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