LightningStrike.js 32 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. class LightningStrike extends THREE.BufferGeometry {
  103. constructor( rayParameters = {} ) {
  104. super();
  105. this.isLightningStrike = true;
  106. this.type = 'LightningStrike'; // Set parameters, and set undefined parameters to default values
  107. this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) ); // Creates and populates the mesh
  108. this.createMesh();
  109. }
  110. static createRandomGenerator() {
  111. const numSeeds = 2053;
  112. const seeds = [];
  113. for ( let i = 0; i < numSeeds; i ++ ) {
  114. seeds.push( Math.random() );
  115. }
  116. const generator = {
  117. currentSeed: 0,
  118. random: function () {
  119. const value = seeds[ generator.currentSeed ];
  120. generator.currentSeed = ( generator.currentSeed + 1 ) % numSeeds;
  121. return value;
  122. },
  123. getSeed: function () {
  124. return generator.currentSeed / numSeeds;
  125. },
  126. setSeed: function ( seed ) {
  127. generator.currentSeed = Math.floor( seed * numSeeds ) % numSeeds;
  128. }
  129. };
  130. return generator;
  131. }
  132. static copyParameters( dest = {}, source = {} ) {
  133. const vecCopy = function ( v ) {
  134. if ( source === dest ) {
  135. return v;
  136. } else {
  137. return v.clone();
  138. }
  139. };
  140. 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 );
  141. 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:
  142. 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:
  143. dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
  144. dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
  145. dest.ramification = source.ramification !== undefined ? source.ramification : 5;
  146. dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
  147. dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
  148. dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
  149. dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
  150. return dest;
  151. }
  152. update( time ) {
  153. if ( this.isStatic ) return;
  154. if ( this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime ) {
  155. this.updateMesh( time );
  156. if ( time < this.subrays[ 0 ].endPropagationTime ) {
  157. this.state = LightningStrike.RAY_PROPAGATING;
  158. } else if ( time > this.subrays[ 0 ].beginVanishingTime ) {
  159. this.state = LightningStrike.RAY_VANISHING;
  160. } else {
  161. this.state = LightningStrike.RAY_STEADY;
  162. }
  163. this.visible = true;
  164. } else {
  165. this.visible = false;
  166. if ( time < this.rayParameters.birthTime ) {
  167. this.state = LightningStrike.RAY_UNBORN;
  168. } else {
  169. this.state = LightningStrike.RAY_EXTINGUISHED;
  170. }
  171. }
  172. }
  173. init( rayParameters ) {
  174. // Init all the state from the parameters
  175. this.rayParameters = rayParameters; // These parameters cannot change after lightning creation:
  176. this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9;
  177. rayParameters.maxIterations = this.maxIterations;
  178. this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
  179. rayParameters.isStatic = this.isStatic;
  180. this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5;
  181. rayParameters.ramification = this.ramification;
  182. this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3;
  183. rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
  184. this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
  185. rayParameters.recursionProbability = this.recursionProbability;
  186. this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
  187. rayParameters.generateUVs = this.generateUVs; // Random generator
  188. if ( rayParameters.randomGenerator !== undefined ) {
  189. this.randomGenerator = rayParameters.randomGenerator;
  190. this.seedGenerator = rayParameters.randomGenerator;
  191. if ( rayParameters.noiseSeed !== undefined ) {
  192. this.seedGenerator.setSeed( rayParameters.noiseSeed );
  193. }
  194. } else {
  195. this.randomGenerator = LightningStrike.createRandomGenerator();
  196. this.seedGenerator = Math;
  197. } // Ray creation callbacks
  198. if ( rayParameters.onDecideSubrayCreation !== undefined ) {
  199. this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
  200. } else {
  201. this.createDefaultSubrayCreationCallbacks();
  202. if ( rayParameters.onSubrayCreation !== undefined ) {
  203. this.onSubrayCreation = rayParameters.onSubrayCreation;
  204. }
  205. } // Internal state
  206. this.state = LightningStrike.RAY_INITIALIZED;
  207. this.maxSubrays = Math.ceil( 1 + Math.pow( this.ramification, Math.max( 0, this.maxSubrayRecursion - 1 ) ) );
  208. rayParameters.maxSubrays = this.maxSubrays;
  209. this.maxRaySegments = 2 * ( 1 << this.maxIterations );
  210. this.subrays = [];
  211. for ( let i = 0; i < this.maxSubrays; i ++ ) {
  212. this.subrays.push( this.createSubray() );
  213. }
  214. this.raySegments = [];
  215. for ( let i = 0; i < this.maxRaySegments; i ++ ) {
  216. this.raySegments.push( this.createSegment() );
  217. }
  218. this.time = 0;
  219. this.timeFraction = 0;
  220. this.currentSegmentCallback = null;
  221. this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
  222. this.numSubrays = 0;
  223. this.currentSubray = null;
  224. this.currentSegmentIndex = 0;
  225. this.isInitialSegment = false;
  226. this.subrayProbability = 0;
  227. this.currentVertex = 0;
  228. this.currentIndex = 0;
  229. this.currentCoordinate = 0;
  230. this.currentUVCoordinate = 0;
  231. this.vertices = null;
  232. this.uvs = null;
  233. this.indices = null;
  234. this.positionAttribute = null;
  235. this.uvsAttribute = null;
  236. this.simplexX = new THREE.SimplexNoise( this.seedGenerator );
  237. this.simplexY = new THREE.SimplexNoise( this.seedGenerator );
  238. this.simplexZ = new THREE.SimplexNoise( this.seedGenerator ); // Temp vectors
  239. this.forwards = new THREE.Vector3();
  240. this.forwardsFill = new THREE.Vector3();
  241. this.side = new THREE.Vector3();
  242. this.down = new THREE.Vector3();
  243. this.middlePos = new THREE.Vector3();
  244. this.middleLinPos = new THREE.Vector3();
  245. this.newPos = new THREE.Vector3();
  246. this.vPos = new THREE.Vector3();
  247. this.cross1 = new THREE.Vector3();
  248. }
  249. createMesh() {
  250. const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
  251. const maxVerts = 3 * ( maxDrawableSegmentsPerSubRay + 1 ) * this.maxSubrays;
  252. const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
  253. this.vertices = new Float32Array( maxVerts * 3 );
  254. this.indices = new Uint32Array( maxIndices );
  255. if ( this.generateUVs ) {
  256. this.uvs = new Float32Array( maxVerts * 2 );
  257. } // Populate the mesh
  258. this.fillMesh( 0 );
  259. this.setIndex( new THREE.Uint32BufferAttribute( this.indices, 1 ) );
  260. this.positionAttribute = new THREE.Float32BufferAttribute( this.vertices, 3 );
  261. this.setAttribute( 'position', this.positionAttribute );
  262. if ( this.generateUVs ) {
  263. this.uvsAttribute = new THREE.Float32BufferAttribute( new Float32Array( this.uvs ), 2 );
  264. this.setAttribute( 'uv', this.uvsAttribute );
  265. }
  266. if ( ! this.isStatic ) {
  267. this.index.usage = THREE.DynamicDrawUsage;
  268. this.positionAttribute.usage = THREE.DynamicDrawUsage;
  269. if ( this.generateUVs ) {
  270. this.uvsAttribute.usage = THREE.DynamicDrawUsage;
  271. }
  272. } // Store buffers for later modification
  273. this.vertices = this.positionAttribute.array;
  274. this.indices = this.index.array;
  275. if ( this.generateUVs ) {
  276. this.uvs = this.uvsAttribute.array;
  277. }
  278. }
  279. updateMesh( time ) {
  280. this.fillMesh( time );
  281. this.drawRange.count = this.currentIndex;
  282. this.index.needsUpdate = true;
  283. this.positionAttribute.needsUpdate = true;
  284. if ( this.generateUVs ) {
  285. this.uvsAttribute.needsUpdate = true;
  286. }
  287. }
  288. fillMesh( time ) {
  289. const scope = this;
  290. this.currentVertex = 0;
  291. this.currentIndex = 0;
  292. this.currentCoordinate = 0;
  293. this.currentUVCoordinate = 0;
  294. this.fractalRay( time, function fillVertices( segment ) {
  295. const subray = scope.currentSubray;
  296. if ( time < subray.birthTime ) {
  297. //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
  298. return;
  299. } else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) {
  300. // Eternal rays don't propagate nor vanish, but its subrays do
  301. scope.createPrism( segment );
  302. scope.onDecideSubrayCreation( segment, scope );
  303. } else if ( time < subray.endPropagationTime ) {
  304. if ( scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor ) {
  305. // Ray propagation has arrived to this segment
  306. scope.createPrism( segment );
  307. scope.onDecideSubrayCreation( segment, scope );
  308. }
  309. } else if ( time < subray.beginVanishingTime ) {
  310. // Ray is steady (nor propagating nor vanishing)
  311. scope.createPrism( segment );
  312. scope.onDecideSubrayCreation( segment, scope );
  313. } else {
  314. if ( scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * ( 1 - subray.vanishingTimeFactor ) ) {
  315. // Segment has not yet vanished
  316. scope.createPrism( segment );
  317. }
  318. scope.onDecideSubrayCreation( segment, scope );
  319. }
  320. } );
  321. }
  322. addNewSubray() {
  323. return this.subrays[ this.numSubrays ++ ];
  324. }
  325. initSubray( subray, rayParameters ) {
  326. subray.pos0.copy( rayParameters.sourceOffset );
  327. subray.pos1.copy( rayParameters.destOffset );
  328. subray.up0.copy( rayParameters.up0 );
  329. subray.up1.copy( rayParameters.up1 );
  330. subray.radius0 = rayParameters.radius0;
  331. subray.radius1 = rayParameters.radius1;
  332. subray.birthTime = rayParameters.birthTime;
  333. subray.deathTime = rayParameters.deathTime;
  334. subray.timeScale = rayParameters.timeScale;
  335. subray.roughness = rayParameters.roughness;
  336. subray.straightness = rayParameters.straightness;
  337. subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
  338. subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
  339. subray.maxIterations = this.maxIterations;
  340. subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
  341. subray.recursion = 0;
  342. }
  343. fractalRay( time, segmentCallback ) {
  344. this.time = time;
  345. this.currentSegmentCallback = segmentCallback;
  346. this.numSubrays = 0; // Add the top level subray
  347. this.initSubray( this.addNewSubray(), this.rayParameters ); // Process all subrays that are being generated until consuming all of them
  348. for ( let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex ++ ) {
  349. const subray = this.subrays[ subrayIndex ];
  350. this.currentSubray = subray;
  351. this.randomGenerator.setSeed( subray.seed );
  352. subray.endPropagationTime = THREE.MathUtils.lerp( subray.birthTime, subray.deathTime, subray.propagationTimeFactor );
  353. subray.beginVanishingTime = THREE.MathUtils.lerp( subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor );
  354. const random1 = this.randomGenerator.random;
  355. subray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  356. subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  357. this.timeFraction = ( time - subray.birthTime ) / ( subray.deathTime - subray.birthTime );
  358. this.currentSegmentIndex = 0;
  359. this.isInitialSegment = true;
  360. const segment = this.getNewSegment();
  361. segment.iteration = 0;
  362. segment.pos0.copy( subray.pos0 );
  363. segment.pos1.copy( subray.pos1 );
  364. segment.linPos0.copy( subray.linPos0 );
  365. segment.linPos1.copy( subray.linPos1 );
  366. segment.up0.copy( subray.up0 );
  367. segment.up1.copy( subray.up1 );
  368. segment.radius0 = subray.radius0;
  369. segment.radius1 = subray.radius1;
  370. segment.fraction0 = 0;
  371. segment.fraction1 = 1;
  372. segment.positionVariationFactor = 1 - subray.straightness;
  373. this.subrayProbability = this.ramification * Math.pow( this.recursionProbability, subray.recursion ) / ( 1 << subray.maxIterations );
  374. this.fractalRayRecursive( segment );
  375. }
  376. this.currentSegmentCallback = null;
  377. this.currentSubray = null;
  378. }
  379. fractalRayRecursive( segment ) {
  380. // Leave recursion condition
  381. if ( segment.iteration >= this.currentSubray.maxIterations ) {
  382. this.currentSegmentCallback( segment );
  383. return;
  384. } // Interpolation
  385. this.forwards.subVectors( segment.pos1, segment.pos0 );
  386. let lForwards = this.forwards.length();
  387. if ( lForwards < 0.000001 ) {
  388. this.forwards.set( 0, 0, 0.01 );
  389. lForwards = this.forwards.length();
  390. }
  391. const middleRadius = ( segment.radius0 + segment.radius1 ) * 0.5;
  392. const middleFraction = ( segment.fraction0 + segment.fraction1 ) * 0.5;
  393. const timeDimension = this.time * this.currentSubray.timeScale * Math.pow( 2, segment.iteration );
  394. this.middlePos.lerpVectors( segment.pos0, segment.pos1, 0.5 );
  395. this.middleLinPos.lerpVectors( segment.linPos0, segment.linPos1, 0.5 );
  396. const p = this.middleLinPos; // Noise
  397. 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 ) );
  398. this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards );
  399. this.newPos.add( this.middlePos ); // Recursion
  400. const newSegment1 = this.getNewSegment();
  401. newSegment1.pos0.copy( segment.pos0 );
  402. newSegment1.pos1.copy( this.newPos );
  403. newSegment1.linPos0.copy( segment.linPos0 );
  404. newSegment1.linPos1.copy( this.middleLinPos );
  405. newSegment1.up0.copy( segment.up0 );
  406. newSegment1.up1.copy( segment.up1 );
  407. newSegment1.radius0 = segment.radius0;
  408. newSegment1.radius1 = middleRadius;
  409. newSegment1.fraction0 = segment.fraction0;
  410. newSegment1.fraction1 = middleFraction;
  411. newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  412. newSegment1.iteration = segment.iteration + 1;
  413. const newSegment2 = this.getNewSegment();
  414. newSegment2.pos0.copy( this.newPos );
  415. newSegment2.pos1.copy( segment.pos1 );
  416. newSegment2.linPos0.copy( this.middleLinPos );
  417. newSegment2.linPos1.copy( segment.linPos1 );
  418. this.cross1.crossVectors( segment.up0, this.forwards.normalize() );
  419. newSegment2.up0.crossVectors( this.forwards, this.cross1 ).normalize();
  420. newSegment2.up1.copy( segment.up1 );
  421. newSegment2.radius0 = middleRadius;
  422. newSegment2.radius1 = segment.radius1;
  423. newSegment2.fraction0 = middleFraction;
  424. newSegment2.fraction1 = segment.fraction1;
  425. newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  426. newSegment2.iteration = segment.iteration + 1;
  427. this.fractalRayRecursive( newSegment1 );
  428. this.fractalRayRecursive( newSegment2 );
  429. }
  430. createPrism( segment ) {
  431. // Creates one triangular prism and its vertices at the segment
  432. this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize();
  433. if ( this.isInitialSegment ) {
  434. this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 );
  435. this.isInitialSegment = false;
  436. }
  437. this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 );
  438. this.createPrismFaces();
  439. }
  440. createTriangleVerticesWithoutUVs( pos, up, forwards, radius ) {
  441. // Create an equilateral triangle (only vertices)
  442. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  443. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  444. const p = this.vPos;
  445. const v = this.vertices;
  446. p.copy( pos ).sub( this.side ).add( this.down );
  447. v[ this.currentCoordinate ++ ] = p.x;
  448. v[ this.currentCoordinate ++ ] = p.y;
  449. v[ this.currentCoordinate ++ ] = p.z;
  450. p.copy( pos ).add( this.side ).add( this.down );
  451. v[ this.currentCoordinate ++ ] = p.x;
  452. v[ this.currentCoordinate ++ ] = p.y;
  453. v[ this.currentCoordinate ++ ] = p.z;
  454. p.copy( up ).multiplyScalar( radius ).add( pos );
  455. v[ this.currentCoordinate ++ ] = p.x;
  456. v[ this.currentCoordinate ++ ] = p.y;
  457. v[ this.currentCoordinate ++ ] = p.z;
  458. this.currentVertex += 3;
  459. }
  460. createTriangleVerticesWithUVs( pos, up, forwards, radius, u ) {
  461. // Create an equilateral triangle (only vertices)
  462. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  463. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  464. const p = this.vPos;
  465. const v = this.vertices;
  466. const uv = this.uvs;
  467. p.copy( pos ).sub( this.side ).add( this.down );
  468. v[ this.currentCoordinate ++ ] = p.x;
  469. v[ this.currentCoordinate ++ ] = p.y;
  470. v[ this.currentCoordinate ++ ] = p.z;
  471. uv[ this.currentUVCoordinate ++ ] = u;
  472. uv[ this.currentUVCoordinate ++ ] = 0;
  473. p.copy( pos ).add( this.side ).add( this.down );
  474. v[ this.currentCoordinate ++ ] = p.x;
  475. v[ this.currentCoordinate ++ ] = p.y;
  476. v[ this.currentCoordinate ++ ] = p.z;
  477. uv[ this.currentUVCoordinate ++ ] = u;
  478. uv[ this.currentUVCoordinate ++ ] = 0.5;
  479. p.copy( up ).multiplyScalar( radius ).add( pos );
  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 ++ ] = 1;
  485. this.currentVertex += 3;
  486. }
  487. createPrismFaces( vertex
  488. /*, index*/
  489. ) {
  490. const indices = this.indices;
  491. vertex = this.currentVertex - 6;
  492. indices[ this.currentIndex ++ ] = vertex + 1;
  493. indices[ this.currentIndex ++ ] = vertex + 2;
  494. indices[ this.currentIndex ++ ] = vertex + 5;
  495. indices[ this.currentIndex ++ ] = vertex + 1;
  496. indices[ this.currentIndex ++ ] = vertex + 5;
  497. indices[ this.currentIndex ++ ] = vertex + 4;
  498. indices[ this.currentIndex ++ ] = vertex + 0;
  499. indices[ this.currentIndex ++ ] = vertex + 1;
  500. indices[ this.currentIndex ++ ] = vertex + 4;
  501. indices[ this.currentIndex ++ ] = vertex + 0;
  502. indices[ this.currentIndex ++ ] = vertex + 4;
  503. indices[ this.currentIndex ++ ] = vertex + 3;
  504. indices[ this.currentIndex ++ ] = vertex + 2;
  505. indices[ this.currentIndex ++ ] = vertex + 0;
  506. indices[ this.currentIndex ++ ] = vertex + 3;
  507. indices[ this.currentIndex ++ ] = vertex + 2;
  508. indices[ this.currentIndex ++ ] = vertex + 3;
  509. indices[ this.currentIndex ++ ] = vertex + 5;
  510. }
  511. createDefaultSubrayCreationCallbacks() {
  512. const random1 = this.randomGenerator.random;
  513. this.onDecideSubrayCreation = function ( segment, lightningStrike ) {
  514. // Decide subrays creation at parent (sub)ray segment
  515. const subray = lightningStrike.currentSubray;
  516. const period = lightningStrike.rayParameters.subrayPeriod;
  517. const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
  518. const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? - random1() * period : THREE.MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period;
  519. const phase = lightningStrike.time - phase0;
  520. const currentCycle = Math.floor( phase / period );
  521. const childSubraySeed = random1() * ( currentCycle + 1 );
  522. const isActive = phase % period <= dutyCycle * period;
  523. let probability = 0;
  524. if ( isActive ) {
  525. probability = lightningStrike.subrayProbability; // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
  526. }
  527. if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) {
  528. const childSubray = lightningStrike.addNewSubray();
  529. const parentSeed = lightningStrike.randomGenerator.getSeed();
  530. childSubray.seed = childSubraySeed;
  531. lightningStrike.randomGenerator.setSeed( childSubraySeed );
  532. childSubray.recursion = subray.recursion + 1;
  533. childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 );
  534. childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  535. childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  536. childSubray.up0.copy( subray.up0 );
  537. childSubray.up1.copy( subray.up1 );
  538. childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
  539. childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor );
  540. childSubray.birthTime = phase0 + currentCycle * period;
  541. childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
  542. if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) {
  543. childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime );
  544. childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime );
  545. }
  546. childSubray.timeScale = subray.timeScale * 2;
  547. childSubray.roughness = subray.roughness;
  548. childSubray.straightness = subray.straightness;
  549. childSubray.propagationTimeFactor = subray.propagationTimeFactor;
  550. childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
  551. lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike );
  552. lightningStrike.randomGenerator.setSeed( parentSeed );
  553. }
  554. };
  555. const vec1Pos = new THREE.Vector3();
  556. const vec2Forward = new THREE.Vector3();
  557. const vec3Side = new THREE.Vector3();
  558. const vec4Up = new THREE.Vector3();
  559. this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) {
  560. // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
  561. // Just use the default cone position generator
  562. lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 );
  563. };
  564. this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  565. // Sets childSubray pos0 and pos1 in a cone
  566. childSubray.pos0.copy( segment.pos0 );
  567. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  568. vec2Forward.copy( vec1Pos ).normalize();
  569. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) );
  570. const length = vec1Pos.length();
  571. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  572. const angle = 2 * Math.PI * random1();
  573. vec3Side.multiplyScalar( Math.cos( angle ) );
  574. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  575. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  576. };
  577. this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  578. // Sets childSubray pos0 and pos1 in a cylinder
  579. childSubray.pos0.copy( segment.pos0 );
  580. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  581. vec2Forward.copy( vec1Pos ).normalize();
  582. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) );
  583. const length = vec1Pos.length();
  584. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  585. const angle = 2 * Math.PI * random1();
  586. vec3Side.multiplyScalar( Math.cos( angle ) );
  587. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  588. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  589. };
  590. }
  591. createSubray() {
  592. return {
  593. seed: 0,
  594. maxIterations: 0,
  595. recursion: 0,
  596. pos0: new THREE.Vector3(),
  597. pos1: new THREE.Vector3(),
  598. linPos0: new THREE.Vector3(),
  599. linPos1: new THREE.Vector3(),
  600. up0: new THREE.Vector3(),
  601. up1: new THREE.Vector3(),
  602. radius0: 0,
  603. radius1: 0,
  604. birthTime: 0,
  605. deathTime: 0,
  606. timeScale: 0,
  607. roughness: 0,
  608. straightness: 0,
  609. propagationTimeFactor: 0,
  610. vanishingTimeFactor: 0,
  611. endPropagationTime: 0,
  612. beginVanishingTime: 0
  613. };
  614. }
  615. createSegment() {
  616. return {
  617. iteration: 0,
  618. pos0: new THREE.Vector3(),
  619. pos1: new THREE.Vector3(),
  620. linPos0: new THREE.Vector3(),
  621. linPos1: new THREE.Vector3(),
  622. up0: new THREE.Vector3(),
  623. up1: new THREE.Vector3(),
  624. radius0: 0,
  625. radius1: 0,
  626. fraction0: 0,
  627. fraction1: 0,
  628. positionVariationFactor: 0
  629. };
  630. }
  631. getNewSegment() {
  632. return this.raySegments[ this.currentSegmentIndex ++ ];
  633. }
  634. copy( source ) {
  635. super.copy( source );
  636. this.init( LightningStrike.copyParameters( {}, source.rayParameters ) );
  637. return this;
  638. }
  639. clone() {
  640. return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) );
  641. }
  642. } // Ray states
  643. LightningStrike.RAY_INITIALIZED = 0;
  644. LightningStrike.RAY_UNBORN = 1;
  645. LightningStrike.RAY_PROPAGATING = 2;
  646. LightningStrike.RAY_STEADY = 3;
  647. LightningStrike.RAY_VANISHING = 4;
  648. LightningStrike.RAY_EXTINGUISHED = 5;
  649. LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 );
  650. LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 );
  651. THREE.LightningStrike = LightningStrike;
  652. } )();