567 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			567 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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 ++ ) {
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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( fromPoint );
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				vector2.copy( point2 );
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				vector2.applyQuaternion( quaternion );
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				vector2.add( fromPoint );
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				vector3.copy( point2 );
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				vector3.applyQuaternion( quaternion );
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				vector3.add( toPoint );
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				vector4.copy( point1 );
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				vector4.applyQuaternion( quaternion );
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				vector4.add( toPoint );
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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( 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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			//
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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 );
 | 
						|
			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 };
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