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