提交 bb485afe 编写于 作者: M Mr.doob

Reduced webvr_rollercoaster scale.

上级 9f0e2a00
......@@ -2,7 +2,7 @@
* @author mrdoob / http://mrdoob.com/
*/
var RollerCoasterGeometry = function ( curve, size ) {
function RollerCoasterGeometry( curve, divisions ) {
THREE.BufferGeometry.call( this );
......@@ -28,13 +28,13 @@ var RollerCoasterGeometry = function ( curve, size ) {
// shapes
var step = [
new THREE.Vector3( -2.25, 0, 0 ),
new THREE.Vector3( 0, -0.5, 0 ),
new THREE.Vector3( 0, -1.75, 0 ),
new THREE.Vector3( -0.225, 0, 0 ),
new THREE.Vector3( 0, -0.050, 0 ),
new THREE.Vector3( 0, -0.175, 0 ),
new THREE.Vector3( 0, -0.5, 0 ),
new THREE.Vector3( 2.25, 0, 0 ),
new THREE.Vector3( 0, -1.75, 0 )
new THREE.Vector3( 0, -0.050, 0 ),
new THREE.Vector3( 0.225, 0, 0 ),
new THREE.Vector3( 0, -0.175, 0 )
];
var PI2 = Math.PI * 2;
......@@ -45,7 +45,7 @@ var RollerCoasterGeometry = function ( curve, size ) {
for ( var i = 0; i < sides; i ++ ) {
var angle = ( i / sides ) * PI2;
tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.6, Math.cos( angle ) * 0.6, 0 ) );
tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
}
......@@ -55,14 +55,14 @@ var RollerCoasterGeometry = function ( curve, size ) {
for ( var i = 0; i < sides; i ++ ) {
var angle = ( i / sides ) * PI2;
tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.25, Math.cos( angle ) * 0.25, 0 ) );
tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
}
var vector = new THREE.Vector3();
var normal = new THREE.Vector3();
var drawShape = function ( shape, color ) {
function drawShape( shape, color ) {
normal.set( 0, 0, -1 ).applyQuaternion( quaternion );
......@@ -104,7 +104,7 @@ var RollerCoasterGeometry = function ( curve, size ) {
var normal3 = new THREE.Vector3();
var normal4 = new THREE.Vector3();
var extrudeShape = function ( shape, offset, color ) {
function extrudeShape( shape, offset, color ) {
for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
......@@ -175,9 +175,9 @@ var RollerCoasterGeometry = function ( curve, size ) {
var offset = new THREE.Vector3();
for ( var i = 1; i <= size; i ++ ) {
for ( var i = 1; i <= divisions; i ++ ) {
point.copy( curve.getPointAt( i / size ) );
point.copy( curve.getPointAt( i / divisions ) );
up.set( 0, 1, 0 );
......@@ -195,9 +195,9 @@ var RollerCoasterGeometry = function ( curve, size ) {
}
extrudeShape( tube1, offset.set( 0, -1.25, 0 ), color2 );
extrudeShape( tube2, offset.set( 2, 0, 0 ), color1 );
extrudeShape( tube2, offset.set( -2, 0, 0 ), color1 );
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 );
......@@ -214,7 +214,7 @@ var RollerCoasterGeometry = function ( curve, size ) {
RollerCoasterGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
var RollerCoasterLiftersGeometry = function ( curve, size ) {
function RollerCoasterLiftersGeometry( curve, divisions ) {
THREE.BufferGeometry.call( this );
......@@ -231,21 +231,21 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
// shapes
var tube1 = [
new THREE.Vector3( 0, 0.5, -0.5 ),
new THREE.Vector3( 0, 0.5, 0.5 ),
new THREE.Vector3( 0, -0.5, 0 )
new THREE.Vector3( 0, 0.05, -0.05 ),
new THREE.Vector3( 0, 0.05, 0.05 ),
new THREE.Vector3( 0, -0.05, 0 )
];
var tube2 = [
new THREE.Vector3( -0.5, 0, 0.5 ),
new THREE.Vector3( -0.5, 0, -0.5 ),
new THREE.Vector3( 0.5, 0, 0 )
new THREE.Vector3( -0.05, 0, 0.05 ),
new THREE.Vector3( -0.05, 0, -0.05 ),
new THREE.Vector3( 0.05, 0, 0 )
];
var tube3 = [
new THREE.Vector3( 0.5, 0, -0.5 ),
new THREE.Vector3( 0.5, 0, 0.5 ),
new THREE.Vector3( -0.5, 0, 0 )
new THREE.Vector3( 0.05, 0, -0.05 ),
new THREE.Vector3( 0.05, 0, 0.05 ),
new THREE.Vector3( -0.05, 0, 0 )
];
var vector1 = new THREE.Vector3();
......@@ -258,7 +258,7 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
var normal3 = new THREE.Vector3();
var normal4 = new THREE.Vector3();
var extrudeShape = function ( shape, fromPoint, toPoint ) {
function extrudeShape( shape, fromPoint, toPoint ) {
for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
......@@ -322,10 +322,10 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
var fromPoint = new THREE.Vector3();
var toPoint = new THREE.Vector3();
for ( var i = 1; i <= size; i ++ ) {
for ( var i = 1; i <= divisions; i ++ ) {
point.copy( curve.getPointAt( i / size ) );
tangent.copy( curve.getTangentAt( i / size ) );
point.copy( curve.getPointAt( i / divisions ) );
tangent.copy( curve.getTangentAt( i / divisions ) );
var angle = Math.atan2( tangent.x, tangent.z );
......@@ -333,33 +333,33 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
//
if ( point.y > 100 ) {
if ( point.y > 10 ) {
fromPoint.set( -7.5, -3.5, 0 );
fromPoint.set( -0.75, -0.35, 0 );
fromPoint.applyQuaternion( quaternion );
fromPoint.add( point );
toPoint.set( 7.5, -3.5, 0 );
toPoint.set( 0.75, -0.35, 0 );
toPoint.applyQuaternion( quaternion );
toPoint.add( point );
extrudeShape( tube1, fromPoint, toPoint );
fromPoint.set( -7, -3, 0 );
fromPoint.set( -0.7, -0.3, 0 );
fromPoint.applyQuaternion( quaternion );
fromPoint.add( point );
toPoint.set( -7, -point.y, 0 );
toPoint.set( -0.7, -point.y, 0 );
toPoint.applyQuaternion( quaternion );
toPoint.add( point );
extrudeShape( tube2, fromPoint, toPoint );
fromPoint.set( 7, -3, 0 );
fromPoint.set( 0.7, -0.3, 0 );
fromPoint.applyQuaternion( quaternion );
fromPoint.add( point );
toPoint.set( 7, -point.y, 0 );
toPoint.set( 0.7, -point.y, 0 );
toPoint.applyQuaternion( quaternion );
toPoint.add( point );
......@@ -367,7 +367,7 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
} else {
fromPoint.set( 0, -2, 0 );
fromPoint.set( 0, -0.2, 0 );
fromPoint.applyQuaternion( quaternion );
fromPoint.add( point );
......@@ -388,7 +388,7 @@ var RollerCoasterLiftersGeometry = function ( curve, size ) {
RollerCoasterLiftersGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
var RollerCoasterShadowGeometry = function ( curve, size ) {
function RollerCoasterShadowGeometry( curve, divisions ) {
THREE.BufferGeometry.call( this );
......@@ -412,9 +412,9 @@ var RollerCoasterShadowGeometry = function ( curve, size ) {
var vector3 = new THREE.Vector3();
var vector4 = new THREE.Vector3();
for ( var i = 1; i <= size; i ++ ) {
for ( var i = 1; i <= divisions; i ++ ) {
point.copy( curve.getPointAt( i / size ) );
point.copy( curve.getPointAt( i / divisions ) );
point.y = 0;
forward.subVectors( point, prevPoint );
......@@ -423,19 +423,19 @@ var RollerCoasterShadowGeometry = function ( curve, size ) {
quaternion.setFromAxisAngle( up, angle );
vector1.set( -3, 0, 0 );
vector1.set( -0.3, 0, 0 );
vector1.applyQuaternion( quaternion );
vector1.add( point );
vector2.set( 3, 0, 0 );
vector2.set( 0.3, 0, 0 );
vector2.applyQuaternion( quaternion );
vector2.add( point );
vector3.set( 3, 0, 0 );
vector3.set( 0.3, 0, 0 );
vector3.applyQuaternion( prevQuaternion );
vector3.add( prevPoint );
vector4.set( -3, 0, 0 );
vector4.set( -0.3, 0, 0 );
vector4.applyQuaternion( prevQuaternion );
vector4.add( prevPoint );
......@@ -458,7 +458,7 @@ var RollerCoasterShadowGeometry = function ( curve, size ) {
RollerCoasterShadowGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
var SkyGeometry = function () {
function SkyGeometry() {
THREE.BufferGeometry.call( this );
......@@ -466,11 +466,11 @@ var SkyGeometry = function () {
for ( var i = 0; i < 100; i ++ ) {
var x = Math.random() * 8000 - 4000;
var y = Math.random() * 500 + 500;
var z = Math.random() * 8000 - 4000;
var x = Math.random() * 800 - 400;
var y = Math.random() * 50 + 50;
var z = Math.random() * 800 - 400;
var size = Math.random() * 400 + 200;
var size = Math.random() * 40 + 20;
vertices.push( x - size, y, z - size );
vertices.push( x + size, y, z - size );
......@@ -489,7 +489,7 @@ var SkyGeometry = function () {
SkyGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
var TreesGeometry = function ( landscape ) {
function TreesGeometry( landscape ) {
THREE.BufferGeometry.call( this );
......@@ -501,10 +501,10 @@ var TreesGeometry = function ( landscape ) {
for ( var i = 0; i < 2000; i ++ ) {
var x = Math.random() * 5000 - 2500;
var z = Math.random() * 5000 - 2500;
var x = Math.random() * 500 - 250;
var z = Math.random() * 500 - 250;
raycaster.ray.origin.set( x, 500, z );
raycaster.ray.origin.set( x, 50, z );
var intersections = raycaster.intersectObject( landscape );
......@@ -512,19 +512,19 @@ var TreesGeometry = function ( landscape ) {
var y = intersections[ 0 ].point.y;
var height = Math.random() * 50 + 5;
var height = Math.random() * 5 + 0.5;
var angle = Math.random() * Math.PI * 2;
vertices.push( x + Math.sin( angle ) * 10, y, z + Math.cos( angle ) * 10 );
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 ) * 10, y, z + Math.cos( angle + Math.PI ) * 10 );
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 ) * 10, y, z + Math.cos( angle ) * 10 );
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 ) * 10, y, z + Math.cos( angle + Math.PI ) * 10 );
vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) );
var random = Math.random() * 0.1;
......
......@@ -52,36 +52,45 @@
var train = new THREE.Object3D();
scene.add( train );
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 5000 );
var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
camera.rotation.y = Math.PI;
train.add( camera );
// environment
var geometry = new THREE.PlaneGeometry( 5000, 5000, 15, 15 );
var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
var material = new THREE.MeshLambertMaterial( { color: 0x407000, shading: THREE.FlatShading } );
for ( var i = 0; i < geometry.vertices.length; i ++ ) {
var positions = geometry.attributes.position.array;
var vertex = new THREE.Vector3();
var vertex = geometry.vertices[ i ];
for ( var i = 0; i < positions.length; i += 3 ) {
vertex.x += Math.random() * 100 - 50;
vertex.z += Math.random() * 100 - 50;
vertex.fromArray( positions, i );
var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 250;
vertex.x += Math.random() * 10 - 5;
vertex.z += Math.random() * 10 - 5;
var distance = ( vertex.distanceTo( scene.position ) / 5 ) - 25;
vertex.y = Math.random() * Math.max( 0, distance );
vertex.toArray( positions, i );
}
geometry.computeFaceNormals();
geometry.computeVertexNormals();
var material = new THREE.MeshLambertMaterial( {
color: 0x407000
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new TreesGeometry( mesh );
var material = new THREE.MeshBasicMaterial( { side: THREE.DoubleSide, vertexColors: THREE.VertexColors } );
var material = new THREE.MeshBasicMaterial( {
side: THREE.DoubleSide, vertexColors: THREE.VertexColors
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
......@@ -106,10 +115,10 @@
t = t * PI2;
var x = Math.sin( t * 3 ) * Math.cos( t * 4 ) * 50;
var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 4;
var y = Math.sin( t * 10 ) * 2 + Math.cos( t * 17 ) * 2 + 5;
var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;
return vector.set( x, y, z ).multiplyScalar( 20 );
return vector.set( x, y, z ).multiplyScalar( 2 );
},
......@@ -119,7 +128,8 @@
var t1 = Math.max( 0, t - delta );
var t2 = Math.min( 1, t + delta );
return vector2.copy( this.getPointAt ( t2 ) ).sub( this.getPointAt( t1 ) ).normalize();
return vector2.copy( this.getPointAt ( t2 ) )
.sub( this.getPointAt( t1 ) ).normalize();
}
......@@ -128,46 +138,47 @@
} )();
var geometry = new RollerCoasterGeometry( curve, 1500 );
var material = new THREE.MeshStandardMaterial( {
roughness: 0.1,
metalness: 0,
var material = new THREE.MeshPhongMaterial( {
vertexColors: THREE.VertexColors
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new RollerCoasterLiftersGeometry( curve, 100 );
var material = new THREE.MeshStandardMaterial( {
roughness: 0.1,
metalness: 0
} );
var material = new THREE.MeshPhongMaterial();
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 1;
mesh.position.y = 0.1;
scene.add( mesh );
var geometry = new RollerCoasterShadowGeometry( curve, 500 );
var material = new THREE.MeshBasicMaterial( { color: 0x000000, opacity: 0.1, depthWrite: false, transparent: true } );
var material = new THREE.MeshBasicMaterial( {
color: 0x305000, depthWrite: false, transparent: true
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.y = 1;
mesh.position.y = 0.1;
scene.add( mesh );
var funfairs = [];
//
var geometry = new THREE.CylinderGeometry( 100, 100, 50, 15 );
var material = new THREE.MeshLambertMaterial( { color: 0xff8080, shading: THREE.FlatShading } );
var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
var material = new THREE.MeshLambertMaterial( {
color: 0xff8080, shading: THREE.FlatShading
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( - 800, 100, - 700 );
mesh.position.set( - 80, 10, - 70 );
mesh.rotation.x = Math.PI / 2;
scene.add( mesh );
funfairs.push( mesh );
var geometry = new THREE.CylinderGeometry( 50, 60, 40, 10 );
var material = new THREE.MeshLambertMaterial( { color: 0x8080ff, shading: THREE.FlatShading } );
var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
var material = new THREE.MeshLambertMaterial( {
color: 0x8080ff, shading: THREE.FlatShading
} );
var mesh = new THREE.Mesh( geometry, material );
mesh.position.set( 500, 20, 300 );
mesh.position.set( 50, 2, 30 );
scene.add( mesh );
funfairs.push( mesh );
......@@ -210,11 +221,11 @@
effect.requestAnimationFrame( animate );
var delta = ( time - prevTime ) / 15;
var delta = time - prevTime;
for ( var i = 0; i < funfairs.length; i ++ ) {
funfairs[ i ].rotation.y = time * 0.0002;
funfairs[ i ].rotation.y = time * 0.0004;
}
......@@ -224,13 +235,13 @@
progress = progress % 1;
position.copy( curve.getPointAt( progress ) );
position.y += 3;
position.y += 0.3;
train.position.copy( position );
tangent.copy( curve.getTangentAt( progress ) );
velocity -= tangent.y * 0.000001 * delta;
velocity -= tangent.y * 0.0000001 * delta;
velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );
train.lookAt( lookAt.copy( position ).add( tangent ) );
......
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