three-stdlib
Version:
stand-alone library of threejs examples
355 lines (354 loc) • 13.9 kB
JavaScript
import { BufferGeometry, Vector3, Quaternion, BufferAttribute, Raycaster, Color } 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));
const step = [
new Vector3(-0.225, 0, 0),
new Vector3(0, -0.05, 0),
new Vector3(0, -0.175, 0),
new Vector3(0, -0.05, 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, offset2, 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(offset2);
vector1.applyQuaternion(quaternion);
vector1.add(point);
vector2.copy(point2).add(offset2);
vector2.applyQuaternion(quaternion);
vector2.add(point);
vector3.copy(point2).add(offset2);
vector3.applyQuaternion(prevQuaternion);
vector3.add(prevPoint);
vector4.copy(point1).add(offset2);
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);
}
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();
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, fromPoint2, toPoint2) {
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(fromPoint2);
vector2.copy(point2);
vector2.applyQuaternion(quaternion);
vector2.add(fromPoint2);
vector3.copy(point2);
vector3.applyQuaternion(quaternion);
vector3.add(toPoint2);
vector4.copy(point1);
vector4.applyQuaternion(quaternion);
vector4.add(toPoint2);
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 < 2e3; 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, "srgb");
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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