/** * @author mrdoob / http://mrdoob.com/ */ var RollerCoasterGeometry = function ( curve, size ) { 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( -2.25, 0, 0 ), new THREE.Vector3( 0, -0.5, 0 ), new THREE.Vector3( 0, -1.75, 0 ), new THREE.Vector3( 0, -0.5, 0 ), new THREE.Vector3( 2.25, 0, 0 ), new THREE.Vector3( 0, -1.75, 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 ) * 0.6, Math.cos( angle ) * 0.6, 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 ) * 0.25, Math.cos( angle ) * 0.25, 0 ) ); } var vector = new THREE.Vector3(); var normal = new THREE.Vector3(); var drawShape = function ( 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(); var extrudeShape = function ( 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 <= size; i ++ ) { point.copy( curve.getPointAt( i / size ) ); 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, -1.25, 0 ), color2 ); extrudeShape( tube2, offset.set( 2, 0, 0 ), color1 ); extrudeShape( tube2, offset.set( -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 ); var RollerCoasterLiftersGeometry = function ( curve, size ) { 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, 0.5, -0.5 ), new THREE.Vector3( 0, 0.5, 0.5 ), new THREE.Vector3( 0, -0.5, 0 ) ]; var tube2 = [ new THREE.Vector3( -0.5, 0, 0.5 ), new THREE.Vector3( -0.5, 0, -0.5 ), new THREE.Vector3( 0.5, 0, 0 ) ]; var tube3 = [ new THREE.Vector3( 0.5, 0, -0.5 ), new THREE.Vector3( 0.5, 0, 0.5 ), new THREE.Vector3( -0.5, 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(); var extrudeShape = function ( 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 <= size; i ++ ) { point.copy( curve.getPointAt( i / size ) ); tangent.copy( curve.getTangentAt( i / size ) ); var angle = Math.atan2( tangent.x, tangent.z ); quaternion.setFromAxisAngle( up, angle ); // if ( point.y > 100 ) { fromPoint.set( -7.5, -3.5, 0 ); fromPoint.applyQuaternion( quaternion ); fromPoint.add( point ); toPoint.set( 7.5, -3.5, 0 ); toPoint.applyQuaternion( quaternion ); toPoint.add( point ); extrudeShape( tube1, fromPoint, toPoint ); fromPoint.set( -7, -3, 0 ); fromPoint.applyQuaternion( quaternion ); fromPoint.add( point ); toPoint.set( -7, -point.y, 0 ); toPoint.applyQuaternion( quaternion ); toPoint.add( point ); extrudeShape( tube2, fromPoint, toPoint ); fromPoint.set( 7, -3, 0 ); fromPoint.applyQuaternion( quaternion ); fromPoint.add( point ); toPoint.set( 7, -point.y, 0 ); toPoint.applyQuaternion( quaternion ); toPoint.add( point ); extrudeShape( tube3, fromPoint, toPoint ); } else { fromPoint.set( 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 ); var RollerCoasterShadowGeometry = function ( curve, size ) { 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 <= size; i ++ ) { point.copy( curve.getPointAt( i / size ) ); point.y = 0; forward.subVectors( point, prevPoint ); var angle = Math.atan2( forward.x, forward.z ); quaternion.setFromAxisAngle( up, angle ); vector1.set( -3, 0, 0 ); vector1.applyQuaternion( quaternion ); vector1.add( point ); vector2.set( 3, 0, 0 ); vector2.applyQuaternion( quaternion ); vector2.add( point ); vector3.set( 3, 0, 0 ); vector3.applyQuaternion( prevQuaternion ); vector3.add( prevPoint ); vector4.set( -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 ); var SkyGeometry = function () { THREE.BufferGeometry.call( this ); var vertices = []; for ( var i = 0; i < 100; i ++ ) { var x = Math.random() * 8000 - 4000; var y = Math.random() * 500 + 500; var z = Math.random() * 8000 - 4000; var size = Math.random() * 400 + 200; 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 ); var TreesGeometry = function ( 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() * 5000 - 2500; var z = Math.random() * 5000 - 2500; raycaster.ray.origin.set( x, 500, z ); var intersections = raycaster.intersectObject( landscape ); if ( intersections.length === 0 ) continue; var y = intersections[ 0 ].point.y; var height = Math.random() * 50 + 5; var angle = Math.random() * Math.PI * 2; vertices.push( x + Math.sin( angle ) * 10, y, z + Math.cos( angle ) * 10 ); vertices.push( x, y + height, z ); vertices.push( x + Math.sin( angle + Math.PI ) * 10, y, z + Math.cos( angle + Math.PI ) * 10 ); angle += Math.PI / 2; vertices.push( x + Math.sin( angle ) * 10, y, z + Math.cos( angle ) * 10 ); vertices.push( x, y + height, z ); vertices.push( x + Math.sin( angle + Math.PI ) * 10, y, z + Math.cos( angle + Math.PI ) * 10 ); 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 );