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Three.js - JavaScript library for drawing graphics 3D in the pages HTML
 Example "Roller coaster (roller coaster)" library Three.js 
посмотрели 7295 раз
обновлено: 22 November 2018
Example we look, we test
Source code
  Html  
<!DOCTYPE html>
<html lang="en">

     <head>
          <title>three.js webvr - roller coaster</title>
          <meta charset="utf-8">
          <meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
          <style>
               body
               {
                    margin: 0px;
                    color: #fff;
                    font-family: Monospace;
                    background-color: #444;
                    overflow: hidden;
               }
          </style>
     </head>

     <body>

          <!-- connect the library three.js -->
          <script src="https://dir.by/example_lib/tree_js/three.js"></script>

          <!-- libraries to create a roller coaster -->
          <script src="https://dir.by/example_lib/tree_js/RollerCoaster.js"></script>
          <script src="https://dir.by/example_lib/tree_js/WebVR.js"></script>

          <script>

               var renderer = new THREE.WebGLRenderer( { antialias: true } );
               renderer.setPixelRatio( window.devicePixelRatio );
               renderer.setSize( window.innerWidth, window.innerHeight );
               renderer.vr.enabled = true;
               document.body.appendChild( renderer.domElement );

               document.body.appendChild( WEBVR.createButton( renderer, { frameOfReferenceType: 'eye-level' } ) );

               var scene = new THREE.Scene();
               scene.background = new THREE.Color( 0xf0f0ff );

               var light = new THREE.HemisphereLight( 0xfff0f0, 0x606066 );
               light.position.set( 1, 1, 1 );
               scene.add( light );

               var train = new THREE.Object3D();
               scene.add( train );

               var camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 0.1, 500 );
               train.add( camera );

               // environment
               var geometry = new THREE.PlaneBufferGeometry( 500, 500, 15, 15 );
               geometry.rotateX( - Math.PI / 2 );

               var positions = geometry.attributes.position.array;
               var vertex = new THREE.Vector3();

               for ( var i = 0; i < positions.length; i += 3 )
               {
                    vertex.fromArray( positions, i );

                    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.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 mesh = new THREE.Mesh( geometry, material );
               scene.add( mesh );

               var geometry = new SkyGeometry();
               var material = new THREE.MeshBasicMaterial( { color: 0xffffff } );
               var mesh = new THREE.Mesh( geometry, material );
               scene.add( mesh );

               var PI2 = Math.PI * 2;

               var curve = ( function ()
               {
                    var vector = new THREE.Vector3();
                    var vector2 = new THREE.Vector3();
                    var obj =
                    {
                         getPointAt: function ( t )
                         {
                              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 + 5;
                              var z = Math.sin( t ) * Math.sin( t * 4 ) * 50;

                              return vector.set( x, y, z ).multiplyScalar( 2 );

                         },

                         getTangentAt: function ( t )
                         {
                              var delta = 0.0001;
                              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 obj;
               } )();

               var geometry = new RollerCoasterGeometry( curve, 1500 );
               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.MeshPhongMaterial();
               var mesh = new THREE.Mesh( geometry, material );
               mesh.position.y = 0.1;
               scene.add( mesh );

               var geometry = new RollerCoasterShadowGeometry( curve, 500 );
               var material = new THREE.MeshBasicMaterial( {
                    color: 0x305000, depthWrite: false, transparent: true
               } );

               var mesh = new THREE.Mesh( geometry, material );
               mesh.position.y = 0.1;
               scene.add( mesh );

               var funfairs = [];

               var geometry = new THREE.CylinderBufferGeometry( 10, 10, 5, 15 );
               var material = new THREE.MeshLambertMaterial( {
                    color: 0xff8080,
                    //flatShading: true // Lambert does not support flat shading
               } );

               var mesh = new THREE.Mesh( geometry, material );
               mesh.position.set( - 80, 10, - 70 );
               mesh.rotation.x = Math.PI / 2;
               scene.add( mesh );

               funfairs.push( mesh );

               var geometry = new THREE.CylinderBufferGeometry( 5, 6, 4, 10 );
               var material = new THREE.MeshLambertMaterial( {
                    color: 0x8080ff,
                    //flatShading: true // Lambert does not support flat shading
               } );

               var mesh = new THREE.Mesh( geometry, material );
               mesh.position.set( 50, 2, 30 );
               scene.add( mesh );

               funfairs.push( mesh );

               window.addEventListener( 'resize', onWindowResize, false );

               function onWindowResize()
               {
                    camera.aspect = window.innerWidth / window.innerHeight;
                    camera.updateProjectionMatrix();

                    renderer.setSize( window.innerWidth, window.innerHeight );
               }

               var position = new THREE.Vector3();
               var tangent = new THREE.Vector3();

               var lookAt = new THREE.Vector3();

               var velocity = 0;
               var progress = 0;

               var prevTime = performance.now();

               function render()
               {
                    var time = performance.now();
                    var delta = time - prevTime;

                    for ( var i = 0; i < funfairs.length; i ++ )
                    {
                         funfairs[ i ].rotation.y = time * 0.0004;
                    }

                    progress += velocity;
                    progress = progress % 1;

                    position.copy( curve.getPointAt( progress ) );
                    position.y += 0.3;

                    train.position.copy( position );

                    tangent.copy( curve.getTangentAt( progress ) );

                    velocity -= tangent.y * 0.0000001 * delta;
                    velocity = Math.max( 0.00004, Math.min( 0.0002, velocity ) );

                    train.lookAt( lookAt.copy( position ).sub( tangent ) );

                    renderer.render( scene, camera );

                    prevTime = time;
               }

               renderer.setAnimationLoop( render );

          </script>
     </body>

</html>
Note!
The example works locally!

Run the example on your computer:
1) Create a new file my.html
2) Copy source code in the my.html file
3) Run in browser my.html
 
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Example "Rotating cube with texture (rotate cube)" library Three.js
 
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