4 = new THREE.Vector3();
  73. function extrudeShape( shape, offset, color ) {
  74. for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
  75. var point1 = shape[ j ];
  76. var point2 = shape[ ( j + 1 ) % jl ];
  77. vector1.copy( point1 ).add( offset );
  78. vector1.applyQuaternion( quaternion );
  79. vector1.add( point );
  80. vector2.copy( point2 ).add( offset );
  81. vector2.applyQuaternion( quaternion );
  82. vector2.add( point );
  83. vector3.copy( point2 ).add( offset );
  84. vector3.applyQuaternion( prevQuaternion );
  85. vector3.add( prevPoint );
  86. vector4.copy( point1 ).add( offset );
  87. vector4.applyQuaternion( prevQuaternion );
  88. vector4.add( prevPoint );
  89. vertices.push( vector1.x, vector1.y, vector1.z );
  90. vertices.push( vector2.x, vector2.y, vector2.z );
  91. vertices.push( vector4.x, vector4.y, vector4.z );
  92. vertices.push( vector2.x, vector2.y, vector2.z );
  93. vertices.push( vector3.x, vector3.y, vector3.z );
  94. vertices.push( vector4.x, vector4.y, vector4.z );
  95. //
  96. normal1.copy( point1 );
  97. normal1.applyQuaternion( quaternion );
  98. normal1.normalize();
  99. normal2.copy( point2 );
  100. normal2.applyQuaternion( quaternion );
  101. normal2.normalize();
  102. normal3.copy( point2 );
  103. normal3.applyQuaternion( prevQuaternion );
  104. normal3.normalize();
  105. normal4.copy( point1 );
  106. normal4.applyQuaternion( prevQuaternion );
  107. normal4.normalize();
  108. normals.push( normal1.x, normal1.y, normal1.z );
  109. normals.push( normal2.x, normal2.y, normal2.z );
  110. normals.push( normal4.x, normal4.y, normal4.z );
  111. normals.push( normal2.x, normal2.y, normal2.z );
  112. normals.push( normal3.x, normal3.y, normal3.z );
  113. normals.push( normal4.x, normal4.y, normal4.z );
  114. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  115. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  116. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  117. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  118. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  119. colors.push( color[ 0 ], color[ 1 ], color[ 2 ] );
  120. }
  121. }
  122. var offset = new THREE.Vector3();
  123. for ( var i = 1; i <= divisions; i ++ ) {
  124. point.copy( curve.getPointAt( i / divisions ) );
  125. up.set( 0, 1, 0 );
  126. forward.subVectors( point, prevPoint ).normalize();
  127. right.crossVectors( up, forward ).normalize();
  128. up.crossVectors( forward, right );
  129. var angle = Math.atan2( forward.x, forward.z );
  130. quaternion.setFromAxisAngle( up, angle );
  131. if ( i % 2 === 0 ) {
  132. drawShape( step, color2 );
  133. }
  134. extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 );
  135. extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 );
  136. extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 );
  137. prevPoint.copy( point );
  138. prevQuaternion.copy( quaternion );
  139. }
  140. // console.log( vertices.length );
  141. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  142. this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  143. this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  144. };
  145. THREE.RollerCoasterGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  146. THREE.RollerCoasterLiftersGeometry = function ( curve, divisions ) {
  147. THREE.BufferGeometry.call( this );
  148. var vertices = [];
  149. var normals = [];
  150. var quaternion = new THREE.Quaternion();
  151. var up = new THREE.Vector3( 0, 1, 0 );
  152. var point = new THREE.Vector3();
  153. var tangent = new THREE.Vector3();
  154. // shapes
  155. var tube1 = [
  156. new THREE.Vector3( 0, 0.05, - 0.05 ),
  157. new THREE.Vector3( 0, 0.05, 0.05 ),
  158. new THREE.Vector3( 0, - 0.05, 0 )
  159. ];
  160. var tube2 = [
  161. new THREE.Vector3( - 0.05, 0, 0.05 ),
  162. new THREE.Vector3( - 0.05, 0, - 0.05 ),
  163. new THREE.Vector3( 0.05, 0, 0 )
  164. ];
  165. var tube3 = [
  166. new THREE.Vector3( 0.05, 0, - 0.05 ),
  167. new THREE.Vector3( 0.05, 0, 0.05 ),
  168. new THREE.Vector3( - 0.05, 0, 0 )
  169. ];
  170. var vector1 = new THREE.Vector3();
  171. var vector2 = new THREE.Vector3();
  172. var vector3 = new THREE.Vector3();
  173. var vector4 = new THREE.Vector3();
  174. var normal1 = new THREE.Vector3();
  175. var normal2 = new THREE.Vector3();
  176. var normal3 = new THREE.Vector3();
  177. var normal4 = new THREE.Vector3();
  178. function extrudeShape( shape, fromPoint, toPoint ) {
  179. for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
  180. var point1 = shape[ j ];
  181. var point2 = shape[ ( j + 1 ) % jl ];
  182. vector1.copy( point1 );
  183. vector1.applyQuaternion( quaternion );
  184. vector1.add( fromPoint );
  185. vector2.copy( point2 );
  186. vector2.applyQuaternion( quaternion );
  187. vector2.add( fromPoint );
  188. vector3.copy( point2 );
  189. vector3.applyQuaternion( quaternion );
  190. vector3.add( toPoint );
  191. vector4.copy( point1 );
  192. vector4.applyQuaternion( quaternion );
  193. vector4.add( toPoint );
  194. vertices.push( vector1.x, vector1.y, vector1.z );
  195. vertices.push( vector2.x, vector2.y, vector2.z );
  196. vertices.push( vector4.x, vector4.y, vector4.z );
  197. vertices.push( vector2.x, vector2.y, vector2.z );
  198. vertices.push( vector3.x, vector3.y, vector3.z );
  199. vertices.push( vector4.x, vector4.y, vector4.z );
  200. //
  201. normal1.copy( point1 );
  202. normal1.applyQuaternion( quaternion );
  203. normal1.normalize();
  204. normal2.copy( point2 );
  205. normal2.applyQuaternion( quaternion );
  206. normal2.normalize();
  207. normal3.copy( point2 );
  208. normal3.applyQuaternion( quaternion );
  209. normal3.normalize();
  210. normal4.copy( point1 );
  211. normal4.applyQuaternion( quaternion );
  212. normal4.normalize();
  213. normals.push( normal1.x, normal1.y, normal1.z );
  214. normals.push( normal2.x, normal2.y, normal2.z );
  215. normals.push( normal4.x, normal4.y, normal4.z );
  216. normals.push( normal2.x, normal2.y, normal2.z );
  217. normals.push( normal3.x, normal3.y, normal3.z );
  218. normals.push( normal4.x, normal4.y, normal4.z );
  219. }
  220. }
  221. var fromPoint = new THREE.Vector3();
  222. var toPoint = new THREE.Vector3();
  223. for ( var i = 1; i <= divisions; i ++ ) {
  224. point.copy( curve.getPointAt( i / divisions ) );
  225. tangent.copy( curve.getTangentAt( i / divisions ) );
  226. var angle = Math.atan2( tangent.x, tangent.z );
  227. quaternion.setFromAxisAngle( up, angle );
  228. //
  229. if ( point.y > 10 ) {
  230. fromPoint.set( - 0.75, - 0.35, 0 );
  231. fromPoint.applyQuaternion( quaternion );
  232. fromPoint.add( point );
  233. toPoint.set( 0.75, - 0.35, 0 );
  234. toPoint.applyQuaternion( quaternion );
  235. toPoint.add( point );
  236. extrudeShape( tube1, fromPoint, toPoint );
  237. fromPoint.set( - 0.7, - 0.3, 0 );
  238. fromPoint.applyQuaternion( quaternion );
  239. fromPoint.add( point );
  240. toPoint.set( - 0.7, - point.y, 0 );
  241. toPoint.applyQuaternion( quaternion );
  242. toPoint.add( point );
  243. extrudeShape( tube2, fromPoint, toPoint );
  244. fromPoint.set( 0.7, - 0.3, 0 );
  245. fromPoint.applyQuaternion( quaternion );
  246. fromPoint.add( point );
  247. toPoint.set( 0.7, - point.y, 0 );
  248. toPoint.applyQuaternion( quaternion );
  249. toPoint.add( point );
  250. extrudeShape( tube3, fromPoint, toPoint );
  251. } else {
  252. fromPoint.set( 0, - 0.2, 0 );
  253. fromPoint.applyQuaternion( quaternion );
  254. fromPoint.add( point );
  255. toPoint.set( 0, - point.y, 0 );
  256. toPoint.applyQuaternion( quaternion );
  257. toPoint.add( point );
  258. extrudeShape( tube3, fromPoint, toPoint );
  259. }
  260. }
  261. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  262. this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
  263. };
  264. THREE.RollerCoasterLiftersGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  265. THREE.RollerCoasterShadowGeometry = function ( curve, divisions ) {
  266. THREE.BufferGeometry.call( this );
  267. var vertices = [];
  268. var up = new THREE.Vector3( 0, 1, 0 );
  269. var forward = new THREE.Vector3();
  270. var quaternion = new THREE.Quaternion();
  271. var prevQuaternion = new THREE.Quaternion();
  272. prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  273. var point = new THREE.Vector3();
  274. var prevPoint = new THREE.Vector3();
  275. prevPoint.copy( curve.getPointAt( 0 ) );
  276. prevPoint.y = 0;
  277. var vector1 = new THREE.Vector3();
  278. var vector2 = new THREE.Vector3();
  279. var vector3 = new THREE.Vector3();
  280. var vector4 = new THREE.Vector3();
  281. for ( var i = 1; i <= divisions; i ++ ) {
  282. point.copy( curve.getPointAt( i / divisions ) );
  283. point.y = 0;
  284. forward.subVectors( point, prevPoint );
  285. var angle = Math.atan2( forward.x, forward.z );
  286. quaternion.setFromAxisAngle( up, angle );
  287. vector1.set( - 0.3, 0, 0 );
  288. vector1.applyQuaternion( quaternion );
  289. vector1.add( point );
  290. vector2.set( 0.3, 0, 0 );
  291. vector2.applyQuaternion( quaternion );
  292. vector2.add( point );
  293. vector3.set( 0.3, 0, 0 );
  294. vector3.applyQuaternion( prevQuaternion );
  295. vector3.add( prevPoint );
  296. vector4.set( - 0.3, 0, 0 );
  297. vector4.applyQuaternion( prevQuaternion );
  298. vector4.add( prevPoint );
  299. vertices.push( vector1.x, vector1.y, vector1.z );
  300. vertices.push( vector2.x, vector2.y, vector2.z );
  301. vertices.push( vector4.x, vector4.y, vector4.z );
  302. vertices.push( vector2.x, vector2.y, vector2.z );
  303. vertices.push( vector3.x, vector3.y, vector3.z );
  304. vertices.push( vector4.x, vector4.y, vector4.z );
  305. prevPoint.copy( point );
  306. prevQuaternion.copy( quaternion );
  307. }
  308. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  309. };
  310. THREE.RollerCoasterShadowGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  311. THREE.SkyGeometry = function () {
  312. THREE.BufferGeometry.call( this );
  313. var vertices = [];
  314. for ( var i = 0; i < 100; i ++ ) {
  315. var x = Math.random() * 800 - 400;
  316. var y = Math.random() * 50 + 50;
  317. var z = Math.random() * 800 - 400;
  318. var size = Math.random() * 40 + 20;
  319. vertices.push( x - size, y, z - size );
  320. vertices.push( x + size, y, z - size );
  321. vertices.push( x - size, y, z + size );
  322. vertices.push( x + size, y, z - size );
  323. vertices.push( x + size, y, z + size );
  324. vertices.push( x - size, y, z + size );
  325. }
  326. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  327. };
  328. THREE.SkyGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  329. THREE.TreesGeometry = function ( landscape ) {
  330. THREE.BufferGeometry.call( this );
  331. var vertices = [];
  332. var colors = [];
  333. var raycaster = new THREE.Raycaster();
  334. raycaster.ray.direction.set( 0, - 1, 0 );
  335. for ( var i = 0; i < 2000; i ++ ) {
  336. var x = Math.random() * 500 - 250;
  337. var z = Math.random() * 500 - 250;
  338. raycaster.ray.origin.set( x, 50, z );
  339. var intersections = raycaster.intersectObject( landscape );
  340. if ( intersections.length === 0 ) continue;
  341. var y = intersections[ 0 ].point.y;
  342. var height = Math.random() * 5 + 0.5;
  343. var angle = Math.random() * 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. angle += Math.PI / 2;
  348. vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) );
  349. vertices.push( x, y + height, z );
  350. vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
  351. var random = Math.random() * 0.1;
  352. for ( var j = 0; j < 6; j ++ ) {
  353. colors.push( 0.2 + random, 0.4 + random, 0 );
  354. }
  355. }
  356. this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
  357. this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
  358. };
  359. THREE.TreesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );