text: //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  // WARNING: This file was auto-generated, any change will be overridden in next release. Please use configs/es6.conf.js then run "npm run convert". //
  //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  import { BufferGeometry } from '../core/BufferGeometry.js'
  import { Vector3 } from '../math/Vector3.js'
  import { Quaternion } from '../math/Quaternion.js'
  import { BufferAttribute } from '../core/BufferAttribute.js'
  import { Raycaster } from '../core/Raycaster.js'
  function RollerCoasterGeometry( curve, divisions ) {
  
  	BufferGeometry.call( this );
  
  	var vertices = [];
  	var normals = [];
  	var colors = [];
  
  	var color1 = [ 1, 1, 1 ];
  	var color2 = [ 1, 1, 0 ];
  
  	var up = new Vector3( 0, 1, 0 );
  	var forward = new Vector3();
  	var right = new Vector3();
  
  	var quaternion = new Quaternion();
  	var prevQuaternion = new Quaternion();
  	prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  
  	var point = new Vector3();
  	var prevPoint = new Vector3();
  	prevPoint.copy( curve.getPointAt( 0 ) );
  
  	// shapes
  
  	var 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 )
  	];
  
  	var PI2 = Math.PI * 2;
  
  	var sides = 5;
  	var tube1 = [];
  
  	for ( var i = 0; i < sides; i ++ ) {
  
  		var angle = ( i / sides ) * PI2;
  		tube1.push( new Vector3( Math.sin( angle ) * 0.06, Math.cos( angle ) * 0.06, 0 ) );
  
  	}
  
  	var sides = 6;
  	var tube2 = [];
  
  	for ( var i = 0; i < sides; i ++ ) {
  
  		var angle = ( i / sides ) * PI2;
  		tube2.push( new Vector3( Math.sin( angle ) * 0.025, Math.cos( angle ) * 0.025, 0 ) );
  
  	}
  
  	var vector = new Vector3();
  	var normal = new Vector3();
  
  	function drawShape( shape, color ) {
  
  		normal.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  
  		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 );
  
  		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 Vector3();
  	var vector2 = new Vector3();
  	var vector3 = new Vector3();
  	var vector4 = new Vector3();
  
  	var normal1 = new Vector3();
  	var normal2 = new Vector3();
  	var normal3 = new Vector3();
  	var normal4 = new Vector3();
  
  	function extrudeShape( shape, offset, color ) {
  
  		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 ] );
  
  		}
  
  	}
  
  	var offset = new 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 ) {
  
  			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.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
  	this.addAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
  	this.addAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
  
  }
  
  RollerCoasterGeometry.prototype = Object.create( BufferGeometry.prototype );
  
  function RollerCoasterLiftersGeometry( curve, divisions ) {
  
  	BufferGeometry.call( this );
  
  	var vertices = [];
  	var normals = [];
  
  	var quaternion = new Quaternion();
  
  	var up = new Vector3( 0, 1, 0 );
  
  	var point = new Vector3();
  	var tangent = new Vector3();
  
  	// shapes
  
  	var tube1 = [
  		new Vector3( 0, 0.05, - 0.05 ),
  		new Vector3( 0, 0.05, 0.05 ),
  		new Vector3( 0, - 0.05, 0 )
  	];
  
  	var tube2 = [
  		new Vector3( - 0.05, 0, 0.05 ),
  		new Vector3( - 0.05, 0, - 0.05 ),
  		new Vector3( 0.05, 0, 0 )
  	];
  
  	var tube3 = [
  		new Vector3( 0.05, 0, - 0.05 ),
  		new Vector3( 0.05, 0, 0.05 ),
  		new Vector3( - 0.05, 0, 0 )
  	];
  
  	var vector1 = new Vector3();
  	var vector2 = new Vector3();
  	var vector3 = new Vector3();
  	var vector4 = new Vector3();
  
  	var normal1 = new Vector3();
  	var normal2 = new Vector3();
  	var normal3 = new Vector3();
  	var normal4 = new Vector3();
  
  	function extrudeShape( shape, fromPoint, toPoint ) {
  
  		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 );
  
  		}
  
  	}
  
  	var fromPoint = new Vector3();
  	var toPoint = new Vector3();
  
  	for ( var i = 1; i <= divisions; i ++ ) {
  
  		point.copy( curve.getPointAt( i / divisions ) );
  		tangent.copy( curve.getTangentAt( i / divisions ) );
  
  		var 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.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
  	this.addAttribute( 'normal', new BufferAttribute( new Float32Array( normals ), 3 ) );
  
  }
  
  RollerCoasterLiftersGeometry.prototype = Object.create( BufferGeometry.prototype );
  
  function RollerCoasterShadowGeometry( curve, divisions ) {
  
  	BufferGeometry.call( this );
  
  	var vertices = [];
  
  	var up = new Vector3( 0, 1, 0 );
  	var forward = new Vector3();
  
  	var quaternion = new Quaternion();
  	var prevQuaternion = new Quaternion();
  	prevQuaternion.setFromAxisAngle( up, Math.PI / 2 );
  
  	var point = new Vector3();
  
  	var prevPoint = new Vector3();
  	prevPoint.copy( curve.getPointAt( 0 ) );
  	prevPoint.y = 0;
  
  	var vector1 = new Vector3();
  	var vector2 = new Vector3();
  	var vector3 = new Vector3();
  	var vector4 = new Vector3();
  
  	for ( var i = 1; i <= divisions; i ++ ) {
  
  		point.copy( curve.getPointAt( i / divisions ) );
  		point.y = 0;
  
  		forward.subVectors( point, prevPoint );
  
  		var 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.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
  
  }
  
  RollerCoasterShadowGeometry.prototype = Object.create( BufferGeometry.prototype );
  
  function SkyGeometry() {
  
  	BufferGeometry.call( this );
  
  	var vertices = [];
  
  	for ( var i = 0; i < 100; i ++ ) {
  
  		var x = Math.random() * 800 - 400;
  		var y = Math.random() * 50 + 50;
  		var z = Math.random() * 800 - 400;
  
  		var 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.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
  
  }
  
  SkyGeometry.prototype = Object.create( BufferGeometry.prototype );
  
  function TreesGeometry( landscape ) {
  
  	BufferGeometry.call( this );
  
  	var vertices = [];
  	var colors = [];
  
  	var raycaster = new Raycaster();
  	raycaster.ray.direction.set( 0, - 1, 0 );
  
  	for ( var i = 0; i < 2000; i ++ ) {
  
  		var x = Math.random() * 500 - 250;
  		var z = Math.random() * 500 - 250;
  
  		raycaster.ray.origin.set( x, 50, z );
  
  		var intersections = raycaster.intersectObject( landscape );
  
  		if ( intersections.length === 0 ) continue;
  
  		var y = intersections[ 0 ].point.y;
  
  		var height = Math.random() * 5 + 0.5;
  
  		var 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 ) );
  
  		var random = Math.random() * 0.1;
  
  		for ( var j = 0; j < 6; j ++ ) {
  
  			colors.push( 0.2 + random, 0.4 + random, 0 );
  
  		}
  
  	}
  
  	this.addAttribute( 'position', new BufferAttribute( new Float32Array( vertices ), 3 ) );
  	this.addAttribute( 'color', new BufferAttribute( new Float32Array( colors ), 3 ) );
  
  }
  
  TreesGeometry.prototype = Object.create( BufferGeometry.prototype );
  
  export {
  	RollerCoasterGeometry,
  	RollerCoasterLiftersGeometry,
  	RollerCoasterShadowGeometry,
  	SkyGeometry,
  	TreesGeometry
  }
  