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@cyc1am3n
Created June 6, 2017 10:29
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function RollerCoasterGeometry( curve, divisions ) {
THREE.BufferGeometry.call( this );
var vertices = [];
var normals = [];
var colors = [];
//레일 그릴 때 필요한 색
var color1 = [ 1, 1, 1 ]; //하얀색
var color2 = [ 1, 0.3, 0.2 ]; //노란색
var up = new THREE.Vector3( 0, 1, 0 );
var forward = new THREE.Vector3();
var right = new THREE.Vector3();
//quaternion은 4x4 행렬을 의미함
var quaternion = new THREE.Quaternion();
var prevQuaternion = new THREE.Quaternion();
prevQuaternion.setFromAxisAngle( up , Math.PI / 2 );
var point = new THREE.Vector3();
var prevPoint = new THREE.Vector3();
prevPoint.copy( curve.getPointAt( 0 ) );
// shapes
//가운데 레일 옆 세모 두 개
var step = [
//왼쪽 세모
new THREE.Vector3( -0.225, 0, 0 ),
new THREE.Vector3( 0, -0.050, 0 ),
new THREE.Vector3( 0, -0.175, 0 ),
//오른쪽 세모
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; //360도
var sides = 5;
var step1 = [ ];
for ( var i = 0; i < sides; i ++ ) {
var angle = ( i / sides ) * PI2; //angle이 72, 144, 216, 288, 360 다섯 가지가 됨
step1.push( new THREE.Vector3(0 , Math.sin( angle ) * 0.02, Math.cos( angle ) * 0.02 ) );
}
//가운데 레일에 관한 설정
var sides = 5; //오각 원통 모양을 의미하는 듯
var tube1 = [];
for ( var i = 0; i < sides; i ++ ) {
var angle = ( i / sides ) * PI2; //angle이 72, 144, 216, 288, 360 다섯 가지가 됨
tube1.push( new THREE.Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) ); //0.06은 사이즈에 관한 상수 값, sin^2+cos^2 = 1
}
//양 옆의 레일에 관한 설정
var sides = 6; //육각 원통 모양을 의미하는 듯
var tube2 = [];
for ( var i = 0; i < sides; i ++ ) {
var angle = ( i / sides ) * PI2; //angle이 60, 120, 180, 240, 300, 360 여섯 가지가 됨
tube2.push( new THREE.Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) ); //0.025라서 가운데 레일보다 사이즈가 작음
}
var vector = new THREE.Vector3();
var normal = new THREE.Vector3();
function drawShape( shape, color ) { //해당 색을 가지는 도형 그리기
normal.set( 0, 0, -1 ).applyQuaternion( quaternion ); //normal vector가 이동 방향의 반대(우리가 앞을 볼 때 보이는 면)
for ( var 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 ); //normal vector가 이동 방향(우리가 뒤를 볼 때 보이는 면)
for ( var 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 ] );
}
};
var vector1 = new THREE.Vector3();
var vector2 = new THREE.Vector3();
var vector3 = new THREE.Vector3();
var vector4 = new THREE.Vector3();
var normal1 = new THREE.Vector3();
var normal2 = new THREE.Vector3();
var normal3 = new THREE.Vector3();
var normal4 = new THREE.Vector3();
function extrudeShape( shape, offset, color ) { //얘는 삼각형 같은 평면도형을 그리는 drawShape는 다르게 레일처럼 입체도형을 그리는데 사용하는 듯.
for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
var point1 = shape[ j ];
var 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 ] );
}
};
function extrudeShapeSide( shape, fromPoint, toPoint, color ) {
for ( var j = 0, jl = shape.length; j < jl; j ++ ) {
var point1 = shape[ j ];
var 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 );
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 ] );
}
};
var offset = new THREE.Vector3();
var fromPoint = new THREE.Vector3();
var toPoint = new THREE.Vector3();
for ( var 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 );
var angle = Math.atan2( forward.x, forward.z );
quaternion.setFromAxisAngle( up, angle );
if ( i % 2 === 0 ) {
//가운데 노란 레일 양 옆에 노란색 세모 두 개 그리기
//drawShape( step, color2 );
fromPoint.set(-0.2,-0.02,0);
fromPoint.applyQuaternion( quaternion );
fromPoint.add( point );
toPoint.set(0,-0.135,0);
toPoint.applyQuaternion( quaternion );
toPoint.add( point );
extrudeShapeSide(step1, fromPoint, toPoint, color2);
fromPoint.set(0.2,-0.02,0);
fromPoint.applyQuaternion( quaternion );
fromPoint.add( point );
toPoint.set(0,-0.135,0);
toPoint.applyQuaternion( quaternion );
toPoint.add( point );
extrudeShapeSide(step1, fromPoint, toPoint, color2);
}
//가운데에 노란색 레일 그리기
extrudeShape( tube1, offset.set( 0, -0.125, 0 ), color2 );
//양 옆에 하얀색 레일 그리기
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.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( vertices ), 3 ) );
this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( normals ), 3 ) );
this.addAttribute( 'color', new THREE.BufferAttribute( new Float32Array( colors ), 3 ) );
};
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