LightningStrike.js 33 KB

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  1. ( function () {
  2. /**
  3. * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
  4. *
  5. *
  6. * Usage
  7. *
  8. * var myRay = new LightningStrike( paramsObject );
  9. * var myRayMesh = new THREE.Mesh( myRay, myMaterial );
  10. * scene.add( myRayMesh );
  11. * ...
  12. * myRay.update( currentTime );
  13. *
  14. * The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.
  15. *
  16. * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.
  17. *
  18. *
  19. * LightningStrike parameters
  20. *
  21. * The paramsObject can contain any of the following parameters.
  22. *
  23. * Legend:
  24. * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.
  25. * 'Subray': A ramification of the ray. It is not a LightningStrike object.
  26. * 'Segment': A linear segment piece of a subray.
  27. * 'Leaf segment': A ray segment which cannot be smaller.
  28. *
  29. *
  30. * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:
  31. *
  32. * @param {Vector3} sourceOffset The point where the ray starts.
  33. *
  34. * @param {Vector3} destOffset The point where the ray ends.
  35. *
  36. * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1
  37. *
  38. * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9
  39. *
  40. * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7
  41. *
  42. * @param {Vector3} up0 Ray 'up' direction at the ray starting point. Must be normalized. It should be perpendicular to the ray forward direction but it doesn't matter much.
  43. *
  44. * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.
  45. *
  46. * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1
  47. *
  48. * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1
  49. *
  50. * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5
  51. *
  52. * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2
  53. *
  54. * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1
  55. *
  56. *
  57. * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
  58. *
  59. * @param {boolean} isEternal If true the ray never extinguishes. Otherwise its life is controlled by the 'birthTime' and 'deathTime' parameters. Default: true if any of those two parameters is undefined.
  60. *
  61. * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.
  62. *
  63. * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.
  64. *
  65. * @param {double} propagationTimeFactor From 0 to 1. Lifetime factor at which the ray ends propagating and enters the steady phase. For example, 0.1 means it is propagating 1/10 of its lifetime. Default: 0.1
  66. *
  67. * @param {double} vanishingTimeFactor From 0 to 1. Lifetime factor at which the ray ends the steady phase and begins vanishing. For example, 0.9 means it is vanishing 1/10 of its lifetime. Default: 0.9
  68. *
  69. * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4
  70. *
  71. * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6
  72. *
  73. *
  74. * These parameters cannot change after lightning creation:
  75. *
  76. * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9
  77. *
  78. * @param {boolean} isStatic Set to true only for rays which won't change over time and are not attached to moving objects (Rare case). It is used to set the vertex buffers non-dynamic. You can omit calling update() for these rays.
  79. *
  80. * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5
  81. *
  82. * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3
  83. *
  84. * @param {double} recursionProbability From 0 to 1. The lower the value, the less chance each new generation of subrays has to generate new subrays. Default: 0.6
  85. *
  86. * @param {boolean} generateUVs If true, the ray geometry will have uv coordinates generated. u runs along the ray, and v across its perimeter. Default: false.
  87. *
  88. * @param {Object} randomGenerator Set here your random number generator which will seed the THREE.SimplexNoise and other decisions during ray tree creation.
  89. * It can be used to generate repeatable rays. For that, set also the noiseSeed parameter, and each ray created with that generator and seed pair will be identical in time.
  90. * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.
  91. * It must have also a getSeed() method, which returns the current seed, and a setSeed( seed ) method, which accepts as seed a fractional number from 0 to 1, as well as any other number.
  92. * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)
  93. *
  94. * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)
  95. *
  96. * @param {function} onDecideSubrayCreation Set this to change the callback which decides subray creation. You can look at the default callback in the code (createDefaultSubrayCreationCallbacks)for more info.
  97. *
  98. * @param {function} onSubrayCreation This is another callback, more simple than the previous one. It can be used to adapt the form of subrays or other parameters once a subray has been created and initialized. It is used in the examples to adapt subrays to a sphere or to a plane.
  99. *
  100. *
  101. */
  102. var LightningStrike = function ( rayParameters ) {
  103. THREE.BufferGeometry.call( this );
  104. this.type = 'LightningStrike'; // Set parameters, and set undefined parameters to default values
  105. rayParameters = rayParameters || {};
  106. this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) ); // Creates and populates the mesh
  107. this.createMesh();
  108. };
  109. LightningStrike.prototype = Object.create( THREE.BufferGeometry.prototype );
  110. LightningStrike.prototype.constructor = LightningStrike;
  111. LightningStrike.prototype.isLightningStrike = true; // Ray states
  112. LightningStrike.RAY_INITIALIZED = 0;
  113. LightningStrike.RAY_UNBORN = 1;
  114. LightningStrike.RAY_PROPAGATING = 2;
  115. LightningStrike.RAY_STEADY = 3;
  116. LightningStrike.RAY_VANISHING = 4;
  117. LightningStrike.RAY_EXTINGUISHED = 5;
  118. LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 );
  119. LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 );
  120. LightningStrike.createRandomGenerator = function () {
  121. var numSeeds = 2053;
  122. var seeds = [];
  123. for ( var i = 0; i < numSeeds; i ++ ) {
  124. seeds.push( Math.random() );
  125. }
  126. var generator = {
  127. currentSeed: 0,
  128. random: function () {
  129. var value = seeds[ generator.currentSeed ];
  130. generator.currentSeed = ( generator.currentSeed + 1 ) % numSeeds;
  131. return value;
  132. },
  133. getSeed: function () {
  134. return generator.currentSeed / numSeeds;
  135. },
  136. setSeed: function ( seed ) {
  137. generator.currentSeed = Math.floor( seed * numSeeds ) % numSeeds;
  138. }
  139. };
  140. return generator;
  141. };
  142. LightningStrike.copyParameters = function ( dest, source ) {
  143. source = source || {};
  144. dest = dest || {};
  145. var vecCopy = function ( v ) {
  146. if ( source === dest ) {
  147. return v;
  148. } else {
  149. return v.clone();
  150. }
  151. };
  152. dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy( source.sourceOffset ) : new THREE.Vector3( 0, 100, 0 ), dest.destOffset = source.destOffset !== undefined ? vecCopy( source.destOffset ) : new THREE.Vector3( 0, 0, 0 ), dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1, dest.roughness = source.roughness !== undefined ? source.roughness : 0.9, dest.straightness = source.straightness !== undefined ? source.straightness : 0.7, dest.up0 = source.up0 !== undefined ? vecCopy( source.up0 ) : new THREE.Vector3( 0, 0, 1 );
  153. dest.up1 = source.up1 !== undefined ? vecCopy( source.up1 ) : new THREE.Vector3( 0, 0, 1 ), dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1, dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1, dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5, dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2, dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2, // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
  154. dest.isEternal = source.isEternal !== undefined ? source.isEternal : source.birthTime === undefined || source.deathTime === undefined, dest.birthTime = source.birthTime, dest.deathTime = source.deathTime, dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1, dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9, dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4, dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6; // These parameters cannot change after lightning creation:
  155. dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
  156. dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
  157. dest.ramification = source.ramification !== undefined ? source.ramification : 5;
  158. dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
  159. dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
  160. dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
  161. dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
  162. return dest;
  163. };
  164. LightningStrike.prototype.update = function ( time ) {
  165. if ( this.isStatic ) return;
  166. if ( this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime ) {
  167. this.updateMesh( time );
  168. if ( time < this.subrays[ 0 ].endPropagationTime ) {
  169. this.state = LightningStrike.RAY_PROPAGATING;
  170. } else if ( time > this.subrays[ 0 ].beginVanishingTime ) {
  171. this.state = LightningStrike.RAY_VANISHING;
  172. } else {
  173. this.state = LightningStrike.RAY_STEADY;
  174. }
  175. this.visible = true;
  176. } else {
  177. this.visible = false;
  178. if ( time < this.rayParameters.birthTime ) {
  179. this.state = LightningStrike.RAY_UNBORN;
  180. } else {
  181. this.state = LightningStrike.RAY_EXTINGUISHED;
  182. }
  183. }
  184. };
  185. LightningStrike.prototype.init = function ( rayParameters ) {
  186. // Init all the state from the parameters
  187. this.rayParameters = rayParameters; // These parameters cannot change after lightning creation:
  188. this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9;
  189. rayParameters.maxIterations = this.maxIterations;
  190. this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
  191. rayParameters.isStatic = this.isStatic;
  192. this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5;
  193. rayParameters.ramification = this.ramification;
  194. this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3;
  195. rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
  196. this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
  197. rayParameters.recursionProbability = this.recursionProbability;
  198. this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
  199. rayParameters.generateUVs = this.generateUVs; // Random generator
  200. if ( rayParameters.randomGenerator !== undefined ) {
  201. this.randomGenerator = rayParameters.randomGenerator;
  202. this.seedGenerator = rayParameters.randomGenerator;
  203. if ( rayParameters.noiseSeed !== undefined ) {
  204. this.seedGenerator.setSeed( rayParameters.noiseSeed );
  205. }
  206. } else {
  207. this.randomGenerator = LightningStrike.createRandomGenerator();
  208. this.seedGenerator = Math;
  209. } // Ray creation callbacks
  210. if ( rayParameters.onDecideSubrayCreation !== undefined ) {
  211. this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
  212. } else {
  213. this.createDefaultSubrayCreationCallbacks();
  214. if ( rayParameters.onSubrayCreation !== undefined ) {
  215. this.onSubrayCreation = rayParameters.onSubrayCreation;
  216. }
  217. } // Internal state
  218. this.state = LightningStrike.RAY_INITIALIZED;
  219. this.maxSubrays = Math.ceil( 1 + Math.pow( this.ramification, Math.max( 0, this.maxSubrayRecursion - 1 ) ) );
  220. rayParameters.maxSubrays = this.maxSubrays;
  221. this.maxRaySegments = 2 * ( 1 << this.maxIterations );
  222. this.subrays = [];
  223. for ( var i = 0; i < this.maxSubrays; i ++ ) {
  224. this.subrays.push( this.createSubray() );
  225. }
  226. this.raySegments = [];
  227. for ( var i = 0; i < this.maxRaySegments; i ++ ) {
  228. this.raySegments.push( this.createSegment() );
  229. }
  230. this.time = 0;
  231. this.timeFraction = 0;
  232. this.currentSegmentCallback = null;
  233. this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
  234. this.numSubrays = 0;
  235. this.currentSubray = null;
  236. this.currentSegmentIndex = 0;
  237. this.isInitialSegment = false;
  238. this.subrayProbability = 0;
  239. this.currentVertex = 0;
  240. this.currentIndex = 0;
  241. this.currentCoordinate = 0;
  242. this.currentUVCoordinate = 0;
  243. this.vertices = null;
  244. this.uvs = null;
  245. this.indices = null;
  246. this.positionAttribute = null;
  247. this.uvsAttribute = null;
  248. this.simplexX = new THREE.SimplexNoise( this.seedGenerator );
  249. this.simplexY = new THREE.SimplexNoise( this.seedGenerator );
  250. this.simplexZ = new THREE.SimplexNoise( this.seedGenerator ); // Temp vectors
  251. this.forwards = new THREE.Vector3();
  252. this.forwardsFill = new THREE.Vector3();
  253. this.side = new THREE.Vector3();
  254. this.down = new THREE.Vector3();
  255. this.middlePos = new THREE.Vector3();
  256. this.middleLinPos = new THREE.Vector3();
  257. this.newPos = new THREE.Vector3();
  258. this.vPos = new THREE.Vector3();
  259. this.cross1 = new THREE.Vector3();
  260. };
  261. LightningStrike.prototype.createMesh = function () {
  262. var maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
  263. var maxVerts = 3 * ( maxDrawableSegmentsPerSubRay + 1 ) * this.maxSubrays;
  264. var maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
  265. this.vertices = new Float32Array( maxVerts * 3 );
  266. this.indices = new Uint32Array( maxIndices );
  267. if ( this.generateUVs ) {
  268. this.uvs = new Float32Array( maxVerts * 2 );
  269. } // Populate the mesh
  270. this.fillMesh( 0 );
  271. this.setIndex( new THREE.Uint32BufferAttribute( this.indices, 1 ) );
  272. this.positionAttribute = new THREE.Float32BufferAttribute( this.vertices, 3 );
  273. this.setAttribute( 'position', this.positionAttribute );
  274. if ( this.generateUVs ) {
  275. this.uvsAttribute = new THREE.Float32BufferAttribute( new Float32Array( this.uvs ), 2 );
  276. this.setAttribute( 'uv', this.uvsAttribute );
  277. }
  278. if ( ! this.isStatic ) {
  279. this.index.usage = THREE.DynamicDrawUsage;
  280. this.positionAttribute.usage = THREE.DynamicDrawUsage;
  281. if ( this.generateUVs ) {
  282. this.uvsAttribute.usage = THREE.DynamicDrawUsage;
  283. }
  284. } // Store buffers for later modification
  285. this.vertices = this.positionAttribute.array;
  286. this.indices = this.index.array;
  287. if ( this.generateUVs ) {
  288. this.uvs = this.uvsAttribute.array;
  289. }
  290. };
  291. LightningStrike.prototype.updateMesh = function ( time ) {
  292. this.fillMesh( time );
  293. this.drawRange.count = this.currentIndex;
  294. this.index.needsUpdate = true;
  295. this.positionAttribute.needsUpdate = true;
  296. if ( this.generateUVs ) {
  297. this.uvsAttribute.needsUpdate = true;
  298. }
  299. };
  300. LightningStrike.prototype.fillMesh = function ( time ) {
  301. var scope = this;
  302. this.currentVertex = 0;
  303. this.currentIndex = 0;
  304. this.currentCoordinate = 0;
  305. this.currentUVCoordinate = 0;
  306. this.fractalRay( time, function fillVertices( segment ) {
  307. var subray = scope.currentSubray;
  308. if ( time < subray.birthTime ) {
  309. //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
  310. return;
  311. } else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) {
  312. // Eternal rays don't propagate nor vanish, but its subrays do
  313. scope.createPrism( segment );
  314. scope.onDecideSubrayCreation( segment, scope );
  315. } else if ( time < subray.endPropagationTime ) {
  316. if ( scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor ) {
  317. // Ray propagation has arrived to this segment
  318. scope.createPrism( segment );
  319. scope.onDecideSubrayCreation( segment, scope );
  320. }
  321. } else if ( time < subray.beginVanishingTime ) {
  322. // Ray is steady (nor propagating nor vanishing)
  323. scope.createPrism( segment );
  324. scope.onDecideSubrayCreation( segment, scope );
  325. } else {
  326. if ( scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * ( 1 - subray.vanishingTimeFactor ) ) {
  327. // Segment has not yet vanished
  328. scope.createPrism( segment );
  329. }
  330. scope.onDecideSubrayCreation( segment, scope );
  331. }
  332. } );
  333. };
  334. LightningStrike.prototype.addNewSubray = function ( ) {
  335. return this.subrays[ this.numSubrays ++ ];
  336. };
  337. LightningStrike.prototype.initSubray = function ( subray, rayParameters ) {
  338. subray.pos0.copy( rayParameters.sourceOffset );
  339. subray.pos1.copy( rayParameters.destOffset );
  340. subray.up0.copy( rayParameters.up0 );
  341. subray.up1.copy( rayParameters.up1 );
  342. subray.radius0 = rayParameters.radius0;
  343. subray.radius1 = rayParameters.radius1;
  344. subray.birthTime = rayParameters.birthTime;
  345. subray.deathTime = rayParameters.deathTime;
  346. subray.timeScale = rayParameters.timeScale;
  347. subray.roughness = rayParameters.roughness;
  348. subray.straightness = rayParameters.straightness;
  349. subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
  350. subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
  351. subray.maxIterations = this.maxIterations;
  352. subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
  353. subray.recursion = 0;
  354. };
  355. LightningStrike.prototype.fractalRay = function ( time, segmentCallback ) {
  356. this.time = time;
  357. this.currentSegmentCallback = segmentCallback;
  358. this.numSubrays = 0; // Add the top level subray
  359. this.initSubray( this.addNewSubray(), this.rayParameters ); // Process all subrays that are being generated until consuming all of them
  360. for ( var subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex ++ ) {
  361. var subray = this.subrays[ subrayIndex ];
  362. this.currentSubray = subray;
  363. this.randomGenerator.setSeed( subray.seed );
  364. subray.endPropagationTime = THREE.MathUtils.lerp( subray.birthTime, subray.deathTime, subray.propagationTimeFactor );
  365. subray.beginVanishingTime = THREE.MathUtils.lerp( subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor );
  366. var random1 = this.randomGenerator.random;
  367. subray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  368. subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  369. this.timeFraction = ( time - subray.birthTime ) / ( subray.deathTime - subray.birthTime );
  370. this.currentSegmentIndex = 0;
  371. this.isInitialSegment = true;
  372. var segment = this.getNewSegment();
  373. segment.iteration = 0;
  374. segment.pos0.copy( subray.pos0 );
  375. segment.pos1.copy( subray.pos1 );
  376. segment.linPos0.copy( subray.linPos0 );
  377. segment.linPos1.copy( subray.linPos1 );
  378. segment.up0.copy( subray.up0 );
  379. segment.up1.copy( subray.up1 );
  380. segment.radius0 = subray.radius0;
  381. segment.radius1 = subray.radius1;
  382. segment.fraction0 = 0;
  383. segment.fraction1 = 1;
  384. segment.positionVariationFactor = 1 - subray.straightness;
  385. this.subrayProbability = this.ramification * Math.pow( this.recursionProbability, subray.recursion ) / ( 1 << subray.maxIterations );
  386. this.fractalRayRecursive( segment );
  387. }
  388. this.currentSegmentCallback = null;
  389. this.currentSubray = null;
  390. };
  391. LightningStrike.prototype.fractalRayRecursive = function ( segment ) {
  392. // Leave recursion condition
  393. if ( segment.iteration >= this.currentSubray.maxIterations ) {
  394. this.currentSegmentCallback( segment );
  395. return;
  396. } // Interpolation
  397. this.forwards.subVectors( segment.pos1, segment.pos0 );
  398. var lForwards = this.forwards.length();
  399. if ( lForwards < 0.000001 ) {
  400. this.forwards.set( 0, 0, 0.01 );
  401. lForwards = this.forwards.length();
  402. }
  403. var middleRadius = ( segment.radius0 + segment.radius1 ) * 0.5;
  404. var middleFraction = ( segment.fraction0 + segment.fraction1 ) * 0.5;
  405. var timeDimension = this.time * this.currentSubray.timeScale * Math.pow( 2, segment.iteration );
  406. this.middlePos.lerpVectors( segment.pos0, segment.pos1, 0.5 );
  407. this.middleLinPos.lerpVectors( segment.linPos0, segment.linPos1, 0.5 );
  408. var p = this.middleLinPos; // Noise
  409. this.newPos.set( this.simplexX.noise4d( p.x, p.y, p.z, timeDimension ), this.simplexY.noise4d( p.x, p.y, p.z, timeDimension ), this.simplexZ.noise4d( p.x, p.y, p.z, timeDimension ) );
  410. this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards );
  411. this.newPos.add( this.middlePos ); // Recursion
  412. var newSegment1 = this.getNewSegment();
  413. newSegment1.pos0.copy( segment.pos0 );
  414. newSegment1.pos1.copy( this.newPos );
  415. newSegment1.linPos0.copy( segment.linPos0 );
  416. newSegment1.linPos1.copy( this.middleLinPos );
  417. newSegment1.up0.copy( segment.up0 );
  418. newSegment1.up1.copy( segment.up1 );
  419. newSegment1.radius0 = segment.radius0;
  420. newSegment1.radius1 = middleRadius;
  421. newSegment1.fraction0 = segment.fraction0;
  422. newSegment1.fraction1 = middleFraction;
  423. newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  424. newSegment1.iteration = segment.iteration + 1;
  425. var newSegment2 = this.getNewSegment();
  426. newSegment2.pos0.copy( this.newPos );
  427. newSegment2.pos1.copy( segment.pos1 );
  428. newSegment2.linPos0.copy( this.middleLinPos );
  429. newSegment2.linPos1.copy( segment.linPos1 );
  430. this.cross1.crossVectors( segment.up0, this.forwards.normalize() );
  431. newSegment2.up0.crossVectors( this.forwards, this.cross1 ).normalize();
  432. newSegment2.up1.copy( segment.up1 );
  433. newSegment2.radius0 = middleRadius;
  434. newSegment2.radius1 = segment.radius1;
  435. newSegment2.fraction0 = middleFraction;
  436. newSegment2.fraction1 = segment.fraction1;
  437. newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  438. newSegment2.iteration = segment.iteration + 1;
  439. this.fractalRayRecursive( newSegment1 );
  440. this.fractalRayRecursive( newSegment2 );
  441. };
  442. LightningStrike.prototype.createPrism = function ( segment ) {
  443. // Creates one triangular prism and its vertices at the segment
  444. this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize();
  445. if ( this.isInitialSegment ) {
  446. this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 );
  447. this.isInitialSegment = false;
  448. }
  449. this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 );
  450. this.createPrismFaces();
  451. };
  452. LightningStrike.prototype.createTriangleVerticesWithoutUVs = function ( pos, up, forwards, radius ) {
  453. // Create an equilateral triangle (only vertices)
  454. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  455. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  456. var p = this.vPos;
  457. var v = this.vertices;
  458. p.copy( pos ).sub( this.side ).add( this.down );
  459. v[ this.currentCoordinate ++ ] = p.x;
  460. v[ this.currentCoordinate ++ ] = p.y;
  461. v[ this.currentCoordinate ++ ] = p.z;
  462. p.copy( pos ).add( this.side ).add( this.down );
  463. v[ this.currentCoordinate ++ ] = p.x;
  464. v[ this.currentCoordinate ++ ] = p.y;
  465. v[ this.currentCoordinate ++ ] = p.z;
  466. p.copy( up ).multiplyScalar( radius ).add( pos );
  467. v[ this.currentCoordinate ++ ] = p.x;
  468. v[ this.currentCoordinate ++ ] = p.y;
  469. v[ this.currentCoordinate ++ ] = p.z;
  470. this.currentVertex += 3;
  471. };
  472. LightningStrike.prototype.createTriangleVerticesWithUVs = function ( pos, up, forwards, radius, u ) {
  473. // Create an equilateral triangle (only vertices)
  474. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  475. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  476. var p = this.vPos;
  477. var v = this.vertices;
  478. var uv = this.uvs;
  479. p.copy( pos ).sub( this.side ).add( this.down );
  480. v[ this.currentCoordinate ++ ] = p.x;
  481. v[ this.currentCoordinate ++ ] = p.y;
  482. v[ this.currentCoordinate ++ ] = p.z;
  483. uv[ this.currentUVCoordinate ++ ] = u;
  484. uv[ this.currentUVCoordinate ++ ] = 0;
  485. p.copy( pos ).add( this.side ).add( this.down );
  486. v[ this.currentCoordinate ++ ] = p.x;
  487. v[ this.currentCoordinate ++ ] = p.y;
  488. v[ this.currentCoordinate ++ ] = p.z;
  489. uv[ this.currentUVCoordinate ++ ] = u;
  490. uv[ this.currentUVCoordinate ++ ] = 0.5;
  491. p.copy( up ).multiplyScalar( radius ).add( pos );
  492. v[ this.currentCoordinate ++ ] = p.x;
  493. v[ this.currentCoordinate ++ ] = p.y;
  494. v[ this.currentCoordinate ++ ] = p.z;
  495. uv[ this.currentUVCoordinate ++ ] = u;
  496. uv[ this.currentUVCoordinate ++ ] = 1;
  497. this.currentVertex += 3;
  498. };
  499. LightningStrike.prototype.createPrismFaces = function ( vertex
  500. /*, index*/
  501. ) {
  502. var indices = this.indices;
  503. var vertex = this.currentVertex - 6;
  504. indices[ this.currentIndex ++ ] = vertex + 1;
  505. indices[ this.currentIndex ++ ] = vertex + 2;
  506. indices[ this.currentIndex ++ ] = vertex + 5;
  507. indices[ this.currentIndex ++ ] = vertex + 1;
  508. indices[ this.currentIndex ++ ] = vertex + 5;
  509. indices[ this.currentIndex ++ ] = vertex + 4;
  510. indices[ this.currentIndex ++ ] = vertex + 0;
  511. indices[ this.currentIndex ++ ] = vertex + 1;
  512. indices[ this.currentIndex ++ ] = vertex + 4;
  513. indices[ this.currentIndex ++ ] = vertex + 0;
  514. indices[ this.currentIndex ++ ] = vertex + 4;
  515. indices[ this.currentIndex ++ ] = vertex + 3;
  516. indices[ this.currentIndex ++ ] = vertex + 2;
  517. indices[ this.currentIndex ++ ] = vertex + 0;
  518. indices[ this.currentIndex ++ ] = vertex + 3;
  519. indices[ this.currentIndex ++ ] = vertex + 2;
  520. indices[ this.currentIndex ++ ] = vertex + 3;
  521. indices[ this.currentIndex ++ ] = vertex + 5;
  522. };
  523. LightningStrike.prototype.createDefaultSubrayCreationCallbacks = function () {
  524. var random1 = this.randomGenerator.random;
  525. this.onDecideSubrayCreation = function ( segment, lightningStrike ) {
  526. // Decide subrays creation at parent (sub)ray segment
  527. var subray = lightningStrike.currentSubray;
  528. var period = lightningStrike.rayParameters.subrayPeriod;
  529. var dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
  530. var phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? - random1() * period : THREE.MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period;
  531. var phase = lightningStrike.time - phase0;
  532. var currentCycle = Math.floor( phase / period );
  533. var childSubraySeed = random1() * ( currentCycle + 1 );
  534. var isActive = phase % period <= dutyCycle * period;
  535. var probability = 0;
  536. if ( isActive ) {
  537. probability = lightningStrike.subrayProbability; // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
  538. }
  539. if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) {
  540. var childSubray = lightningStrike.addNewSubray();
  541. var parentSeed = lightningStrike.randomGenerator.getSeed();
  542. childSubray.seed = childSubraySeed;
  543. lightningStrike.randomGenerator.setSeed( childSubraySeed );
  544. childSubray.recursion = subray.recursion + 1;
  545. childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 );
  546. childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  547. childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  548. childSubray.up0.copy( subray.up0 );
  549. childSubray.up1.copy( subray.up1 );
  550. childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
  551. childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor );
  552. childSubray.birthTime = phase0 + currentCycle * period;
  553. childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
  554. if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) {
  555. childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime );
  556. childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime );
  557. }
  558. childSubray.timeScale = subray.timeScale * 2;
  559. childSubray.roughness = subray.roughness;
  560. childSubray.straightness = subray.straightness;
  561. childSubray.propagationTimeFactor = subray.propagationTimeFactor;
  562. childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
  563. lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike );
  564. lightningStrike.randomGenerator.setSeed( parentSeed );
  565. }
  566. };
  567. var vec1Pos = new THREE.Vector3();
  568. var vec2Forward = new THREE.Vector3();
  569. var vec3Side = new THREE.Vector3();
  570. var vec4Up = new THREE.Vector3();
  571. this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) {
  572. // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
  573. // Just use the default cone position generator
  574. lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 );
  575. };
  576. this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  577. // Sets childSubray pos0 and pos1 in a cone
  578. childSubray.pos0.copy( segment.pos0 );
  579. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  580. vec2Forward.copy( vec1Pos ).normalize();
  581. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) );
  582. var length = vec1Pos.length();
  583. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  584. var angle = 2 * Math.PI * random1();
  585. vec3Side.multiplyScalar( Math.cos( angle ) );
  586. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  587. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  588. };
  589. this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  590. // Sets childSubray pos0 and pos1 in a cylinder
  591. childSubray.pos0.copy( segment.pos0 );
  592. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  593. vec2Forward.copy( vec1Pos ).normalize();
  594. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) );
  595. var length = vec1Pos.length();
  596. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  597. var angle = 2 * Math.PI * random1();
  598. vec3Side.multiplyScalar( Math.cos( angle ) );
  599. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  600. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  601. };
  602. };
  603. LightningStrike.prototype.createSubray = function () {
  604. return {
  605. seed: 0,
  606. maxIterations: 0,
  607. recursion: 0,
  608. pos0: new THREE.Vector3(),
  609. pos1: new THREE.Vector3(),
  610. linPos0: new THREE.Vector3(),
  611. linPos1: new THREE.Vector3(),
  612. up0: new THREE.Vector3(),
  613. up1: new THREE.Vector3(),
  614. radius0: 0,
  615. radius1: 0,
  616. birthTime: 0,
  617. deathTime: 0,
  618. timeScale: 0,
  619. roughness: 0,
  620. straightness: 0,
  621. propagationTimeFactor: 0,
  622. vanishingTimeFactor: 0,
  623. endPropagationTime: 0,
  624. beginVanishingTime: 0
  625. };
  626. };
  627. LightningStrike.prototype.createSegment = function () {
  628. return {
  629. iteration: 0,
  630. pos0: new THREE.Vector3(),
  631. pos1: new THREE.Vector3(),
  632. linPos0: new THREE.Vector3(),
  633. linPos1: new THREE.Vector3(),
  634. up0: new THREE.Vector3(),
  635. up1: new THREE.Vector3(),
  636. radius0: 0,
  637. radius1: 0,
  638. fraction0: 0,
  639. fraction1: 0,
  640. positionVariationFactor: 0
  641. };
  642. };
  643. LightningStrike.prototype.getNewSegment = function () {
  644. return this.raySegments[ this.currentSegmentIndex ++ ];
  645. };
  646. LightningStrike.prototype.copy = function ( source ) {
  647. THREE.BufferGeometry.prototype.copy.call( this, source );
  648. this.init( LightningStrike.copyParameters( {}, source.rayParameters ) );
  649. return this;
  650. };
  651. LightningStrike.prototype.clone = function () {
  652. return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) );
  653. };
  654. THREE.LightningStrike = LightningStrike;
  655. } )();