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HuangJiPC / public / static / three / examples / js / misc / RollerCoaster.js
@zhangdeliang zhangdeliang on 21 Jun 14 KB update
( 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;

} )();