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							- ( function () {
 
- 	class RollerCoasterGeometry extends THREE.BufferGeometry {
 
- 		constructor( curve, divisions ) {
 
- 			super();
 
- 			const vertices = [];
 
- 			const normals = [];
 
- 			const colors = [];
 
- 			const color1 = [ 1, 1, 1 ];
 
- 			const color2 = [ 1, 1, 0 ];
 
- 			const up = new THREE.Vector3( 0, 1, 0 );
 
- 			const forward = new THREE.Vector3();
 
- 			const right = new THREE.Vector3();
 
- 			const quaternion = new THREE.Quaternion();
 
- 			const prevQuaternion = new THREE.Quaternion();
 
- 			prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
 
- 			const point = new THREE.Vector3();
 
- 			const prevPoint = new THREE.Vector3();
 
- 			prevPoint.copy( curve.getPointAt( 0 ) ); // shapes
 
- 			const 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 ) ];
 
- 			const PI2 = Math.PI * 2;
 
- 			let sides = 5;
 
- 			const tube1 = [];
 
- 			for ( let i = 0; i < sides; i ++ ) {
 
- 				const angle = i / sides * PI2;
 
- 				tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
 
- 			}
 
- 			sides = 6;
 
- 			const tube2 = [];
 
- 			for ( let i = 0; i < sides; i ++ ) {
 
- 				const angle = i / sides * PI2;
 
- 				tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
 
- 			}
 
- 			const vector = new THREE.Vector3();
 
- 			const normal = new THREE.Vector3();
 
- 			function drawShape( shape, color ) {
 
- 				normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
 
- 				for ( let 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 ( let 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 ] );
 
- 				}
 
- 			}
 
- 			const vector1 = new THREE.Vector3();
 
- 			const vector2 = new THREE.Vector3();
 
- 			const vector3 = new THREE.Vector3();
 
- 			const vector4 = new THREE.Vector3();
 
- 			const normal1 = new THREE.Vector3();
 
- 			const normal2 = new THREE.Vector3();
 
- 			const normal3 = new THREE.Vector3();
 
- 			const normal4 = new THREE.Vector3();
 
- 			function extrudeShape( shape, offset, color ) {
 
- 				for ( let j = 0, jl = shape.length; j < jl; j ++ ) {
 
- 					const point1 = shape[ j ];
 
- 					const 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 ] );
 
- 				}
 
- 			}
 
- 			const offset = new THREE.Vector3();
 
- 			for ( let 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 );
 
- 				const 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.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
 
- 			this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
 
- 			this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
 
- 		}
 
- 	}
 
- 	class RollerCoasterLiftersGeometry extends THREE.BufferGeometry {
 
- 		constructor( curve, divisions ) {
 
- 			super();
 
- 			const vertices = [];
 
- 			const normals = [];
 
- 			const quaternion = new THREE.Quaternion();
 
- 			const up = new THREE.Vector3( 0, 1, 0 );
 
- 			const point = new THREE.Vector3();
 
- 			const tangent = new THREE.Vector3(); // shapes
 
- 			const tube1 = [ new THREE.Vector3( 0, 0.05, - 0.05 ), new THREE.Vector3( 0, 0.05, 0.05 ), new THREE.Vector3( 0, - 0.05, 0 ) ];
 
- 			const tube2 = [ new THREE.Vector3( - 0.05, 0, 0.05 ), new THREE.Vector3( - 0.05, 0, - 0.05 ), new THREE.Vector3( 0.05, 0, 0 ) ];
 
- 			const tube3 = [ new THREE.Vector3( 0.05, 0, - 0.05 ), new THREE.Vector3( 0.05, 0, 0.05 ), new THREE.Vector3( - 0.05, 0, 0 ) ];
 
- 			const vector1 = new THREE.Vector3();
 
- 			const vector2 = new THREE.Vector3();
 
- 			const vector3 = new THREE.Vector3();
 
- 			const vector4 = new THREE.Vector3();
 
- 			const normal1 = new THREE.Vector3();
 
- 			const normal2 = new THREE.Vector3();
 
- 			const normal3 = new THREE.Vector3();
 
- 			const normal4 = new THREE.Vector3();
 
- 			function extrudeShape( shape, fromPoint, toPoint ) {
 
- 				for ( let j = 0, jl = shape.length; j < jl; j ++ ) {
 
- 					const point1 = shape[ j ];
 
- 					const 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 );
 
- 				}
 
- 			}
 
- 			const fromPoint = new THREE.Vector3();
 
- 			const toPoint = new THREE.Vector3();
 
- 			for ( let i = 1; i <= divisions; i ++ ) {
 
- 				point.copy( curve.getPointAt( i / divisions ) );
 
- 				tangent.copy( curve.getTangentAt( i / divisions ) );
 
- 				const 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.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
 
- 			this.setAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
 
- 		}
 
- 	}
 
- 	class RollerCoasterShadowGeometry extends THREE.BufferGeometry {
 
- 		constructor( curve, divisions ) {
 
- 			super();
 
- 			const vertices = [];
 
- 			const up = new THREE.Vector3( 0, 1, 0 );
 
- 			const forward = new THREE.Vector3();
 
- 			const quaternion = new THREE.Quaternion();
 
- 			const prevQuaternion = new THREE.Quaternion();
 
- 			prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
 
- 			const point = new THREE.Vector3();
 
- 			const prevPoint = new THREE.Vector3();
 
- 			prevPoint.copy( curve.getPointAt( 0 ) );
 
- 			prevPoint.y = 0;
 
- 			const vector1 = new THREE.Vector3();
 
- 			const vector2 = new THREE.Vector3();
 
- 			const vector3 = new THREE.Vector3();
 
- 			const vector4 = new THREE.Vector3();
 
- 			for ( let i = 1; i <= divisions; i ++ ) {
 
- 				point.copy( curve.getPointAt( i / divisions ) );
 
- 				point.y = 0;
 
- 				forward.subVectors( point, prevPoint );
 
- 				const 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.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
 
- 		}
 
- 	}
 
- 	class SkyGeometry extends THREE.BufferGeometry {
 
- 		constructor() {
 
- 			super();
 
- 			const vertices = [];
 
- 			for ( let i = 0; i < 100; i ++ ) {
 
- 				const x = Math.random() * 800 - 400;
 
- 				const y = Math.random() * 50 + 50;
 
- 				const z = Math.random() * 800 - 400;
 
- 				const 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.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
 
- 		}
 
- 	}
 
- 	class TreesGeometry extends THREE.BufferGeometry {
 
- 		constructor( landscape ) {
 
- 			super();
 
- 			const vertices = [];
 
- 			const colors = [];
 
- 			const raycaster = new THREE.Raycaster();
 
- 			raycaster.ray.direction.set( 0, - 1, 0 );
 
- 			for ( let i = 0; i < 2000; i ++ ) {
 
- 				const x = Math.random() * 500 - 250;
 
- 				const z = Math.random() * 500 - 250;
 
- 				raycaster.ray.origin.set( x, 50, z );
 
- 				const intersections = raycaster.intersectObject( landscape );
 
- 				if ( intersections.length === 0 ) continue;
 
- 				const y = intersections[ 0 ].point.y;
 
- 				const height = Math.random() * 5 + 0.5;
 
- 				let 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 ) );
 
- 				const random = Math.random() * 0.1;
 
- 				for ( let j = 0; j < 6; j ++ ) {
 
- 					colors.push( 0.2 + random, 0.4 + random, 0 );
 
- 				}
 
- 			}
 
- 			this.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
 
- 			this.setAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
 
- 		}
 
- 	}
 
- 	THREE.RollerCoasterGeometry = RollerCoasterGeometry;
 
- 	THREE.RollerCoasterLiftersGeometry = RollerCoasterLiftersGeometry;
 
- 	THREE.RollerCoasterShadowGeometry = RollerCoasterShadowGeometry;
 
- 	THREE.SkyGeometry = SkyGeometry;
 
- 	THREE.TreesGeometry = TreesGeometry;
 
- } )();
 
 
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