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📄 RollerCoaster.js

📊 Analysis Summary

Metric Count
🔧 Functions 3
🧱 Classes 5
📦 Imports 7
📊 Variables & Constants 79

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/misc/RollerCoaster.js

📦 Imports

Name Source
BufferAttribute three
BufferGeometry three
Color three
Quaternion three
Raycaster three
SRGBColorSpace three
Vector3 three

Variables & Constants

Name Type Kind Value Exported
vertices any[] let/var []
normals any[] let/var []
colors any[] let/var []
color1 number[] let/var [ 1, 1, 1 ]
color2 number[] let/var [ 1, 1, 0 ]
up any let/var new Vector3( 0, 1, 0 )
forward any let/var new Vector3()
right any let/var new Vector3()
quaternion any let/var new Quaternion()
prevQuaternion any let/var new Quaternion()
point any let/var new Vector3()
prevPoint any let/var new Vector3()
step any[] let/var [ new Vector3( - 0.225, 0, 0 ), new Vector3( 0, - 0.050, 0 ), new Vector3( 0,...
PI2 number let/var Math.PI * 2
sides number let/var 5
tube1 any[] let/var []
angle number let/var ( i / sides ) * PI2
tube2 any[] let/var []
angle number let/var ( i / sides ) * PI2
vector any let/var new Vector3()
normal any let/var new Vector3()
vector1 any let/var new Vector3()
vector2 any let/var new Vector3()
vector3 any let/var new Vector3()
vector4 any let/var new Vector3()
normal1 any let/var new Vector3()
normal2 any let/var new Vector3()
normal3 any let/var new Vector3()
normal4 any let/var new Vector3()
point1 any let/var shape[ j ]
point2 any let/var shape[ ( j + 1 ) % jl ]
offset any let/var new Vector3()
vertices any[] let/var []
normals any[] let/var []
quaternion any let/var new Quaternion()
up any let/var new Vector3( 0, 1, 0 )
point any let/var new Vector3()
tangent any let/var new Vector3()
tube1 any[] let/var [ new Vector3( 0, 0.05, - 0.05 ), new Vector3( 0, 0.05, 0.05 ), new Vector3( ...
tube2 any[] let/var [ new Vector3( - 0.05, 0, 0.05 ), new Vector3( - 0.05, 0, - 0.05 ), new Vecto...
tube3 any[] let/var [ new Vector3( 0.05, 0, - 0.05 ), new Vector3( 0.05, 0, 0.05 ), new Vector3( ...
vector1 any let/var new Vector3()
vector2 any let/var new Vector3()
vector3 any let/var new Vector3()
vector4 any let/var new Vector3()
normal1 any let/var new Vector3()
normal2 any let/var new Vector3()
normal3 any let/var new Vector3()
normal4 any let/var new Vector3()
point1 any let/var shape[ j ]
point2 any let/var shape[ ( j + 1 ) % jl ]
fromPoint any let/var new Vector3()
toPoint any let/var new Vector3()
vertices any[] let/var []
up any let/var new Vector3( 0, 1, 0 )
forward any let/var new Vector3()
quaternion any let/var new Quaternion()
prevQuaternion any let/var new Quaternion()
point any let/var new Vector3()
prevPoint any let/var new Vector3()
vector1 any let/var new Vector3()
vector2 any let/var new Vector3()
vector3 any let/var new Vector3()
vector4 any let/var new Vector3()
vertices any[] let/var []
x number let/var Math.random() * 800 - 400
y number let/var Math.random() * 50 + 50
z number let/var Math.random() * 800 - 400
size number let/var Math.random() * 40 + 20
vertices any[] let/var []
colors any[] let/var []
raycaster any let/var new Raycaster()
_color any let/var new Color()
x number let/var Math.random() * 500 - 250
z number let/var Math.random() * 500 - 250
y any let/var intersections[ 0 ].point.y
height number let/var Math.random() * 5 + 0.5
angle number let/var Math.random() * Math.PI * 2
random number let/var Math.random() * 0.1

Functions

drawShape(shape: any, color: any): void

Parameters:

  • shape any
  • color any

Returns: void

Calls:

  • normal.set( 0, 0, - 1 ).applyQuaternion
  • vector.copy
  • vector.applyQuaternion
  • vector.add
  • vertices.push
  • normals.push
  • colors.push
  • normal.set( 0, 0, 1 ).applyQuaternion
Code
function drawShape( shape, color ) {

            normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );

            for ( let 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 );

            for ( let 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 ] );

            }

        }

extrudeShape(shape: any, offset: any, color: any): void

Parameters:

  • shape any
  • offset any
  • color any

Returns: void

Calls:

  • vector1.copy( point1 ).add
  • vector1.applyQuaternion
  • vector1.add
  • vector2.copy( point2 ).add
  • vector2.applyQuaternion
  • vector2.add
  • vector3.copy( point2 ).add
  • vector3.applyQuaternion
  • vector3.add
  • vector4.copy( point1 ).add
  • vector4.applyQuaternion
  • vector4.add
  • vertices.push
  • normal1.copy
  • normal1.applyQuaternion
  • normal1.normalize
  • normal2.copy
  • normal2.applyQuaternion
  • normal2.normalize
  • normal3.copy
  • normal3.applyQuaternion
  • normal3.normalize
  • normal4.copy
  • normal4.applyQuaternion
  • normal4.normalize
  • normals.push
  • colors.push

Internal Comments:

// (x4)

Code
function extrudeShape( shape, offset, color ) {

            for ( let j = 0, jl = shape.length; j < jl; j ++ ) {

                const point1 = shape[ j ];
                const 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 ] );

            }

        }

extrudeShape(shape: any, fromPoint: any, toPoint: any): void

Parameters:

  • shape any
  • fromPoint any
  • toPoint any

Returns: void

Calls:

  • vector1.copy
  • vector1.applyQuaternion
  • vector1.add
  • vector2.copy
  • vector2.applyQuaternion
  • vector2.add
  • vector3.copy
  • vector3.applyQuaternion
  • vector3.add
  • vector4.copy
  • vector4.applyQuaternion
  • vector4.add
  • vertices.push
  • normal1.copy
  • normal1.applyQuaternion
  • normal1.normalize
  • normal2.copy
  • normal2.applyQuaternion
  • normal2.normalize
  • normal3.copy
  • normal3.applyQuaternion
  • normal3.normalize
  • normal4.copy
  • normal4.applyQuaternion
  • normal4.normalize
  • normals.push

Internal Comments:

// (x4)

Code
function extrudeShape( shape, fromPoint, toPoint ) {

            for ( let j = 0, jl = shape.length; j < jl; j ++ ) {

                const point1 = shape[ j ];
                const 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 );

            }

        }

Classes

RollerCoasterGeometry

Class Code
class RollerCoasterGeometry extends BufferGeometry {

    /**
     * Constructs a new geometry.
     *
     * @param {Curve} curve - The curve to generate the geometry along.
     * @param {number} divisions - The number of divisions which defines the detail of the geometry.
     */
    constructor( curve, divisions ) {

        super();

        const vertices = [];
        const normals = [];
        const colors = [];

        const color1 = [ 1, 1, 1 ];
        const color2 = [ 1, 1, 0 ];

        const up = new Vector3( 0, 1, 0 );
        const forward = new Vector3();
        const right = new Vector3();

        const quaternion = new Quaternion();
        const prevQuaternion = new Quaternion();
        prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );

        const point = new Vector3();
        const prevPoint = new Vector3();
        prevPoint.copy( curve.getPointAt( 0 ) );

        // shapes

        const step = [
            new Vector3( - 0.225, 0, 0 ),
            new Vector3( 0, - 0.050, 0 ),
            new Vector3( 0, - 0.175, 0 ),

            new Vector3( 0, - 0.050, 0 ),
            new Vector3( 0.225, 0, 0 ),
            new Vector3( 0, - 0.175, 0 )
        ];

        const PI2 = Math.PI * 2;

        let sides = 5;
        const tube1 = [];

        for ( let i = 0; i < sides; i ++ ) {

            const angle = ( i / sides ) * PI2;
            tube1.push( new Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );

        }

        sides = 6;
        const tube2 = [];

        for ( let i = 0; i < sides; i ++ ) {

            const angle = ( i / sides ) * PI2;
            tube2.push( new Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );

        }

        const vector = new Vector3();
        const normal = new Vector3();

        function drawShape( shape, color ) {

            normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );

            for ( let 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 );

            for ( let 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 ] );

            }

        }

        const vector1 = new Vector3();
        const vector2 = new Vector3();
        const vector3 = new Vector3();
        const vector4 = new Vector3();

        const normal1 = new Vector3();
        const normal2 = new Vector3();
        const normal3 = new Vector3();
        const normal4 = new Vector3();

        function extrudeShape( shape, offset, color ) {

            for ( let j = 0, jl = shape.length; j < jl; j ++ ) {

                const point1 = shape[ j ];
                const 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 ] );

            }

        }

        const offset = new Vector3();

        for ( let 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 );

            const angle = Math.atan2( forward.x, forward.z );

            quaternion.setFromAxisAngle( up, angle );

            if ( i % 2 === 0 ) {

                drawShape( step, color2 );

            }

            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 );

        }

        // console.log( vertices.length );

        this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
        this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
        this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );

    }

}

RollerCoasterLiftersGeometry

Class Code
class RollerCoasterLiftersGeometry extends BufferGeometry {

    /**
     * Constructs a new geometry.
     *
     * @param {Curve} curve - The curve to generate the geometry along.
     * @param {number} divisions - The number of divisions which defines the detail of the geometry.
     */
    constructor( curve, divisions ) {

        super();

        const vertices = [];
        const normals = [];

        const quaternion = new Quaternion();

        const up = new Vector3( 0, 1, 0 );

        const point = new Vector3();
        const tangent = new Vector3();

        // shapes

        const tube1 = [
            new Vector3( 0, 0.05, - 0.05 ),
            new Vector3( 0, 0.05, 0.05 ),
            new Vector3( 0, - 0.05, 0 )
        ];

        const tube2 = [
            new Vector3( - 0.05, 0, 0.05 ),
            new Vector3( - 0.05, 0, - 0.05 ),
            new Vector3( 0.05, 0, 0 )
        ];

        const tube3 = [
            new Vector3( 0.05, 0, - 0.05 ),
            new Vector3( 0.05, 0, 0.05 ),
            new Vector3( - 0.05, 0, 0 )
        ];

        const vector1 = new Vector3();
        const vector2 = new Vector3();
        const vector3 = new Vector3();
        const vector4 = new Vector3();

        const normal1 = new Vector3();
        const normal2 = new Vector3();
        const normal3 = new Vector3();
        const normal4 = new Vector3();

        function extrudeShape( shape, fromPoint, toPoint ) {

            for ( let j = 0, jl = shape.length; j < jl; j ++ ) {

                const point1 = shape[ j ];
                const 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 );

            }

        }

        const fromPoint = new Vector3();
        const toPoint = new Vector3();

        for ( let i = 1; i <= divisions; i ++ ) {

            point.copy( curve.getPointAt( i / divisions ) );
            tangent.copy( curve.getTangentAt( i / divisions ) );

            const angle = Math.atan2( tangent.x, tangent.z );

            quaternion.setFromAxisAngle( up, angle );

            //

            if ( point.y > 10 ) {

                fromPoint.set( - 0.75, - 0.35, 0 );
                fromPoint.applyQuaternion( quaternion );
                fromPoint.add( point );

                toPoint.set( 0.75, - 0.35, 0 );
                toPoint.applyQuaternion( quaternion );
                toPoint.add( point );

                extrudeShape( tube1, fromPoint, toPoint );

                fromPoint.set( - 0.7, - 0.3, 0 );
                fromPoint.applyQuaternion( quaternion );
                fromPoint.add( point );

                toPoint.set( - 0.7, - point.y, 0 );
                toPoint.applyQuaternion( quaternion );
                toPoint.add( point );

                extrudeShape( tube2, fromPoint, toPoint );

                fromPoint.set( 0.7, - 0.3, 0 );
                fromPoint.applyQuaternion( quaternion );
                fromPoint.add( point );

                toPoint.set( 0.7, - point.y, 0 );
                toPoint.applyQuaternion( quaternion );
                toPoint.add( point );

                extrudeShape( tube3, fromPoint, toPoint );

            } else {

                fromPoint.set( 0, - 0.2, 0 );
                fromPoint.applyQuaternion( quaternion );
                fromPoint.add( point );

                toPoint.set( 0, - point.y, 0 );
                toPoint.applyQuaternion( quaternion );
                toPoint.add( point );

                extrudeShape( tube3, fromPoint, toPoint );

            }

        }

        this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
        this.setAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );

    }

}

RollerCoasterShadowGeometry

Class Code
class RollerCoasterShadowGeometry extends BufferGeometry {

    /**
     * Constructs a new geometry.
     *
     * @param {Curve} curve - The curve to generate the geometry along.
     * @param {number} divisions - The number of divisions which defines the detail of the geometry.
     */
    constructor( curve, divisions ) {

        super();

        const vertices = [];

        const up = new Vector3( 0, 1, 0 );
        const forward = new Vector3();

        const quaternion = new Quaternion();
        const prevQuaternion = new Quaternion();
        prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );

        const point = new Vector3();

        const prevPoint = new Vector3();
        prevPoint.copy( curve.getPointAt( 0 ) );
        prevPoint.y = 0;

        const vector1 = new Vector3();
        const vector2 = new Vector3();
        const vector3 = new Vector3();
        const vector4 = new Vector3();

        for ( let i = 1; i <= divisions; i ++ ) {

            point.copy( curve.getPointAt( i / divisions ) );
            point.y = 0;

            forward.subVectors( point, prevPoint );

            const angle = Math.atan2( forward.x, forward.z );

            quaternion.setFromAxisAngle( up, angle );

            vector1.set( - 0.3, 0, 0 );
            vector1.applyQuaternion( quaternion );
            vector1.add( point );

            vector2.set( 0.3, 0, 0 );
            vector2.applyQuaternion( quaternion );
            vector2.add( point );

            vector3.set( 0.3, 0, 0 );
            vector3.applyQuaternion( prevQuaternion );
            vector3.add( prevPoint );

            vector4.set( - 0.3, 0, 0 );
            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 );

            prevPoint.copy( point );
            prevQuaternion.copy( quaternion );

        }

        this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );

    }

}

SkyGeometry

Class Code
class SkyGeometry extends BufferGeometry {

    /**
     * Constructs a new geometry.
     */
    constructor() {

        super();

        const vertices = [];

        for ( let i = 0; i < 100; i ++ ) {

            const x = Math.random() * 800 - 400;
            const y = Math.random() * 50 + 50;
            const z = Math.random() * 800 - 400;

            const size = Math.random() * 40 + 20;

            vertices.push( x - size, y, z - size );
            vertices.push( x + size, y, z - size );
            vertices.push( x - size, y, z + size );

            vertices.push( x + size, y, z - size );
            vertices.push( x + size, y, z + size );
            vertices.push( x - size, y, z + size );

        }


        this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );

    }

}

TreesGeometry

Class Code
class TreesGeometry extends BufferGeometry {

    /**
     * Constructs a new geometry.
     *
     * @param {Mesh} landscape - A mesh representing the landscape. Trees will be positioned
     * randomly on the landscape's surface.
     */
    constructor( landscape ) {

        super();

        const vertices = [];
        const colors = [];

        const raycaster = new Raycaster();
        raycaster.ray.direction.set( 0, - 1, 0 );

        const _color = new Color();

        for ( let i = 0; i < 2000; i ++ ) {

            const x = Math.random() * 500 - 250;
            const z = Math.random() * 500 - 250;

            raycaster.ray.origin.set( x, 50, z );

            const intersections = raycaster.intersectObject( landscape );

            if ( intersections.length === 0 ) continue;

            const y = intersections[ 0 ].point.y;

            const height = Math.random() * 5 + 0.5;

            let angle = Math.random() * Math.PI * 2;

            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 ), y, z + Math.cos( angle + Math.PI ) );

            angle += Math.PI / 2;

            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 ), y, z + Math.cos( angle + Math.PI ) );

            const random = Math.random() * 0.1;

            for ( let j = 0; j < 6; j ++ ) {

                _color.setRGB( 0.2 + random, 0.4 + random, 0, SRGBColorSpace );

                colors.push( _color.r, _color.g, _color.b );

            }

        }

        this.setAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
        this.setAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );

    }

}