three 基础库
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import {
BufferAttribute,
BufferGeometry,
Quaternion,
Raycaster,
Vector3
} from '../../../build/three.module.js';
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 );
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 ++ ) {
colors.push( 0.2 + random, 0.4 + random, 0 );
}
}
this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
}
}
export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry };