webgl_lightningstrike.html 22 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - lightning strike</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <link type="text/css" rel="stylesheet" href="main.css">
  8. </head>
  9. <body>
  10. <div id="container"></div>
  11. <div id="info"><a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - lightning strike</div>
  12. <script type="module">
  13. import {
  14. AmbientLight,
  15. BoxBufferGeometry,
  16. BufferGeometry,
  17. Clock,
  18. Color,
  19. ConeBufferGeometry,
  20. CubeReflectionMapping,
  21. CubeTextureLoader,
  22. CylinderBufferGeometry,
  23. DirectionalLight,
  24. DoubleSide,
  25. Float32BufferAttribute,
  26. Mesh,
  27. MeshBasicMaterial,
  28. MeshLambertMaterial,
  29. MeshPhongMaterial,
  30. MeshPhysicalMaterial,
  31. PerspectiveCamera,
  32. PlaneBufferGeometry,
  33. PointLight,
  34. Raycaster,
  35. RGBFormat,
  36. Scene,
  37. Sphere,
  38. SphereBufferGeometry,
  39. Vector2,
  40. Vector3,
  41. WebGLRenderer
  42. } from "../build/three.module.js";
  43. import Stats from './jsm/libs/stats.module.js';
  44. import { GUI } from './jsm/libs/dat.gui.module.js';
  45. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  46. import { LightningStrike } from './jsm/geometries/LightningStrike.js';
  47. import { LightningStorm } from './jsm/objects/LightningStorm.js';
  48. import { EffectComposer } from './jsm/postprocessing/EffectComposer.js';
  49. import { RenderPass } from './jsm/postprocessing/RenderPass.js';
  50. import { OutlinePass } from './jsm/postprocessing/OutlinePass.js';
  51. var container, stats;
  52. var scene, renderer, composer, gui;
  53. var currentSceneIndex = 0;
  54. var currentTime = 0;
  55. var sceneCreators = [
  56. createConesScene,
  57. createPlasmaBallScene,
  58. createStormScene
  59. ];
  60. var clock = new Clock();
  61. var raycaster = new Raycaster();
  62. var mouse = new Vector2();
  63. init();
  64. animate();
  65. function init() {
  66. container = document.getElementById( 'container' );
  67. renderer = new WebGLRenderer();
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. renderer.gammaInput = true;
  71. renderer.gammaOutput = true;
  72. container.appendChild( renderer.domElement );
  73. composer = new EffectComposer( renderer );
  74. stats = new Stats();
  75. container.appendChild( stats.dom );
  76. window.addEventListener( 'resize', onWindowResize, false );
  77. createScene();
  78. }
  79. function createScene() {
  80. scene = sceneCreators[ currentSceneIndex ]();
  81. createGUI();
  82. }
  83. function onWindowResize() {
  84. scene.userData.camera.aspect = window.innerWidth / window.innerHeight;
  85. scene.userData.camera.updateProjectionMatrix();
  86. renderer.setSize( window.innerWidth, window.innerHeight );
  87. composer.setSize( window.innerWidth, window.innerHeight );
  88. }
  89. //
  90. function createGUI() {
  91. if ( gui ) {
  92. gui.destroy();
  93. }
  94. gui = new GUI( { width: 350 } );
  95. var sceneFolder = gui.addFolder( "Scene" );
  96. scene.userData.sceneIndex = currentSceneIndex;
  97. sceneFolder.add( scene.userData, 'sceneIndex', { "Electric Cones": 0, "Plasma Ball": 1, "Storm": 2 } ).name( 'Scene' ).onChange( function ( value ) {
  98. currentSceneIndex = value;
  99. createScene();
  100. } );
  101. scene.userData.timeRate = 1;
  102. sceneFolder.add( scene.userData, 'timeRate', scene.userData.canGoBackwardsInTime ? - 1 : 0, 1 ).name( 'Time rate' );
  103. sceneFolder.open();
  104. var graphicsFolder = gui.addFolder( "Graphics" );
  105. graphicsFolder.add( scene.userData, "outlineEnabled" ).name( "Glow enabled" );
  106. scene.userData.lightningColorRGB = [
  107. scene.userData.lightningColor.r * 255,
  108. scene.userData.lightningColor.g * 255,
  109. scene.userData.lightningColor.b * 255
  110. ];
  111. graphicsFolder.addColor( scene.userData, 'lightningColorRGB' ).name( 'Color' ).onChange( function ( value ) {
  112. scene.userData.lightningMaterial.color.setRGB( value[ 0 ], value[ 1 ], value[ 2 ] ).multiplyScalar( 1 / 255 );
  113. } );
  114. scene.userData.outlineColorRGB = [
  115. scene.userData.outlineColor.r * 255,
  116. scene.userData.outlineColor.g * 255,
  117. scene.userData.outlineColor.b * 255
  118. ];
  119. graphicsFolder.addColor( scene.userData, 'outlineColorRGB' ).name( 'Glow color' ).onChange( function ( value ) {
  120. scene.userData.outlineColor.setRGB( value[ 0 ], value[ 1 ], value[ 2 ] ).multiplyScalar( 1 / 255 );
  121. } );
  122. graphicsFolder.open();
  123. var rayFolder = gui.addFolder( "Ray parameters" );
  124. rayFolder.add( scene.userData.rayParams, 'straightness', 0, 1 ).name( 'Straightness' );
  125. rayFolder.add( scene.userData.rayParams, 'roughness', 0, 1 ).name( 'Roughness' );
  126. rayFolder.add( scene.userData.rayParams, 'radius0', 0.1, 10 ).name( 'Initial radius' );
  127. rayFolder.add( scene.userData.rayParams, 'radius1', 0.1, 10 ).name( 'Final radius' );
  128. rayFolder.add( scene.userData.rayParams, 'radius0Factor', 0, 1 ).name( 'Subray initial radius' );
  129. rayFolder.add( scene.userData.rayParams, 'radius1Factor', 0, 1 ).name( 'Subray final radius' );
  130. rayFolder.add( scene.userData.rayParams, 'timeScale', 0, 5 ).name( 'Ray time scale' );
  131. rayFolder.add( scene.userData.rayParams, 'subrayPeriod', 0.1, 10 ).name( 'Subray period (s)' );
  132. rayFolder.add( scene.userData.rayParams, 'subrayDutyCycle', 0, 1 ).name( 'Subray duty cycle' );
  133. if ( scene.userData.recreateRay ) {
  134. // Parameters which need to recreate the ray after modification
  135. var raySlowFolder = gui.addFolder( "Ray parameters (slow)" );
  136. raySlowFolder.add( scene.userData.rayParams, 'ramification', 0, 15 ).step( 1 ).name( 'Ramification' ).onFinishChange( function () {
  137. scene.userData.recreateRay();
  138. } );
  139. raySlowFolder.add( scene.userData.rayParams, 'maxSubrayRecursion', 0, 5 ).step( 1 ).name( 'Recursion' ).onFinishChange( function () {
  140. scene.userData.recreateRay();
  141. } );
  142. raySlowFolder.add( scene.userData.rayParams, 'recursionProbability', 0, 1 ).name( 'Rec. probability' ).onFinishChange( function () {
  143. scene.userData.recreateRay();
  144. } );
  145. raySlowFolder.open();
  146. }
  147. rayFolder.open();
  148. }
  149. //
  150. function animate() {
  151. requestAnimationFrame( animate );
  152. render();
  153. stats.update();
  154. }
  155. function render() {
  156. currentTime += scene.userData.timeRate * clock.getDelta();
  157. if ( currentTime < 0 ) {
  158. currentTime = 0;
  159. }
  160. scene.userData.render( currentTime );
  161. }
  162. function createOutline( scene, objectsArray, visibleColor ) {
  163. var outlinePass = new OutlinePass( new Vector2( window.innerWidth, window.innerHeight ), scene, scene.userData.camera, objectsArray );
  164. outlinePass.edgeStrength = 2.5;
  165. outlinePass.edgeGlow = 0.7;
  166. outlinePass.edgeThickness = 2.8;
  167. outlinePass.visibleEdgeColor = visibleColor;
  168. outlinePass.hiddenEdgeColor.set( 0 );
  169. composer.addPass( outlinePass );
  170. scene.userData.outlineEnabled = true;
  171. return outlinePass;
  172. }
  173. //
  174. function createConesScene() {
  175. var scene = new Scene();
  176. scene.background = new Color( 0x050505 );
  177. scene.userData.canGoBackwardsInTime = true;
  178. scene.userData.camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 200, 100000 );
  179. // Lights
  180. scene.userData.lightningColor = new Color( 0xB0FFFF );
  181. scene.userData.outlineColor = new Color( 0x00FFFF );
  182. var posLight = new PointLight( 0x00ffff, 1, 5000, 2 );
  183. scene.add( posLight );
  184. // Ground
  185. var ground = new Mesh( new PlaneBufferGeometry( 200000, 200000 ), new MeshPhongMaterial( { color: 0xC0C0C0, shininess: 0 } ) );
  186. ground.rotation.x = - Math.PI * 0.5;
  187. scene.add( ground );
  188. // Cones
  189. var conesDistance = 1000;
  190. var coneHeight = 200;
  191. var coneHeightHalf = coneHeight * 0.5;
  192. posLight.position.set( 0, ( conesDistance + coneHeight ) * 0.5, 0 );
  193. posLight.color = scene.userData.outlineColor;
  194. scene.userData.camera.position.set( 5 * coneHeight, 4 * coneHeight, 18 * coneHeight );
  195. var coneMesh1 = new Mesh( new ConeBufferGeometry( coneHeight, coneHeight, 30, 1, false ), new MeshPhongMaterial( { color: 0xFFFF00, emissive: 0x1F1F00 } ) );
  196. coneMesh1.rotation.x = Math.PI;
  197. coneMesh1.position.y = conesDistance + coneHeight;
  198. scene.add( coneMesh1 );
  199. var coneMesh2 = new Mesh( coneMesh1.geometry.clone(), new MeshPhongMaterial( { color: 0xFF2020, emissive: 0x1F0202 } ) );
  200. coneMesh2.position.y = coneHeightHalf;
  201. scene.add( coneMesh2 );
  202. // Lightning strike
  203. scene.userData.lightningMaterial = new MeshBasicMaterial( { color: scene.userData.lightningColor } );
  204. scene.userData.rayParams = {
  205. sourceOffset: new Vector3(),
  206. destOffset: new Vector3(),
  207. radius0: 4,
  208. radius1: 4,
  209. minRadius: 2.5,
  210. maxIterations: 7,
  211. isEternal: true,
  212. timeScale: 0.7,
  213. propagationTimeFactor: 0.05,
  214. vanishingTimeFactor: 0.95,
  215. subrayPeriod: 3.5,
  216. subrayDutyCycle: 0.6,
  217. maxSubrayRecursion: 3,
  218. ramification: 7,
  219. recursionProbability: 0.6,
  220. roughness: 0.85,
  221. straightness: 0.6
  222. };
  223. var lightningStrike;
  224. var lightningStrikeMesh;
  225. var outlineMeshArray = [];
  226. scene.userData.recreateRay = function () {
  227. if ( lightningStrikeMesh ) {
  228. scene.remove( lightningStrikeMesh );
  229. }
  230. lightningStrike = new LightningStrike( scene.userData.rayParams );
  231. lightningStrikeMesh = new Mesh( lightningStrike, scene.userData.lightningMaterial );
  232. outlineMeshArray.length = 0;
  233. outlineMeshArray.push( lightningStrikeMesh );
  234. scene.add( lightningStrikeMesh );
  235. };
  236. scene.userData.recreateRay();
  237. // Compose rendering
  238. composer.passes = [];
  239. composer.addPass( new RenderPass( scene, scene.userData.camera ) );
  240. createOutline( scene, outlineMeshArray, scene.userData.outlineColor );
  241. // Controls
  242. var controls = new OrbitControls( scene.userData.camera, renderer.domElement );
  243. controls.target.y = ( conesDistance + coneHeight ) * 0.5;
  244. controls.enableDamping = true;
  245. controls.dampingFactor = 0.25;
  246. scene.userData.render = function ( time ) {
  247. // Move cones and Update ray position
  248. coneMesh1.position.set( Math.sin( 0.5 * time ) * conesDistance * 0.6, conesDistance + coneHeight, Math.cos( 0.5 * time ) * conesDistance * 0.6 );
  249. coneMesh2.position.set( Math.sin( 0.9 * time ) * conesDistance, coneHeightHalf, 0 );
  250. lightningStrike.rayParameters.sourceOffset.copy( coneMesh1.position );
  251. lightningStrike.rayParameters.sourceOffset.y -= coneHeightHalf;
  252. lightningStrike.rayParameters.destOffset.copy( coneMesh2.position );
  253. lightningStrike.rayParameters.destOffset.y += coneHeightHalf;
  254. lightningStrike.update( time );
  255. controls.update();
  256. // Update point light position to the middle of the ray
  257. posLight.position.lerpVectors( lightningStrike.rayParameters.sourceOffset, lightningStrike.rayParameters.destOffset, 0.5 );
  258. if ( scene.userData.outlineEnabled ) {
  259. composer.render();
  260. } else {
  261. renderer.render( scene, scene.userData.camera );
  262. }
  263. };
  264. return scene;
  265. }
  266. //
  267. function createPlasmaBallScene() {
  268. var scene = new Scene();
  269. scene.userData.canGoBackwardsInTime = true;
  270. scene.userData.camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 100, 50000 );
  271. var ballScene = new Scene();
  272. ballScene.background = new Color( 0x454545 );
  273. // Lights
  274. var ambientLight = new AmbientLight( 0x444444 );
  275. ballScene.add( ambientLight );
  276. scene.add( ambientLight );
  277. var light1 = new DirectionalLight( 0xffffff, 0.5 );
  278. light1.position.set( 1, 1, 1 );
  279. ballScene.add( light1 );
  280. scene.add( light1 );
  281. var light2 = new DirectionalLight( 0xffffff, 1.5 );
  282. light2.position.set( - 0.5, 1, 0.2 );
  283. ballScene.add( light2 );
  284. scene.add( light2 );
  285. // Plasma ball
  286. scene.userData.lightningColor = new Color( 0xFFB0FF );
  287. scene.userData.outlineColor = new Color( 0xFF00FF );
  288. scene.userData.lightningMaterial = new MeshBasicMaterial( { color: scene.userData.lightningColor, side: DoubleSide } );
  289. var r = "textures/cube/Bridge2/";
  290. var urls = [ r + "posx.jpg", r + "negx.jpg",
  291. r + "posy.jpg", r + "negy.jpg",
  292. r + "posz.jpg", r + "negz.jpg" ];
  293. var textureCube = new CubeTextureLoader().load( urls );
  294. textureCube.format = RGBFormat;
  295. textureCube.mapping = CubeReflectionMapping;
  296. var sphereMaterial = new MeshPhysicalMaterial( {
  297. transparent: true,
  298. depthWrite: false,
  299. opacity: 0.15,
  300. color: 0,
  301. metalness: 1,
  302. roughness: 0,
  303. reflectivity: 0,
  304. envMap: textureCube
  305. } );
  306. var sphereHeight = 300;
  307. var sphereRadius = 200;
  308. scene.userData.camera.position.set( 5 * sphereRadius, 2 * sphereHeight, 6 * sphereRadius );
  309. var sphereMesh = new Mesh( new SphereBufferGeometry( sphereRadius, 80, 40 ), sphereMaterial );
  310. sphereMesh.position.set( 0, sphereHeight, 0 );
  311. ballScene.add( sphereMesh );
  312. var sphere = new Sphere( sphereMesh.position, sphereRadius );
  313. var spherePlasma = new Mesh( new SphereBufferGeometry( sphereRadius * 0.05, 24, 12 ), scene.userData.lightningMaterial );
  314. spherePlasma.position.copy( sphereMesh.position );
  315. spherePlasma.scale.y = 0.6;
  316. scene.add( spherePlasma );
  317. var post = new Mesh(
  318. new CylinderBufferGeometry( sphereRadius * 0.06, sphereRadius * 0.06, sphereHeight, 6, 1, true ),
  319. new MeshLambertMaterial( { color: 0x020202 } )
  320. );
  321. post.position.y = sphereHeight * 0.5 - sphereRadius * 0.05 * 1.2;
  322. scene.add( post );
  323. var box = new Mesh( new BoxBufferGeometry( sphereHeight * 0.5, sphereHeight * 0.1, sphereHeight * 0.5 ), post.material );
  324. box.position.y = sphereHeight * 0.05 * 0.5;
  325. scene.add( box );
  326. var rayDirection = new Vector3();
  327. var rayLength = 0;
  328. var vec1 = new Vector3();
  329. var vec2 = new Vector3();
  330. scene.userData.rayParams = {
  331. sourceOffset: sphereMesh.position,
  332. destOffset: new Vector3( sphereRadius, 0, 0 ).add( sphereMesh.position ),
  333. radius0: 4,
  334. radius1: 4,
  335. radius0Factor: 0.82,
  336. minRadius: 2.5,
  337. maxIterations: 6,
  338. isEternal: true,
  339. timeScale: 0.6,
  340. propagationTimeFactor: 0.15,
  341. vanishingTimeFactor: 0.87,
  342. subrayPeriod: 0.8,
  343. ramification: 5,
  344. recursionProbability: 0.8,
  345. roughness: 0.85,
  346. straightness: 0.7,
  347. onSubrayCreation: function ( segment, parentSubray, childSubray, lightningStrike ) {
  348. lightningStrike.subrayConePosition( segment, parentSubray, childSubray, 0.6, 0.9, 0.7 );
  349. // Sphere projection
  350. vec1.subVectors( childSubray.pos1, lightningStrike.rayParameters.sourceOffset );
  351. vec2.set( 0, 0, 0 );
  352. if ( lightningStrike.randomGenerator.random() < 0.7 ) {
  353. vec2.copy( rayDirection ).multiplyScalar( rayLength * 1.0865 );
  354. }
  355. vec1.add( vec2 ).setLength( rayLength );
  356. childSubray.pos1.addVectors( vec1, lightningStrike.rayParameters.sourceOffset );
  357. }
  358. };
  359. var lightningStrike;
  360. var lightningStrikeMesh;
  361. var outlineMeshArray = [];
  362. scene.userData.recreateRay = function () {
  363. if ( lightningStrikeMesh ) {
  364. scene.remove( lightningStrikeMesh );
  365. }
  366. lightningStrike = new LightningStrike( scene.userData.rayParams );
  367. lightningStrikeMesh = new Mesh( lightningStrike, scene.userData.lightningMaterial );
  368. outlineMeshArray.length = 0;
  369. outlineMeshArray.push( lightningStrikeMesh );
  370. outlineMeshArray.push( spherePlasma );
  371. scene.add( lightningStrikeMesh );
  372. };
  373. scene.userData.recreateRay();
  374. // Compose rendering
  375. composer.passes = [];
  376. composer.addPass( new RenderPass( ballScene, scene.userData.camera ) );
  377. var rayPass = new RenderPass( scene, scene.userData.camera );
  378. rayPass.clear = false;
  379. composer.addPass( rayPass );
  380. var outlinePass = createOutline( scene, outlineMeshArray, scene.userData.outlineColor );
  381. scene.userData.render = function ( time ) {
  382. rayDirection.subVectors( lightningStrike.rayParameters.destOffset, lightningStrike.rayParameters.sourceOffset );
  383. rayLength = rayDirection.length();
  384. rayDirection.normalize();
  385. lightningStrike.update( time );
  386. controls.update();
  387. outlinePass.enabled = scene.userData.outlineEnabled;
  388. composer.render();
  389. };
  390. // Controls
  391. var controls = new OrbitControls( scene.userData.camera, renderer.domElement );
  392. controls.target.copy( sphereMesh.position );
  393. controls.enableDamping = true;
  394. controls.dampingFactor = 0.25;
  395. // Sphere mouse raycasting
  396. window.addEventListener( 'mousemove', onTouchMove );
  397. window.addEventListener( 'touchmove', onTouchMove );
  398. function onTouchMove( event ) {
  399. var x, y;
  400. if ( event.changedTouches ) {
  401. x = event.changedTouches[ 0 ].pageX;
  402. y = event.changedTouches[ 0 ].pageY;
  403. } else {
  404. x = event.clientX;
  405. y = event.clientY;
  406. }
  407. mouse.x = ( x / window.innerWidth ) * 2 - 1;
  408. mouse.y = - ( y / window.innerHeight ) * 2 + 1;
  409. checkIntersection();
  410. }
  411. var intersection = new Vector3();
  412. function checkIntersection() {
  413. raycaster.setFromCamera( mouse, scene.userData.camera );
  414. var result = raycaster.ray.intersectSphere( sphere, intersection );
  415. if ( result !== null ) {
  416. lightningStrike.rayParameters.destOffset.copy( intersection );
  417. }
  418. }
  419. return scene;
  420. }
  421. //
  422. function createStormScene() {
  423. var scene = new Scene();
  424. scene.background = new Color( 0x050505 );
  425. scene.userData.canGoBackwardsInTime = false;
  426. scene.userData.camera = new PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 20, 10000 );
  427. // Lights
  428. scene.add( new AmbientLight( 0x444444 ) );
  429. var light1 = new DirectionalLight( 0xffffff, 0.5 );
  430. light1.position.set( 1, 1, 1 );
  431. scene.add( light1 );
  432. var posLight = new PointLight( 0x00ffff );
  433. posLight.position.set( 0, 100, 0 );
  434. scene.add( posLight );
  435. // Ground
  436. var GROUND_SIZE = 1000;
  437. scene.userData.camera.position.set( 0, 0.2, 1.6 ).multiplyScalar( GROUND_SIZE * 0.5 );
  438. var ground = new Mesh( new PlaneBufferGeometry( GROUND_SIZE, GROUND_SIZE ), new MeshLambertMaterial( { color: 0x072302 } ) );
  439. ground.rotation.x = - Math.PI * 0.5;
  440. scene.add( ground );
  441. // Storm
  442. scene.userData.lightningColor = new Color( 0xB0FFFF );
  443. scene.userData.outlineColor = new Color( 0x00FFFF );
  444. scene.userData.lightningMaterial = new MeshBasicMaterial( { color: scene.userData.lightningColor } );
  445. var rayDirection = new Vector3( 0, - 1, 0 );
  446. var rayLength = 0;
  447. var vec1 = new Vector3();
  448. var vec2 = new Vector3();
  449. scene.userData.rayParams = {
  450. radius0: 1,
  451. radius1: 0.5,
  452. minRadius: 0.3,
  453. maxIterations: 7,
  454. timeScale: 0.15,
  455. propagationTimeFactor: 0.2,
  456. vanishingTimeFactor: 0.9,
  457. subrayPeriod: 4,
  458. subrayDutyCycle: 0.6,
  459. maxSubrayRecursion: 3,
  460. ramification: 3,
  461. recursionProbability: 0.4,
  462. roughness: 0.85,
  463. straightness: 0.65,
  464. onSubrayCreation: function ( segment, parentSubray, childSubray, lightningStrike ) {
  465. lightningStrike.subrayConePosition( segment, parentSubray, childSubray, 0.6, 0.6, 0.5 );
  466. // Plane projection
  467. rayLength = lightningStrike.rayParameters.sourceOffset.y;
  468. vec1.subVectors( childSubray.pos1, lightningStrike.rayParameters.sourceOffset );
  469. var proj = rayDirection.dot( vec1 );
  470. vec2.copy( rayDirection ).multiplyScalar( proj );
  471. vec1.sub( vec2 );
  472. var scale = proj / rayLength > 0.5 ? rayLength / proj : 1;
  473. vec2.multiplyScalar( scale );
  474. vec1.add( vec2 );
  475. childSubray.pos1.addVectors( vec1, lightningStrike.rayParameters.sourceOffset );
  476. }
  477. };
  478. // Black star mark
  479. var starVertices = [];
  480. var prevPoint = new Vector3( 0, 0, 1 );
  481. var currPoint = new Vector3();
  482. for ( var i = 1; i <= 16; i ++ ) {
  483. currPoint.set( Math.sin( 2 * Math.PI * i / 16 ), 0, Math.cos( 2 * Math.PI * i / 16 ) );
  484. if ( i % 2 === 1 ) {
  485. currPoint.multiplyScalar( 0.3 );
  486. }
  487. starVertices.push( 0, 0, 0 );
  488. starVertices.push( prevPoint.x, prevPoint.y, prevPoint.z );
  489. starVertices.push( currPoint.x, currPoint.y, currPoint.z );
  490. prevPoint.copy( currPoint );
  491. }
  492. var starGeometry = new BufferGeometry();
  493. starGeometry.addAttribute( 'position', new Float32BufferAttribute( starVertices, 3 ) );
  494. var starMesh = new Mesh( starGeometry, new MeshBasicMaterial( { color: 0x020900 } ) );
  495. starMesh.scale.multiplyScalar( 6 );
  496. //
  497. var storm = new LightningStorm( {
  498. size: GROUND_SIZE,
  499. minHeight: 90,
  500. maxHeight: 200,
  501. maxSlope: 0.6,
  502. maxLightnings: 8,
  503. lightningParameters: scene.userData.rayParams,
  504. lightningMaterial: scene.userData.lightningMaterial,
  505. onLightningDown: function ( lightning ) {
  506. // Add black star mark at ray strike
  507. var star1 = starMesh.clone();
  508. star1.position.copy( lightning.rayParameters.destOffset );
  509. star1.position.y = 0.05;
  510. star1.rotation.y = 2 * Math.PI * Math.random();
  511. scene.add( star1 );
  512. }
  513. } );
  514. scene.add( storm );
  515. // Compose rendering
  516. composer.passes = [];
  517. composer.addPass( new RenderPass( scene, scene.userData.camera ) );
  518. createOutline( scene, storm.lightningsMeshes, scene.userData.outlineColor );
  519. // Controls
  520. var controls = new OrbitControls( scene.userData.camera, renderer.domElement );
  521. controls.target.y = GROUND_SIZE * 0.05;
  522. controls.enableDamping = true;
  523. controls.dampingFactor = 0.25;
  524. scene.userData.render = function ( time ) {
  525. storm.update( time );
  526. controls.update();
  527. if ( scene.userData.outlineEnabled ) {
  528. composer.render();
  529. } else {
  530. renderer.render( scene, scene.userData.camera );
  531. }
  532. };
  533. return scene;
  534. }
  535. </script>
  536. </body>
  537. </html>