Dies ist das Repository meines kleinen Portfolios.
Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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560 lines
13 KiB
560 lines
13 KiB
import { |
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BufferAttribute, |
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BufferGeometry, |
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Quaternion, |
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Raycaster, |
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Vector3 |
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} from 'three'; |
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class RollerCoasterGeometry extends BufferGeometry { |
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constructor( curve, divisions ) { |
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super(); |
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const vertices = []; |
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const normals = []; |
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const colors = []; |
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const color1 = [ 1, 1, 1 ]; |
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const color2 = [ 1, 1, 0 ]; |
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const up = new Vector3( 0, 1, 0 ); |
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const forward = new Vector3(); |
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const right = new Vector3(); |
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const quaternion = new Quaternion(); |
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const prevQuaternion = new Quaternion(); |
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prevQuaternion.setFromAxisAngle( up, Math.PI / 2 ); |
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const point = new Vector3(); |
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const prevPoint = new Vector3(); |
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prevPoint.copy( curve.getPointAt( 0 ) ); |
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// shapes |
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const step = [ |
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new Vector3( - 0.225, 0, 0 ), |
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new Vector3( 0, - 0.050, 0 ), |
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new Vector3( 0, - 0.175, 0 ), |
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new Vector3( 0, - 0.050, 0 ), |
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new Vector3( 0.225, 0, 0 ), |
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new Vector3( 0, - 0.175, 0 ) |
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]; |
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const PI2 = Math.PI * 2; |
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let sides = 5; |
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const tube1 = []; |
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for ( let i = 0; i < sides; i ++ ) { |
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const angle = ( i / sides ) * PI2; |
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tube1.push( new Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) ); |
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} |
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sides = 6; |
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const tube2 = []; |
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for ( let i = 0; i < sides; i ++ ) { |
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const angle = ( i / sides ) * PI2; |
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tube2.push( new Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) ); |
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} |
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const vector = new Vector3(); |
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const normal = new Vector3(); |
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function drawShape( shape, color ) { |
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normal.set( 0, 0, - 1 ).applyQuaternion( quaternion ); |
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for ( let j = 0; j < shape.length; j ++ ) { |
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vector.copy( shape[ j ] ); |
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vector.applyQuaternion( quaternion ); |
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vector.add( point ); |
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vertices.push( vector.x, vector.y, vector.z ); |
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normals.push( normal.x, normal.y, normal.z ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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} |
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normal.set( 0, 0, 1 ).applyQuaternion( quaternion ); |
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for ( let j = shape.length - 1; j >= 0; j -- ) { |
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vector.copy( shape[ j ] ); |
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vector.applyQuaternion( quaternion ); |
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vector.add( point ); |
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vertices.push( vector.x, vector.y, vector.z ); |
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normals.push( normal.x, normal.y, normal.z ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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} |
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} |
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const vector1 = new Vector3(); |
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const vector2 = new Vector3(); |
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const vector3 = new Vector3(); |
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const vector4 = new Vector3(); |
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const normal1 = new Vector3(); |
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const normal2 = new Vector3(); |
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const normal3 = new Vector3(); |
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const normal4 = new Vector3(); |
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function extrudeShape( shape, offset, color ) { |
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for ( let j = 0, jl = shape.length; j < jl; j ++ ) { |
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const point1 = shape[ j ]; |
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const point2 = shape[ ( j + 1 ) % jl ]; |
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vector1.copy( point1 ).add( offset ); |
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vector1.applyQuaternion( quaternion ); |
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vector1.add( point ); |
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vector2.copy( point2 ).add( offset ); |
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vector2.applyQuaternion( quaternion ); |
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vector2.add( point ); |
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vector3.copy( point2 ).add( offset ); |
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vector3.applyQuaternion( prevQuaternion ); |
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vector3.add( prevPoint ); |
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vector4.copy( point1 ).add( offset ); |
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vector4.applyQuaternion( prevQuaternion ); |
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vector4.add( prevPoint ); |
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vertices.push( vector1.x, vector1.y, vector1.z ); |
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vertices.push( vector2.x, vector2.y, vector2.z ); |
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vertices.push( vector4.x, vector4.y, vector4.z ); |
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vertices.push( vector2.x, vector2.y, vector2.z ); |
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vertices.push( vector3.x, vector3.y, vector3.z ); |
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vertices.push( vector4.x, vector4.y, vector4.z ); |
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// |
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normal1.copy( point1 ); |
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normal1.applyQuaternion( quaternion ); |
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normal1.normalize(); |
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normal2.copy( point2 ); |
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normal2.applyQuaternion( quaternion ); |
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normal2.normalize(); |
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normal3.copy( point2 ); |
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normal3.applyQuaternion( prevQuaternion ); |
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normal3.normalize(); |
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normal4.copy( point1 ); |
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normal4.applyQuaternion( prevQuaternion ); |
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normal4.normalize(); |
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normals.push( normal1.x, normal1.y, normal1.z ); |
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normals.push( normal2.x, normal2.y, normal2.z ); |
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normals.push( normal4.x, normal4.y, normal4.z ); |
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normals.push( normal2.x, normal2.y, normal2.z ); |
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normals.push( normal3.x, normal3.y, normal3.z ); |
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normals.push( normal4.x, normal4.y, normal4.z ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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colors.push( color[ 0 ], color[ 1 ], color[ 2 ] ); |
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} |
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} |
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const offset = new Vector3(); |
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for ( let i = 1; i <= divisions; i ++ ) { |
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point.copy( curve.getPointAt( i / divisions ) ); |
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up.set( 0, 1, 0 ); |
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forward.subVectors( point, prevPoint ).normalize(); |
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right.crossVectors( up, forward ).normalize(); |
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up.crossVectors( forward, right ); |
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const angle = Math.atan2( forward.x, forward.z ); |
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quaternion.setFromAxisAngle( up, angle ); |
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if ( i % 2 === 0 ) { |
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drawShape( step, color2 ); |
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} |
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extrudeShape( tube1, offset.set( 0, - 0.125, 0 ), color2 ); |
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extrudeShape( tube2, offset.set( 0.2, 0, 0 ), color1 ); |
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extrudeShape( tube2, offset.set( - 0.2, 0, 0 ), color1 ); |
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prevPoint.copy( point ); |
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prevQuaternion.copy( quaternion ); |
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} |
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// console.log( vertices.length ); |
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this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) ); |
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this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) ); |
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this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) ); |
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} |
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} |
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class RollerCoasterLiftersGeometry extends BufferGeometry { |
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constructor( curve, divisions ) { |
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super(); |
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const vertices = []; |
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const normals = []; |
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const quaternion = new Quaternion(); |
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const up = new Vector3( 0, 1, 0 ); |
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const point = new Vector3(); |
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const tangent = new Vector3(); |
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// shapes |
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const tube1 = [ |
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new Vector3( 0, 0.05, - 0.05 ), |
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new Vector3( 0, 0.05, 0.05 ), |
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new Vector3( 0, - 0.05, 0 ) |
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]; |
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const tube2 = [ |
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new Vector3( - 0.05, 0, 0.05 ), |
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new Vector3( - 0.05, 0, - 0.05 ), |
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new Vector3( 0.05, 0, 0 ) |
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]; |
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const tube3 = [ |
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new Vector3( 0.05, 0, - 0.05 ), |
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new Vector3( 0.05, 0, 0.05 ), |
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new Vector3( - 0.05, 0, 0 ) |
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]; |
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const vector1 = new Vector3(); |
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const vector2 = new Vector3(); |
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const vector3 = new Vector3(); |
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const vector4 = new Vector3(); |
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const normal1 = new Vector3(); |
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const normal2 = new Vector3(); |
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const normal3 = new Vector3(); |
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const normal4 = new Vector3(); |
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function extrudeShape( shape, fromPoint, toPoint ) { |
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for ( let j = 0, jl = shape.length; j < jl; j ++ ) { |
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const point1 = shape[ j ]; |
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const point2 = shape[ ( j + 1 ) % jl ]; |
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vector1.copy( point1 ); |
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vector1.applyQuaternion( quaternion ); |
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vector1.add( fromPoint ); |
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vector2.copy( point2 ); |
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vector2.applyQuaternion( quaternion ); |
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vector2.add( fromPoint ); |
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vector3.copy( point2 ); |
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vector3.applyQuaternion( quaternion ); |
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vector3.add( toPoint ); |
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vector4.copy( point1 ); |
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vector4.applyQuaternion( quaternion ); |
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vector4.add( toPoint ); |
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vertices.push( vector1.x, vector1.y, vector1.z ); |
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vertices.push( vector2.x, vector2.y, vector2.z ); |
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vertices.push( vector4.x, vector4.y, vector4.z ); |
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vertices.push( vector2.x, vector2.y, vector2.z ); |
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vertices.push( vector3.x, vector3.y, vector3.z ); |
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vertices.push( vector4.x, vector4.y, vector4.z ); |
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// |
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normal1.copy( point1 ); |
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normal1.applyQuaternion( quaternion ); |
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normal1.normalize(); |
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normal2.copy( point2 ); |
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normal2.applyQuaternion( quaternion ); |
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normal2.normalize(); |
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normal3.copy( point2 ); |
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normal3.applyQuaternion( quaternion ); |
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normal3.normalize(); |
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normal4.copy( point1 ); |
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normal4.applyQuaternion( quaternion ); |
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normal4.normalize(); |
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normals.push( normal1.x, normal1.y, normal1.z ); |
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normals.push( normal2.x, normal2.y, normal2.z ); |
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normals.push( normal4.x, normal4.y, normal4.z ); |
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normals.push( normal2.x, normal2.y, normal2.z ); |
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normals.push( normal3.x, normal3.y, normal3.z ); |
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normals.push( normal4.x, normal4.y, normal4.z ); |
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} |
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} |
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const fromPoint = new Vector3(); |
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const toPoint = new Vector3(); |
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for ( let i = 1; i <= divisions; i ++ ) { |
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point.copy( curve.getPointAt( i / divisions ) ); |
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tangent.copy( curve.getTangentAt( i / divisions ) ); |
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const angle = Math.atan2( tangent.x, tangent.z ); |
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quaternion.setFromAxisAngle( up, angle ); |
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// |
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if ( point.y > 10 ) { |
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fromPoint.set( - 0.75, - 0.35, 0 ); |
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fromPoint.applyQuaternion( quaternion ); |
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fromPoint.add( point ); |
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toPoint.set( 0.75, - 0.35, 0 ); |
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toPoint.applyQuaternion( quaternion ); |
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toPoint.add( point ); |
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extrudeShape( tube1, fromPoint, toPoint ); |
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fromPoint.set( - 0.7, - 0.3, 0 ); |
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fromPoint.applyQuaternion( quaternion ); |
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fromPoint.add( point ); |
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toPoint.set( - 0.7, - point.y, 0 ); |
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toPoint.applyQuaternion( quaternion ); |
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toPoint.add( point ); |
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extrudeShape( tube2, fromPoint, toPoint ); |
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fromPoint.set( 0.7, - 0.3, 0 ); |
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fromPoint.applyQuaternion( quaternion ); |
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fromPoint.add( point ); |
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toPoint.set( 0.7, - point.y, 0 ); |
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toPoint.applyQuaternion( quaternion ); |
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toPoint.add( point ); |
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extrudeShape( tube3, fromPoint, toPoint ); |
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} else { |
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fromPoint.set( 0, - 0.2, 0 ); |
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fromPoint.applyQuaternion( quaternion ); |
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fromPoint.add( point ); |
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toPoint.set( 0, - point.y, 0 ); |
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toPoint.applyQuaternion( quaternion ); |
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toPoint.add( point ); |
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extrudeShape( tube3, fromPoint, toPoint ); |
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} |
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} |
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this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) ); |
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this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) ); |
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} |
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} |
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class RollerCoasterShadowGeometry extends BufferGeometry { |
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constructor( curve, divisions ) { |
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super(); |
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const vertices = []; |
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const up = new Vector3( 0, 1, 0 ); |
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const forward = new Vector3(); |
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const quaternion = new Quaternion(); |
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const prevQuaternion = new Quaternion(); |
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prevQuaternion.setFromAxisAngle( up, Math.PI / 2 ); |
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const point = new Vector3(); |
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const prevPoint = new Vector3(); |
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prevPoint.copy( curve.getPointAt( 0 ) ); |
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prevPoint.y = 0; |
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const vector1 = new Vector3(); |
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const vector2 = new Vector3(); |
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const vector3 = new Vector3(); |
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const vector4 = new Vector3(); |
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for ( let i = 1; i <= divisions; i ++ ) { |
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point.copy( curve.getPointAt( i / divisions ) ); |
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point.y = 0; |
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forward.subVectors( point, prevPoint ); |
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const angle = Math.atan2( forward.x, forward.z ); |
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quaternion.setFromAxisAngle( up, angle ); |
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vector1.set( - 0.3, 0, 0 ); |
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vector1.applyQuaternion( quaternion ); |
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vector1.add( point ); |
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vector2.set( 0.3, 0, 0 ); |
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vector2.applyQuaternion( quaternion ); |
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vector2.add( point ); |
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vector3.set( 0.3, 0, 0 ); |
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vector3.applyQuaternion( prevQuaternion ); |
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vector3.add( prevPoint ); |
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vector4.set( - 0.3, 0, 0 ); |
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vector4.applyQuaternion( prevQuaternion ); |
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vector4.add( prevPoint ); |
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vertices.push( vector1.x, vector1.y, vector1.z ); |
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vertices.push( vector2.x, vector2.y, vector2.z ); |
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vertices.push( vector4.x, vector4.y, vector4.z ); |
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vertices.push( vector2.x, vector2.y, vector2.z ); |
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vertices.push( vector3.x, vector3.y, vector3.z ); |
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vertices.push( vector4.x, vector4.y, vector4.z ); |
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prevPoint.copy( point ); |
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prevQuaternion.copy( quaternion ); |
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} |
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this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) ); |
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} |
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} |
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class SkyGeometry extends BufferGeometry { |
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constructor() { |
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super(); |
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const vertices = []; |
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for ( let i = 0; i < 100; i ++ ) { |
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const x = Math.random() * 800 - 400; |
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const y = Math.random() * 50 + 50; |
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const z = Math.random() * 800 - 400; |
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const size = Math.random() * 40 + 20; |
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vertices.push( x - size, y, z - size ); |
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vertices.push( x + size, y, z - size ); |
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vertices.push( x - size, y, z + size ); |
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vertices.push( x + size, y, z - size ); |
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vertices.push( x + size, y, z + size ); |
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vertices.push( x - size, y, z + size ); |
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} |
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this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) ); |
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} |
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} |
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class TreesGeometry extends BufferGeometry { |
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constructor( landscape ) { |
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super(); |
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const vertices = []; |
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const colors = []; |
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const raycaster = new Raycaster(); |
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raycaster.ray.direction.set( 0, - 1, 0 ); |
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for ( let i = 0; i < 2000; i ++ ) { |
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const x = Math.random() * 500 - 250; |
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const z = Math.random() * 500 - 250; |
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raycaster.ray.origin.set( x, 50, z ); |
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const intersections = raycaster.intersectObject( landscape ); |
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if ( intersections.length === 0 ) continue; |
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const y = intersections[ 0 ].point.y; |
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const height = Math.random() * 5 + 0.5; |
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let angle = Math.random() * Math.PI * 2; |
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vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) ); |
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vertices.push( x, y + height, z ); |
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vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) ); |
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angle += Math.PI / 2; |
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vertices.push( x + Math.sin( angle ), y, z + Math.cos( angle ) ); |
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vertices.push( x, y + height, z ); |
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vertices.push( x + Math.sin( angle + Math.PI ), y, z + Math.cos( angle + Math.PI ) ); |
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const random = Math.random() * 0.1; |
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for ( let j = 0; j < 6; j ++ ) { |
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colors.push( 0.2 + random, 0.4 + random, 0 ); |
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} |
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} |
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this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) ); |
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this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) ); |
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} |
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} |
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export { RollerCoasterGeometry, RollerCoasterLiftersGeometry, RollerCoasterShadowGeometry, SkyGeometry, TreesGeometry };
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