567 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			567 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferAttribute,
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									BufferGeometry,
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									Color,
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									Quaternion,
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									Raycaster,
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									SRGBColorSpace,
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									Vector3
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								} 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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										// shapes
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										const step = [
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											new Vector3( - 0.225, 0, 0 ),
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											new Vector3( 0, - 0.050, 0 ),
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											new Vector3( 0, - 0.175, 0 ),
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											new Vector3( 0, - 0.050, 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, offset, 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( offset );
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												vector1.applyQuaternion( quaternion );
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												vector1.add( point );
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												vector2.copy( point2 ).add( offset );
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												vector2.applyQuaternion( quaternion );
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												vector2.add( point );
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												vector3.copy( point2 ).add( offset );
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												vector3.applyQuaternion( prevQuaternion );
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												vector3.add( prevPoint );
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												vector4.copy( point1 ).add( offset );
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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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												//
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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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										// console.log( vertices.length );
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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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										// shapes
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										const tube1 = [
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											new Vector3( 0, 0.05, - 0.05 ),
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											new Vector3( 0, 0.05, 0.05 ),
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											new Vector3( 0, - 0.05, 0 )
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										];
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										const tube2 = [
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											new Vector3( - 0.05, 0, 0.05 ),
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											new Vector3( - 0.05, 0, - 0.05 ),
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											new Vector3( 0.05, 0, 0 )
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										];
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										const tube3 = [
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											new Vector3( 0.05, 0, - 0.05 ),
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											new Vector3( 0.05, 0, 0.05 ),
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											new Vector3( - 0.05, 0, 0 )
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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, fromPoint, toPoint ) {
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						||
| 
								 | 
							
											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 Vector3();
							 | 
						||
| 
								 | 
							
										const toPoint = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
							 | 
						||
| 
								 | 
							
										this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class RollerCoasterShadowGeometry extends BufferGeometry {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( curve, divisions ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vertices = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const up = new Vector3( 0, 1, 0 );
							 | 
						||
| 
								 | 
							
										const forward = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const quaternion = new Quaternion();
							 | 
						||
| 
								 | 
							
										const prevQuaternion = new Quaternion();
							 | 
						||
| 
								 | 
							
										prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const point = new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const prevPoint = new Vector3();
							 | 
						||
| 
								 | 
							
										prevPoint.copy( curve.getPointAt( 0 ) );
							 | 
						||
| 
								 | 
							
										prevPoint.y = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vector1 = new Vector3();
							 | 
						||
| 
								 | 
							
										const vector2 = new Vector3();
							 | 
						||
| 
								 | 
							
										const vector3 = new Vector3();
							 | 
						||
| 
								 | 
							
										const vector4 = new 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class SkyGeometry extends 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 BufferAttribute( new Float32Array( vertices ), 3 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class TreesGeometry extends BufferGeometry {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( landscape ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vertices = [];
							 | 
						||
| 
								 | 
							
										const colors = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const raycaster = new Raycaster();
							 | 
						||
| 
								 | 
							
										raycaster.ray.direction.set( 0, - 1, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const _color = new Color();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										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 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
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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, SRGBColorSpace );
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							 | 
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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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								 | 
							
								
							 | 
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								 | 
							
								}
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								 | 
							
								
							 | 
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								 | 
							
								export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry };
							 |