| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437 | ( 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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