| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560 | import {	BufferAttribute,	BufferGeometry,	Quaternion,	Raycaster,	Vector3} from '../../../build/three.module.js';class RollerCoasterGeometry extends BufferGeometry {	constructor( curve, divisions ) {		super();		const vertices = [];		const normals = [];		const colors = [];		const color1 = [ 1, 1, 1 ];		const color2 = [ 1, 1, 0 ];		const up = new Vector3( 0, 1, 0 );		const forward = new Vector3();		const right = new Vector3();		const quaternion = new Quaternion();		const prevQuaternion = new Quaternion();		prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );		const point = new Vector3();		const prevPoint = new Vector3();		prevPoint.copy( curve.getPointAt( 0 ) );		// shapes		const step = [			new Vector3( - 0.225, 0, 0 ),			new Vector3( 0, - 0.050, 0 ),			new Vector3( 0, - 0.175, 0 ),			new Vector3( 0, - 0.050, 0 ),			new Vector3( 0.225, 0, 0 ),			new 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 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 Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );		}		const vector = new Vector3();		const normal = new 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 Vector3();		const vector2 = new Vector3();		const vector3 = new Vector3();		const vector4 = new Vector3();		const normal1 = new Vector3();		const normal2 = new Vector3();		const normal3 = new Vector3();		const normal4 = new 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 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 BufferAttribute( new Float32Array( vertices ), 3 ) );		this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );		this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );	}}class RollerCoasterLiftersGeometry extends BufferGeometry {	constructor( curve, divisions ) {		super();		const vertices = [];		const normals = [];		const quaternion = new Quaternion();		const up = new Vector3( 0, 1, 0 );		const point = new Vector3();		const tangent = new Vector3();		// shapes		const tube1 = [			new Vector3( 0, 0.05, - 0.05 ),			new Vector3( 0, 0.05, 0.05 ),			new Vector3( 0, - 0.05, 0 )		];		const tube2 = [			new Vector3( - 0.05, 0, 0.05 ),			new Vector3( - 0.05, 0, - 0.05 ),			new Vector3( 0.05, 0, 0 )		];		const tube3 = [			new Vector3( 0.05, 0, - 0.05 ),			new Vector3( 0.05, 0, 0.05 ),			new Vector3( - 0.05, 0, 0 )		];		const vector1 = new Vector3();		const vector2 = new Vector3();		const vector3 = new Vector3();		const vector4 = new Vector3();		const normal1 = new Vector3();		const normal2 = new Vector3();		const normal3 = new Vector3();		const normal4 = new 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 Vector3();		const toPoint = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );		this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );	}}class RollerCoasterShadowGeometry extends BufferGeometry {	constructor( curve, divisions ) {		super();		const vertices = [];		const up = new Vector3( 0, 1, 0 );		const forward = new Vector3();		const quaternion = new Quaternion();		const prevQuaternion = new Quaternion();		prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );		const point = new Vector3();		const prevPoint = new Vector3();		prevPoint.copy( curve.getPointAt( 0 ) );		prevPoint.y = 0;		const vector1 = new Vector3();		const vector2 = new Vector3();		const vector3 = new Vector3();		const vector4 = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );	}}class SkyGeometry extends 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 BufferAttribute( new Float32Array( vertices ), 3 ) );	}}class TreesGeometry extends BufferGeometry {	constructor( landscape ) {		super();		const vertices = [];		const colors = [];		const raycaster = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );		this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );	}}export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry };
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