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 };