355 lines
14 KiB
JavaScript
355 lines
14 KiB
JavaScript
import { BufferGeometry, Vector3, Quaternion, BufferAttribute, Raycaster, Color } from "three";
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class RollerCoasterGeometry extends BufferGeometry {
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constructor(curve, divisions) {
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super();
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const vertices = [];
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const normals = [];
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const colors = [];
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const color1 = [1, 1, 1];
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const color2 = [1, 1, 0];
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const up = new Vector3(0, 1, 0);
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const forward = new Vector3();
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const right = new Vector3();
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const quaternion = new Quaternion();
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const prevQuaternion = new Quaternion();
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prevQuaternion.setFromAxisAngle(up, Math.PI / 2);
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const point = new Vector3();
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const prevPoint = new Vector3();
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prevPoint.copy(curve.getPointAt(0));
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const step = [
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new Vector3(-0.225, 0, 0),
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new Vector3(0, -0.05, 0),
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new Vector3(0, -0.175, 0),
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new Vector3(0, -0.05, 0),
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new Vector3(0.225, 0, 0),
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new Vector3(0, -0.175, 0)
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];
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const PI2 = Math.PI * 2;
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let sides = 5;
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const tube1 = [];
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for (let i = 0; i < sides; i++) {
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const angle = i / sides * PI2;
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tube1.push(new Vector3(Math.sin(angle) * 0.06, Math.cos(angle) * 0.06, 0));
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}
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sides = 6;
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const tube2 = [];
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for (let i = 0; i < sides; i++) {
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const angle = i / sides * PI2;
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tube2.push(new Vector3(Math.sin(angle) * 0.025, Math.cos(angle) * 0.025, 0));
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}
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const vector = new Vector3();
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const normal = new Vector3();
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function drawShape(shape, color) {
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normal.set(0, 0, -1).applyQuaternion(quaternion);
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for (let j = 0; j < shape.length; j++) {
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vector.copy(shape[j]);
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vector.applyQuaternion(quaternion);
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vector.add(point);
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vertices.push(vector.x, vector.y, vector.z);
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normals.push(normal.x, normal.y, normal.z);
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colors.push(color[0], color[1], color[2]);
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}
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normal.set(0, 0, 1).applyQuaternion(quaternion);
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for (let j = shape.length - 1; j >= 0; j--) {
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vector.copy(shape[j]);
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vector.applyQuaternion(quaternion);
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vector.add(point);
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vertices.push(vector.x, vector.y, vector.z);
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normals.push(normal.x, normal.y, normal.z);
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colors.push(color[0], color[1], color[2]);
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}
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}
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const vector1 = new Vector3();
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const vector2 = new Vector3();
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const vector3 = new Vector3();
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const vector4 = new Vector3();
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const normal1 = new Vector3();
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const normal2 = new Vector3();
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const normal3 = new Vector3();
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const normal4 = new Vector3();
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function extrudeShape(shape, offset2, color) {
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for (let j = 0, jl = shape.length; j < jl; j++) {
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const point1 = shape[j];
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const point2 = shape[(j + 1) % jl];
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vector1.copy(point1).add(offset2);
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vector1.applyQuaternion(quaternion);
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vector1.add(point);
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vector2.copy(point2).add(offset2);
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vector2.applyQuaternion(quaternion);
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vector2.add(point);
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vector3.copy(point2).add(offset2);
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vector3.applyQuaternion(prevQuaternion);
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vector3.add(prevPoint);
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vector4.copy(point1).add(offset2);
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vector4.applyQuaternion(prevQuaternion);
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vector4.add(prevPoint);
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vertices.push(vector1.x, vector1.y, vector1.z);
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vertices.push(vector2.x, vector2.y, vector2.z);
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vertices.push(vector4.x, vector4.y, vector4.z);
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vertices.push(vector2.x, vector2.y, vector2.z);
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vertices.push(vector3.x, vector3.y, vector3.z);
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vertices.push(vector4.x, vector4.y, vector4.z);
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normal1.copy(point1);
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normal1.applyQuaternion(quaternion);
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normal1.normalize();
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normal2.copy(point2);
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normal2.applyQuaternion(quaternion);
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normal2.normalize();
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normal3.copy(point2);
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normal3.applyQuaternion(prevQuaternion);
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normal3.normalize();
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normal4.copy(point1);
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normal4.applyQuaternion(prevQuaternion);
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normal4.normalize();
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normals.push(normal1.x, normal1.y, normal1.z);
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normals.push(normal2.x, normal2.y, normal2.z);
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normals.push(normal4.x, normal4.y, normal4.z);
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normals.push(normal2.x, normal2.y, normal2.z);
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normals.push(normal3.x, normal3.y, normal3.z);
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normals.push(normal4.x, normal4.y, normal4.z);
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colors.push(color[0], color[1], color[2]);
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colors.push(color[0], color[1], color[2]);
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colors.push(color[0], color[1], color[2]);
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colors.push(color[0], color[1], color[2]);
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colors.push(color[0], color[1], color[2]);
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colors.push(color[0], color[1], color[2]);
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}
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}
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const offset = new Vector3();
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for (let i = 1; i <= divisions; i++) {
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point.copy(curve.getPointAt(i / divisions));
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up.set(0, 1, 0);
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forward.subVectors(point, prevPoint).normalize();
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right.crossVectors(up, forward).normalize();
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up.crossVectors(forward, right);
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const angle = Math.atan2(forward.x, forward.z);
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quaternion.setFromAxisAngle(up, angle);
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if (i % 2 === 0) {
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drawShape(step, color2);
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}
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extrudeShape(tube1, offset.set(0, -0.125, 0), color2);
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extrudeShape(tube2, offset.set(0.2, 0, 0), color1);
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extrudeShape(tube2, offset.set(-0.2, 0, 0), color1);
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prevPoint.copy(point);
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prevQuaternion.copy(quaternion);
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}
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this.setAttribute("position", new BufferAttribute(new Float32Array(vertices), 3));
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this.setAttribute("normal", new BufferAttribute(new Float32Array(normals), 3));
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this.setAttribute("color", new BufferAttribute(new Float32Array(colors), 3));
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}
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}
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class RollerCoasterLiftersGeometry extends BufferGeometry {
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constructor(curve, divisions) {
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super();
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const vertices = [];
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const normals = [];
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const quaternion = new Quaternion();
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const up = new Vector3(0, 1, 0);
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const point = new Vector3();
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const tangent = new Vector3();
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const tube1 = [new Vector3(0, 0.05, -0.05), new Vector3(0, 0.05, 0.05), new Vector3(0, -0.05, 0)];
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const tube2 = [new Vector3(-0.05, 0, 0.05), new Vector3(-0.05, 0, -0.05), new Vector3(0.05, 0, 0)];
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const tube3 = [new Vector3(0.05, 0, -0.05), new Vector3(0.05, 0, 0.05), new Vector3(-0.05, 0, 0)];
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const vector1 = new Vector3();
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const vector2 = new Vector3();
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const vector3 = new Vector3();
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const vector4 = new Vector3();
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const normal1 = new Vector3();
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const normal2 = new Vector3();
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const normal3 = new Vector3();
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const normal4 = new Vector3();
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function extrudeShape(shape, fromPoint2, toPoint2) {
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for (let j = 0, jl = shape.length; j < jl; j++) {
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const point1 = shape[j];
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const point2 = shape[(j + 1) % jl];
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vector1.copy(point1);
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vector1.applyQuaternion(quaternion);
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vector1.add(fromPoint2);
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vector2.copy(point2);
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vector2.applyQuaternion(quaternion);
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vector2.add(fromPoint2);
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vector3.copy(point2);
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vector3.applyQuaternion(quaternion);
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vector3.add(toPoint2);
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vector4.copy(point1);
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vector4.applyQuaternion(quaternion);
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vector4.add(toPoint2);
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vertices.push(vector1.x, vector1.y, vector1.z);
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vertices.push(vector2.x, vector2.y, vector2.z);
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vertices.push(vector4.x, vector4.y, vector4.z);
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vertices.push(vector2.x, vector2.y, vector2.z);
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vertices.push(vector3.x, vector3.y, vector3.z);
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vertices.push(vector4.x, vector4.y, vector4.z);
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normal1.copy(point1);
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normal1.applyQuaternion(quaternion);
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normal1.normalize();
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normal2.copy(point2);
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normal2.applyQuaternion(quaternion);
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normal2.normalize();
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normal3.copy(point2);
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normal3.applyQuaternion(quaternion);
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normal3.normalize();
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normal4.copy(point1);
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normal4.applyQuaternion(quaternion);
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normal4.normalize();
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normals.push(normal1.x, normal1.y, normal1.z);
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normals.push(normal2.x, normal2.y, normal2.z);
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normals.push(normal4.x, normal4.y, normal4.z);
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normals.push(normal2.x, normal2.y, normal2.z);
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normals.push(normal3.x, normal3.y, normal3.z);
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normals.push(normal4.x, normal4.y, normal4.z);
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}
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}
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const fromPoint = new Vector3();
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const toPoint = new Vector3();
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for (let i = 1; i <= divisions; i++) {
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point.copy(curve.getPointAt(i / divisions));
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tangent.copy(curve.getTangentAt(i / divisions));
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const angle = Math.atan2(tangent.x, tangent.z);
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quaternion.setFromAxisAngle(up, angle);
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if (point.y > 10) {
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fromPoint.set(-0.75, -0.35, 0);
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fromPoint.applyQuaternion(quaternion);
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fromPoint.add(point);
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toPoint.set(0.75, -0.35, 0);
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toPoint.applyQuaternion(quaternion);
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toPoint.add(point);
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extrudeShape(tube1, fromPoint, toPoint);
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fromPoint.set(-0.7, -0.3, 0);
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fromPoint.applyQuaternion(quaternion);
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fromPoint.add(point);
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toPoint.set(-0.7, -point.y, 0);
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toPoint.applyQuaternion(quaternion);
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toPoint.add(point);
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extrudeShape(tube2, fromPoint, toPoint);
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fromPoint.set(0.7, -0.3, 0);
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fromPoint.applyQuaternion(quaternion);
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fromPoint.add(point);
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toPoint.set(0.7, -point.y, 0);
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toPoint.applyQuaternion(quaternion);
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toPoint.add(point);
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extrudeShape(tube3, fromPoint, toPoint);
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} else {
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fromPoint.set(0, -0.2, 0);
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fromPoint.applyQuaternion(quaternion);
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fromPoint.add(point);
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toPoint.set(0, -point.y, 0);
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toPoint.applyQuaternion(quaternion);
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toPoint.add(point);
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extrudeShape(tube3, fromPoint, toPoint);
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}
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}
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this.setAttribute("position", new BufferAttribute(new Float32Array(vertices), 3));
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this.setAttribute("normal", new BufferAttribute(new Float32Array(normals), 3));
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}
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}
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class RollerCoasterShadowGeometry extends BufferGeometry {
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constructor(curve, divisions) {
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super();
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const vertices = [];
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const up = new Vector3(0, 1, 0);
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const forward = new Vector3();
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const quaternion = new Quaternion();
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const prevQuaternion = new Quaternion();
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prevQuaternion.setFromAxisAngle(up, Math.PI / 2);
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const point = new Vector3();
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const prevPoint = new Vector3();
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prevPoint.copy(curve.getPointAt(0));
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prevPoint.y = 0;
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const vector1 = new Vector3();
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const vector2 = new Vector3();
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const vector3 = new Vector3();
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const vector4 = new Vector3();
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for (let i = 1; i <= divisions; i++) {
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point.copy(curve.getPointAt(i / divisions));
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point.y = 0;
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forward.subVectors(point, prevPoint);
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const angle = Math.atan2(forward.x, forward.z);
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quaternion.setFromAxisAngle(up, angle);
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vector1.set(-0.3, 0, 0);
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vector1.applyQuaternion(quaternion);
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vector1.add(point);
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vector2.set(0.3, 0, 0);
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vector2.applyQuaternion(quaternion);
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vector2.add(point);
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vector3.set(0.3, 0, 0);
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vector3.applyQuaternion(prevQuaternion);
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vector3.add(prevPoint);
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vector4.set(-0.3, 0, 0);
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vector4.applyQuaternion(prevQuaternion);
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vector4.add(prevPoint);
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vertices.push(vector1.x, vector1.y, vector1.z);
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vertices.push(vector2.x, vector2.y, vector2.z);
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vertices.push(vector4.x, vector4.y, vector4.z);
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vertices.push(vector2.x, vector2.y, vector2.z);
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vertices.push(vector3.x, vector3.y, vector3.z);
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vertices.push(vector4.x, vector4.y, vector4.z);
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prevPoint.copy(point);
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prevQuaternion.copy(quaternion);
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}
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this.setAttribute("position", new BufferAttribute(new Float32Array(vertices), 3));
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}
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}
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class SkyGeometry extends BufferGeometry {
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constructor() {
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super();
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const vertices = [];
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for (let i = 0; i < 100; i++) {
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const x = Math.random() * 800 - 400;
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const y = Math.random() * 50 + 50;
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const z = Math.random() * 800 - 400;
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const size = Math.random() * 40 + 20;
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vertices.push(x - size, y, z - size);
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vertices.push(x + size, y, z - size);
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vertices.push(x - size, y, z + size);
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vertices.push(x + size, y, z - size);
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vertices.push(x + size, y, z + size);
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vertices.push(x - size, y, z + size);
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}
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this.setAttribute("position", new BufferAttribute(new Float32Array(vertices), 3));
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}
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}
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class TreesGeometry extends BufferGeometry {
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constructor(landscape) {
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super();
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const vertices = [];
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const colors = [];
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const raycaster = new Raycaster();
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raycaster.ray.direction.set(0, -1, 0);
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const _color = new Color();
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for (let i = 0; i < 2e3; i++) {
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const x = Math.random() * 500 - 250;
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const z = Math.random() * 500 - 250;
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raycaster.ray.origin.set(x, 50, z);
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const intersections = raycaster.intersectObject(landscape);
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if (intersections.length === 0)
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continue;
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const y = intersections[0].point.y;
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const height = Math.random() * 5 + 0.5;
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let angle = Math.random() * Math.PI * 2;
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vertices.push(x + Math.sin(angle), y, z + Math.cos(angle));
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vertices.push(x, y + height, z);
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vertices.push(x + Math.sin(angle + Math.PI), y, z + Math.cos(angle + Math.PI));
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angle += Math.PI / 2;
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vertices.push(x + Math.sin(angle), y, z + Math.cos(angle));
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vertices.push(x, y + height, z);
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vertices.push(x + Math.sin(angle + Math.PI), y, z + Math.cos(angle + Math.PI));
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const random = Math.random() * 0.1;
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for (let j = 0; j < 6; j++) {
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_color.setRGB(0.2 + random, 0.4 + random, 0, "srgb");
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colors.push(_color.r, _color.g, _color.b);
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}
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}
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this.setAttribute("position", new BufferAttribute(new Float32Array(vertices), 3));
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this.setAttribute("color", new BufferAttribute(new Float32Array(colors), 3));
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}
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}
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export {
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RollerCoasterGeometry,
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RollerCoasterLiftersGeometry,
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RollerCoasterShadowGeometry,
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SkyGeometry,
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TreesGeometry
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};
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//# sourceMappingURL=RollerCoaster.js.map
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