567 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			567 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	BufferAttribute, | ||
|  | 	BufferGeometry, | ||
|  | 	Color, | ||
|  | 	Quaternion, | ||
|  | 	Raycaster, | ||
|  | 	SRGBColorSpace, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | class RollerCoasterGeometry extends BufferGeometry { | ||
|  | 
 | ||
|  | 	constructor( curve, divisions ) { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		const vertices = []; | ||
|  | 		const normals = []; | ||
|  | 		const colors = []; | ||
|  | 
 | ||
|  | 		const color1 = [ 1, 1, 1 ]; | ||
|  | 		const color2 = [ 1, 1, 0 ]; | ||
|  | 
 | ||
|  | 		const up = new Vector3( 0, 1, 0 ); | ||
|  | 		const forward = new Vector3(); | ||
|  | 		const right = 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 ) ); | ||
|  | 
 | ||
|  | 		// shapes
 | ||
|  | 
 | ||
|  | 		const step = [ | ||
|  | 			new Vector3( - 0.225, 0, 0 ), | ||
|  | 			new Vector3( 0, - 0.050, 0 ), | ||
|  | 			new Vector3( 0, - 0.175, 0 ), | ||
|  | 
 | ||
|  | 			new Vector3( 0, - 0.050, 0 ), | ||
|  | 			new Vector3( 0.225, 0, 0 ), | ||
|  | 			new 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 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 Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		const vector = new Vector3(); | ||
|  | 		const normal = new 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 Vector3(); | ||
|  | 		const vector2 = new Vector3(); | ||
|  | 		const vector3 = new Vector3(); | ||
|  | 		const vector4 = new Vector3(); | ||
|  | 
 | ||
|  | 		const normal1 = new Vector3(); | ||
|  | 		const normal2 = new Vector3(); | ||
|  | 		const normal3 = new Vector3(); | ||
|  | 		const normal4 = new 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 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 BufferAttribute( new Float32Array( vertices ), 3 ) ); | ||
|  | 		this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) ); | ||
|  | 		this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | class RollerCoasterLiftersGeometry extends BufferGeometry { | ||
|  | 
 | ||
|  | 	constructor( curve, divisions ) { | ||
|  | 
 | ||
|  | 		super(); | ||
|  | 
 | ||
|  | 		const vertices = []; | ||
|  | 		const normals = []; | ||
|  | 
 | ||
|  | 		const quaternion = new Quaternion(); | ||
|  | 
 | ||
|  | 		const up = new Vector3( 0, 1, 0 ); | ||
|  | 
 | ||
|  | 		const point = new Vector3(); | ||
|  | 		const tangent = new Vector3(); | ||
|  | 
 | ||
|  | 		// shapes
 | ||
|  | 
 | ||
|  | 		const tube1 = [ | ||
|  | 			new Vector3( 0, 0.05, - 0.05 ), | ||
|  | 			new Vector3( 0, 0.05, 0.05 ), | ||
|  | 			new Vector3( 0, - 0.05, 0 ) | ||
|  | 		]; | ||
|  | 
 | ||
|  | 		const tube2 = [ | ||
|  | 			new Vector3( - 0.05, 0, 0.05 ), | ||
|  | 			new Vector3( - 0.05, 0, - 0.05 ), | ||
|  | 			new Vector3( 0.05, 0, 0 ) | ||
|  | 		]; | ||
|  | 
 | ||
|  | 		const tube3 = [ | ||
|  | 			new Vector3( 0.05, 0, - 0.05 ), | ||
|  | 			new Vector3( 0.05, 0, 0.05 ), | ||
|  | 			new Vector3( - 0.05, 0, 0 ) | ||
|  | 		]; | ||
|  | 
 | ||
|  | 		const vector1 = new Vector3(); | ||
|  | 		const vector2 = new Vector3(); | ||
|  | 		const vector3 = new Vector3(); | ||
|  | 		const vector4 = new Vector3(); | ||
|  | 
 | ||
|  | 		const normal1 = new Vector3(); | ||
|  | 		const normal2 = new Vector3(); | ||
|  | 		const normal3 = new Vector3(); | ||
|  | 		const normal4 = new 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 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 ) ); | ||
|  | 
 | ||
|  | 			const random = Math.random() * 0.1; | ||
|  | 
 | ||
|  | 			for ( let j = 0; j < 6; j ++ ) { | ||
|  | 
 | ||
|  | 				_color.setRGB( 0.2 + random, 0.4 + random, 0, SRGBColorSpace ); | ||
|  | 
 | ||
|  | 				colors.push( _color.r, _color.g, _color.b ); | ||
|  | 
 | ||
|  | 			} | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) ); | ||
|  | 		this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry }; |