diff --git a/examples/js/RollerCoaster.js b/examples/js/RollerCoaster.js index bfe11d0445443f57da0eace3ce63e405f31d0321..197cc005cb1b4c6d413496728c7d92816550518b 100644 --- a/examples/js/RollerCoaster.js +++ b/examples/js/RollerCoaster.js @@ -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; diff --git a/examples/webvr_rollercoaster.html b/examples/webvr_rollercoaster.html index 2a6306624272b23e5c48437a342cd128d3ff07dc..7ef13f0c559d1f859ccf369389a3ba7604507941 100644 --- a/examples/webvr_rollercoaster.html +++ b/examples/webvr_rollercoaster.html @@ -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 ) );