LightningStrike.js 32 KB

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  1. /**
  2. * @author yomboprime https://github.com/yomboprime
  3. *
  4. * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
  5. *
  6. *
  7. * Usage
  8. *
  9. * var myRay = new LightningStrike( paramsObject );
  10. * var myRayMesh = new THREE.Mesh( myRay, myMaterial );
  11. * scene.add( myRayMesh );
  12. * ...
  13. * myRay.update( currentTime );
  14. *
  15. * The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.
  16. *
  17. * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.
  18. *
  19. *
  20. * LightningStrike parameters
  21. *
  22. * The paramsObject can contain any of the following parameters.
  23. *
  24. * Legend:
  25. * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.
  26. * 'Subray': A ramification of the ray. It is not a LightningStrike object.
  27. * 'Segment': A linear segment piece of a subray.
  28. * 'Leaf segment': A ray segment which cannot be smaller.
  29. *
  30. *
  31. * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:
  32. *
  33. * @param {Vector3} sourceOffset The point where the ray starts.
  34. *
  35. * @param {Vector3} destOffset The point where the ray ends.
  36. *
  37. * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1
  38. *
  39. * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9
  40. *
  41. * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7
  42. *
  43. * @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.
  44. *
  45. * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.
  46. *
  47. * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1
  48. *
  49. * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1
  50. *
  51. * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5
  52. *
  53. * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2
  54. *
  55. * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1
  56. *
  57. *
  58. * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
  59. *
  60. * @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.
  61. *
  62. * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.
  63. *
  64. * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.
  65. *
  66. * @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
  67. *
  68. * @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
  69. *
  70. * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4
  71. *
  72. * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6
  73. *
  74. *
  75. * These parameters cannot change after lightning creation:
  76. *
  77. * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9
  78. *
  79. * @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.
  80. *
  81. * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5
  82. *
  83. * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3
  84. *
  85. * @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
  86. *
  87. * @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.
  88. *
  89. * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.
  90. * 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.
  91. * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.
  92. * 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.
  93. * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)
  94. *
  95. * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)
  96. *
  97. * @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.
  98. *
  99. * @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.
  100. *
  101. *
  102. */
  103. import {
  104. BufferGeometry,
  105. DynamicDrawUsage,
  106. Float32BufferAttribute,
  107. MathUtils,
  108. Uint32BufferAttribute,
  109. Vector3
  110. } from "../../../build/three.module.js";
  111. import { SimplexNoise } from "../math/SimplexNoise.js";
  112. var LightningStrike = function ( rayParameters ) {
  113. BufferGeometry.call( this );
  114. this.type = 'LightningStrike';
  115. // Set parameters, and set undefined parameters to default values
  116. rayParameters = rayParameters || {};
  117. this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) );
  118. // Creates and populates the mesh
  119. this.createMesh();
  120. };
  121. LightningStrike.prototype = Object.create( BufferGeometry.prototype );
  122. LightningStrike.prototype.constructor = LightningStrike;
  123. LightningStrike.prototype.isLightningStrike = true;
  124. // Ray states
  125. LightningStrike.RAY_INITIALIZED = 0;
  126. LightningStrike.RAY_UNBORN = 1;
  127. LightningStrike.RAY_PROPAGATING = 2;
  128. LightningStrike.RAY_STEADY = 3;
  129. LightningStrike.RAY_VANISHING = 4;
  130. LightningStrike.RAY_EXTINGUISHED = 5;
  131. LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 );
  132. LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 );
  133. LightningStrike.createRandomGenerator = function () {
  134. var numSeeds = 2053;
  135. var seeds = [];
  136. for ( var i = 0; i < numSeeds; i ++ ) {
  137. seeds.push( Math.random() );
  138. }
  139. var generator = {
  140. currentSeed: 0,
  141. random: function () {
  142. var value = seeds[ generator.currentSeed ];
  143. generator.currentSeed = ( generator.currentSeed + 1 ) % numSeeds;
  144. return value;
  145. },
  146. getSeed: function () {
  147. return generator.currentSeed / numSeeds;
  148. },
  149. setSeed: function ( seed ) {
  150. generator.currentSeed = Math.floor( seed * numSeeds ) % numSeeds;
  151. }
  152. };
  153. return generator;
  154. };
  155. LightningStrike.copyParameters = function ( dest, source ) {
  156. source = source || {};
  157. dest = dest || {};
  158. var vecCopy = function ( v ) {
  159. if ( source === dest ) {
  160. return v;
  161. } else {
  162. return v.clone();
  163. }
  164. };
  165. dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy( source.sourceOffset ) : new Vector3( 0, 100, 0 ),
  166. dest.destOffset = source.destOffset !== undefined ? vecCopy( source.destOffset ) : new Vector3( 0, 0, 0 ),
  167. dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1,
  168. dest.roughness = source.roughness !== undefined ? source.roughness : 0.9,
  169. dest.straightness = source.straightness !== undefined ? source.straightness : 0.7,
  170. dest.up0 = source.up0 !== undefined ? vecCopy( source.up0 ) : new Vector3( 0, 0, 1 );
  171. dest.up1 = source.up1 !== undefined ? vecCopy( source.up1 ) : new Vector3( 0, 0, 1 ),
  172. dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1,
  173. dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1,
  174. dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5,
  175. dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2,
  176. dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2,
  177. // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
  178. dest.isEternal = source.isEternal !== undefined ? source.isEternal : ( source.birthTime === undefined || source.deathTime === undefined ),
  179. dest.birthTime = source.birthTime,
  180. dest.deathTime = source.deathTime,
  181. dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1,
  182. dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9,
  183. dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4,
  184. dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6;
  185. // These parameters cannot change after lightning creation:
  186. dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
  187. dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
  188. dest.ramification = source.ramification !== undefined ? source.ramification : 5;
  189. dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
  190. dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
  191. dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
  192. dest.randomGenerator = source.randomGenerator,
  193. dest.noiseSeed = source.noiseSeed,
  194. dest.onDecideSubrayCreation = source.onDecideSubrayCreation,
  195. dest.onSubrayCreation = source.onSubrayCreation;
  196. return dest;
  197. };
  198. LightningStrike.prototype.update = function ( time ) {
  199. if ( this.isStatic ) return;
  200. if ( this.rayParameters.isEternal || ( this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime ) ) {
  201. this.updateMesh( time );
  202. if ( time < this.subrays[ 0 ].endPropagationTime ) {
  203. this.state = LightningStrike.RAY_PROPAGATING;
  204. } else if ( time > this.subrays[ 0 ].beginVanishingTime ) {
  205. this.state = LightningStrike.RAY_VANISHING;
  206. } else {
  207. this.state = LightningStrike.RAY_STEADY;
  208. }
  209. this.visible = true;
  210. } else {
  211. this.visible = false;
  212. if ( time < this.rayParameters.birthTime ) {
  213. this.state = LightningStrike.RAY_UNBORN;
  214. } else {
  215. this.state = LightningStrike.RAY_EXTINGUISHED;
  216. }
  217. }
  218. };
  219. LightningStrike.prototype.init = function ( rayParameters ) {
  220. // Init all the state from the parameters
  221. this.rayParameters = rayParameters;
  222. // These parameters cannot change after lightning creation:
  223. this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9;
  224. rayParameters.maxIterations = this.maxIterations;
  225. this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
  226. rayParameters.isStatic = this.isStatic;
  227. this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5;
  228. rayParameters.ramification = this.ramification;
  229. this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3;
  230. rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
  231. this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
  232. rayParameters.recursionProbability = this.recursionProbability;
  233. this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
  234. rayParameters.generateUVs = this.generateUVs;
  235. // Random generator
  236. if ( rayParameters.randomGenerator !== undefined ) {
  237. this.randomGenerator = rayParameters.randomGenerator;
  238. this.seedGenerator = rayParameters.randomGenerator;
  239. if ( rayParameters.noiseSeed !== undefined ) {
  240. this.seedGenerator.setSeed( rayParameters.noiseSeed );
  241. }
  242. } else {
  243. this.randomGenerator = LightningStrike.createRandomGenerator();
  244. this.seedGenerator = Math;
  245. }
  246. // Ray creation callbacks
  247. if ( rayParameters.onDecideSubrayCreation !== undefined ) {
  248. this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
  249. } else {
  250. this.createDefaultSubrayCreationCallbacks();
  251. if ( rayParameters.onSubrayCreation !== undefined ) {
  252. this.onSubrayCreation = rayParameters.onSubrayCreation;
  253. }
  254. }
  255. // Internal state
  256. this.state = LightningStrike.RAY_INITIALIZED;
  257. this.maxSubrays = Math.ceil( 1 + Math.pow( this.ramification, Math.max( 0, this.maxSubrayRecursion - 1 ) ) );
  258. rayParameters.maxSubrays = this.maxSubrays;
  259. this.maxRaySegments = 2 * ( 1 << this.maxIterations );
  260. this.subrays = [];
  261. for ( var i = 0; i < this.maxSubrays; i ++ ) {
  262. this.subrays.push( this.createSubray() );
  263. }
  264. this.raySegments = [];
  265. for ( var i = 0; i < this.maxRaySegments; i ++ ) {
  266. this.raySegments.push( this.createSegment() );
  267. }
  268. this.time = 0;
  269. this.timeFraction = 0;
  270. this.currentSegmentCallback = null;
  271. this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
  272. this.numSubrays = 0;
  273. this.currentSubray = null;
  274. this.currentSegmentIndex = 0;
  275. this.isInitialSegment = false;
  276. this.subrayProbability = 0;
  277. this.currentVertex = 0;
  278. this.currentIndex = 0;
  279. this.currentCoordinate = 0;
  280. this.currentUVCoordinate = 0;
  281. this.vertices = null;
  282. this.uvs = null;
  283. this.indices = null;
  284. this.positionAttribute = null;
  285. this.uvsAttribute = null;
  286. this.simplexX = new SimplexNoise( this.seedGenerator );
  287. this.simplexY = new SimplexNoise( this.seedGenerator );
  288. this.simplexZ = new SimplexNoise( this.seedGenerator );
  289. // Temp vectors
  290. this.forwards = new Vector3();
  291. this.forwardsFill = new Vector3();
  292. this.side = new Vector3();
  293. this.down = new Vector3();
  294. this.middlePos = new Vector3();
  295. this.middleLinPos = new Vector3();
  296. this.newPos = new Vector3();
  297. this.vPos = new Vector3();
  298. this.cross1 = new Vector3();
  299. };
  300. LightningStrike.prototype.createMesh = function () {
  301. var maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
  302. var maxVerts = 3 * ( maxDrawableSegmentsPerSubRay + 1 ) * this.maxSubrays;
  303. var maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
  304. this.vertices = new Float32Array( maxVerts * 3 );
  305. this.indices = new Uint32Array( maxIndices );
  306. if ( this.generateUVs ) {
  307. this.uvs = new Float32Array( maxVerts * 2 );
  308. }
  309. // Populate the mesh
  310. this.fillMesh( 0 );
  311. this.setIndex( new Uint32BufferAttribute( this.indices, 1 ) );
  312. this.positionAttribute = new Float32BufferAttribute( this.vertices, 3 );
  313. this.setAttribute( 'position', this.positionAttribute );
  314. if ( this.generateUVs ) {
  315. this.uvsAttribute = new Float32BufferAttribute( new Float32Array( this.uvs ), 2 );
  316. this.setAttribute( 'uv', this.uvsAttribute );
  317. }
  318. if ( ! this.isStatic ) {
  319. this.index.usage = DynamicDrawUsage;
  320. this.positionAttribute.usage = DynamicDrawUsage;
  321. if ( this.generateUVs ) {
  322. this.uvsAttribute.usage = DynamicDrawUsage;
  323. }
  324. }
  325. // Store buffers for later modification
  326. this.vertices = this.positionAttribute.array;
  327. this.indices = this.index.array;
  328. if ( this.generateUVs ) {
  329. this.uvs = this.uvsAttribute.array;
  330. }
  331. };
  332. LightningStrike.prototype.updateMesh = function ( time ) {
  333. this.fillMesh( time );
  334. this.drawRange.count = this.currentIndex;
  335. this.index.needsUpdate = true;
  336. this.positionAttribute.needsUpdate = true;
  337. if ( this.generateUVs ) {
  338. this.uvsAttribute.needsUpdate = true;
  339. }
  340. };
  341. LightningStrike.prototype.fillMesh = function ( time ) {
  342. var scope = this;
  343. this.currentVertex = 0;
  344. this.currentIndex = 0;
  345. this.currentCoordinate = 0;
  346. this.currentUVCoordinate = 0;
  347. this.fractalRay( time, function fillVertices( segment ) {
  348. var subray = scope.currentSubray;
  349. if ( time < subray.birthTime ) { //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
  350. return;
  351. } else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) {
  352. // Eternal rays don't propagate nor vanish, but its subrays do
  353. scope.createPrism( segment );
  354. scope.onDecideSubrayCreation( segment, scope );
  355. } else if ( time < subray.endPropagationTime ) {
  356. if ( scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor ) {
  357. // Ray propagation has arrived to this segment
  358. scope.createPrism( segment );
  359. scope.onDecideSubrayCreation( segment, scope );
  360. }
  361. } else if ( time < subray.beginVanishingTime ) {
  362. // Ray is steady (nor propagating nor vanishing)
  363. scope.createPrism( segment );
  364. scope.onDecideSubrayCreation( segment, scope );
  365. } else {
  366. if ( scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * ( 1 - subray.vanishingTimeFactor ) ) {
  367. // Segment has not yet vanished
  368. scope.createPrism( segment );
  369. }
  370. scope.onDecideSubrayCreation( segment, scope );
  371. }
  372. } );
  373. };
  374. LightningStrike.prototype.addNewSubray = function ( /*rayParameters*/ ) {
  375. return this.subrays[ this.numSubrays ++ ];
  376. };
  377. LightningStrike.prototype.initSubray = function ( subray, rayParameters ) {
  378. subray.pos0.copy( rayParameters.sourceOffset );
  379. subray.pos1.copy( rayParameters.destOffset );
  380. subray.up0.copy( rayParameters.up0 );
  381. subray.up1.copy( rayParameters.up1 );
  382. subray.radius0 = rayParameters.radius0;
  383. subray.radius1 = rayParameters.radius1;
  384. subray.birthTime = rayParameters.birthTime;
  385. subray.deathTime = rayParameters.deathTime;
  386. subray.timeScale = rayParameters.timeScale;
  387. subray.roughness = rayParameters.roughness;
  388. subray.straightness = rayParameters.straightness;
  389. subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
  390. subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
  391. subray.maxIterations = this.maxIterations;
  392. subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
  393. subray.recursion = 0;
  394. };
  395. LightningStrike.prototype.fractalRay = function ( time, segmentCallback ) {
  396. this.time = time;
  397. this.currentSegmentCallback = segmentCallback;
  398. this.numSubrays = 0;
  399. // Add the top level subray
  400. this.initSubray( this.addNewSubray(), this.rayParameters );
  401. // Process all subrays that are being generated until consuming all of them
  402. for ( var subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex ++ ) {
  403. var subray = this.subrays[ subrayIndex ];
  404. this.currentSubray = subray;
  405. this.randomGenerator.setSeed( subray.seed );
  406. subray.endPropagationTime = MathUtils.lerp( subray.birthTime, subray.deathTime, subray.propagationTimeFactor );
  407. subray.beginVanishingTime = MathUtils.lerp( subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor );
  408. var random1 = this.randomGenerator.random;
  409. subray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  410. subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  411. this.timeFraction = ( time - subray.birthTime ) / ( subray.deathTime - subray.birthTime );
  412. this.currentSegmentIndex = 0;
  413. this.isInitialSegment = true;
  414. var segment = this.getNewSegment();
  415. segment.iteration = 0;
  416. segment.pos0.copy( subray.pos0 );
  417. segment.pos1.copy( subray.pos1 );
  418. segment.linPos0.copy( subray.linPos0 );
  419. segment.linPos1.copy( subray.linPos1 );
  420. segment.up0.copy( subray.up0 );
  421. segment.up1.copy( subray.up1 );
  422. segment.radius0 = subray.radius0;
  423. segment.radius1 = subray.radius1;
  424. segment.fraction0 = 0;
  425. segment.fraction1 = 1;
  426. segment.positionVariationFactor = 1 - subray.straightness;
  427. this.subrayProbability = this.ramification * Math.pow( this.recursionProbability, subray.recursion ) / ( 1 << subray.maxIterations );
  428. this.fractalRayRecursive( segment );
  429. }
  430. this.currentSegmentCallback = null;
  431. this.currentSubray = null;
  432. };
  433. LightningStrike.prototype.fractalRayRecursive = function ( segment ) {
  434. // Leave recursion condition
  435. if ( segment.iteration >= this.currentSubray.maxIterations ) {
  436. this.currentSegmentCallback( segment );
  437. return;
  438. }
  439. // Interpolation
  440. this.forwards.subVectors( segment.pos1, segment.pos0 );
  441. var lForwards = this.forwards.length();
  442. if ( lForwards < 0.000001 ) {
  443. this.forwards.set( 0, 0, 0.01 );
  444. lForwards = this.forwards.length();
  445. }
  446. var middleRadius = ( segment.radius0 + segment.radius1 ) * 0.5;
  447. var middleFraction = ( segment.fraction0 + segment.fraction1 ) * 0.5;
  448. var timeDimension = this.time * this.currentSubray.timeScale * Math.pow( 2, segment.iteration );
  449. this.middlePos.lerpVectors( segment.pos0, segment.pos1, 0.5 );
  450. this.middleLinPos.lerpVectors( segment.linPos0, segment.linPos1, 0.5 );
  451. var p = this.middleLinPos;
  452. // Noise
  453. this.newPos.set( this.simplexX.noise4d( p.x, p.y, p.z, timeDimension ),
  454. this.simplexY.noise4d( p.x, p.y, p.z, timeDimension ),
  455. this.simplexZ.noise4d( p.x, p.y, p.z, timeDimension ) );
  456. this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards );
  457. this.newPos.add( this.middlePos );
  458. // Recursion
  459. var newSegment1 = this.getNewSegment();
  460. newSegment1.pos0.copy( segment.pos0 );
  461. newSegment1.pos1.copy( this.newPos );
  462. newSegment1.linPos0.copy( segment.linPos0 );
  463. newSegment1.linPos1.copy( this.middleLinPos );
  464. newSegment1.up0.copy( segment.up0 );
  465. newSegment1.up1.copy( segment.up1 );
  466. newSegment1.radius0 = segment.radius0;
  467. newSegment1.radius1 = middleRadius;
  468. newSegment1.fraction0 = segment.fraction0;
  469. newSegment1.fraction1 = middleFraction;
  470. newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  471. newSegment1.iteration = segment.iteration + 1;
  472. var newSegment2 = this.getNewSegment();
  473. newSegment2.pos0.copy( this.newPos );
  474. newSegment2.pos1.copy( segment.pos1 );
  475. newSegment2.linPos0.copy( this.middleLinPos );
  476. newSegment2.linPos1.copy( segment.linPos1 );
  477. this.cross1.crossVectors( segment.up0, this.forwards.normalize() );
  478. newSegment2.up0.crossVectors( this.forwards, this.cross1 ).normalize();
  479. newSegment2.up1.copy( segment.up1 );
  480. newSegment2.radius0 = middleRadius;
  481. newSegment2.radius1 = segment.radius1;
  482. newSegment2.fraction0 = middleFraction;
  483. newSegment2.fraction1 = segment.fraction1;
  484. newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  485. newSegment2.iteration = segment.iteration + 1;
  486. this.fractalRayRecursive( newSegment1 );
  487. this.fractalRayRecursive( newSegment2 );
  488. };
  489. LightningStrike.prototype.createPrism = function ( segment ) {
  490. // Creates one triangular prism and its vertices at the segment
  491. this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize();
  492. if ( this.isInitialSegment ) {
  493. this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 );
  494. this.isInitialSegment = false;
  495. }
  496. this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 );
  497. this.createPrismFaces();
  498. };
  499. LightningStrike.prototype.createTriangleVerticesWithoutUVs = function ( pos, up, forwards, radius ) {
  500. // Create an equilateral triangle (only vertices)
  501. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  502. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  503. var p = this.vPos;
  504. var v = this.vertices;
  505. p.copy( pos ).sub( this.side ).add( this.down );
  506. v[ this.currentCoordinate ++ ] = p.x;
  507. v[ this.currentCoordinate ++ ] = p.y;
  508. v[ this.currentCoordinate ++ ] = p.z;
  509. p.copy( pos ).add( this.side ).add( this.down );
  510. v[ this.currentCoordinate ++ ] = p.x;
  511. v[ this.currentCoordinate ++ ] = p.y;
  512. v[ this.currentCoordinate ++ ] = p.z;
  513. p.copy( up ).multiplyScalar( radius ).add( pos );
  514. v[ this.currentCoordinate ++ ] = p.x;
  515. v[ this.currentCoordinate ++ ] = p.y;
  516. v[ this.currentCoordinate ++ ] = p.z;
  517. this.currentVertex += 3;
  518. };
  519. LightningStrike.prototype.createTriangleVerticesWithUVs = function ( pos, up, forwards, radius, u ) {
  520. // Create an equilateral triangle (only vertices)
  521. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  522. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  523. var p = this.vPos;
  524. var v = this.vertices;
  525. var uv = this.uvs;
  526. p.copy( pos ).sub( this.side ).add( this.down );
  527. v[ this.currentCoordinate ++ ] = p.x;
  528. v[ this.currentCoordinate ++ ] = p.y;
  529. v[ this.currentCoordinate ++ ] = p.z;
  530. uv[ this.currentUVCoordinate ++ ] = u;
  531. uv[ this.currentUVCoordinate ++ ] = 0;
  532. p.copy( pos ).add( this.side ).add( this.down );
  533. v[ this.currentCoordinate ++ ] = p.x;
  534. v[ this.currentCoordinate ++ ] = p.y;
  535. v[ this.currentCoordinate ++ ] = p.z;
  536. uv[ this.currentUVCoordinate ++ ] = u;
  537. uv[ this.currentUVCoordinate ++ ] = 0.5;
  538. p.copy( up ).multiplyScalar( radius ).add( pos );
  539. v[ this.currentCoordinate ++ ] = p.x;
  540. v[ this.currentCoordinate ++ ] = p.y;
  541. v[ this.currentCoordinate ++ ] = p.z;
  542. uv[ this.currentUVCoordinate ++ ] = u;
  543. uv[ this.currentUVCoordinate ++ ] = 1;
  544. this.currentVertex += 3;
  545. };
  546. LightningStrike.prototype.createPrismFaces = function ( vertex/*, index*/ ) {
  547. var indices = this.indices;
  548. var vertex = this.currentVertex - 6;
  549. indices[ this.currentIndex ++ ] = vertex + 1;
  550. indices[ this.currentIndex ++ ] = vertex + 2;
  551. indices[ this.currentIndex ++ ] = vertex + 5;
  552. indices[ this.currentIndex ++ ] = vertex + 1;
  553. indices[ this.currentIndex ++ ] = vertex + 5;
  554. indices[ this.currentIndex ++ ] = vertex + 4;
  555. indices[ this.currentIndex ++ ] = vertex + 0;
  556. indices[ this.currentIndex ++ ] = vertex + 1;
  557. indices[ this.currentIndex ++ ] = vertex + 4;
  558. indices[ this.currentIndex ++ ] = vertex + 0;
  559. indices[ this.currentIndex ++ ] = vertex + 4;
  560. indices[ this.currentIndex ++ ] = vertex + 3;
  561. indices[ this.currentIndex ++ ] = vertex + 2;
  562. indices[ this.currentIndex ++ ] = vertex + 0;
  563. indices[ this.currentIndex ++ ] = vertex + 3;
  564. indices[ this.currentIndex ++ ] = vertex + 2;
  565. indices[ this.currentIndex ++ ] = vertex + 3;
  566. indices[ this.currentIndex ++ ] = vertex + 5;
  567. };
  568. LightningStrike.prototype.createDefaultSubrayCreationCallbacks = function () {
  569. var random1 = this.randomGenerator.random;
  570. this.onDecideSubrayCreation = function ( segment, lightningStrike ) {
  571. // Decide subrays creation at parent (sub)ray segment
  572. var subray = lightningStrike.currentSubray;
  573. var period = lightningStrike.rayParameters.subrayPeriod;
  574. var dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
  575. var phase0 = ( lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) ? - random1() * period : MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period;
  576. var phase = lightningStrike.time - phase0;
  577. var currentCycle = Math.floor( phase / period );
  578. var childSubraySeed = random1() * ( currentCycle + 1 );
  579. var isActive = phase % period <= dutyCycle * period;
  580. var probability = 0;
  581. if ( isActive ) {
  582. probability = lightningStrike.subrayProbability;
  583. // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
  584. }
  585. if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) {
  586. var childSubray = lightningStrike.addNewSubray();
  587. var parentSeed = lightningStrike.randomGenerator.getSeed();
  588. childSubray.seed = childSubraySeed;
  589. lightningStrike.randomGenerator.setSeed( childSubraySeed );
  590. childSubray.recursion = subray.recursion + 1;
  591. childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 );
  592. childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  593. childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  594. childSubray.up0.copy( subray.up0 );
  595. childSubray.up1.copy( subray.up1 );
  596. childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
  597. childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor );
  598. childSubray.birthTime = phase0 + ( currentCycle ) * period;
  599. childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
  600. if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) {
  601. childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime );
  602. childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime );
  603. }
  604. childSubray.timeScale = subray.timeScale * 2;
  605. childSubray.roughness = subray.roughness;
  606. childSubray.straightness = subray.straightness;
  607. childSubray.propagationTimeFactor = subray.propagationTimeFactor;
  608. childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
  609. lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike );
  610. lightningStrike.randomGenerator.setSeed( parentSeed );
  611. }
  612. };
  613. var vec1Pos = new Vector3();
  614. var vec2Forward = new Vector3();
  615. var vec3Side = new Vector3();
  616. var vec4Up = new Vector3();
  617. this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) {
  618. // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
  619. // Just use the default cone position generator
  620. lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 );
  621. };
  622. this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  623. // Sets childSubray pos0 and pos1 in a cone
  624. childSubray.pos0.copy( segment.pos0 );
  625. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  626. vec2Forward.copy( vec1Pos ).normalize();
  627. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) );
  628. var length = vec1Pos.length();
  629. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  630. var angle = 2 * Math.PI * random1();
  631. vec3Side.multiplyScalar( Math.cos( angle ) );
  632. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  633. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  634. };
  635. this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  636. // Sets childSubray pos0 and pos1 in a cylinder
  637. childSubray.pos0.copy( segment.pos0 );
  638. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  639. vec2Forward.copy( vec1Pos ).normalize();
  640. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) );
  641. var length = vec1Pos.length();
  642. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  643. var angle = 2 * Math.PI * random1();
  644. vec3Side.multiplyScalar( Math.cos( angle ) );
  645. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  646. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  647. };
  648. };
  649. LightningStrike.prototype.createSubray = function () {
  650. return {
  651. seed: 0,
  652. maxIterations: 0,
  653. recursion: 0,
  654. pos0: new Vector3(),
  655. pos1: new Vector3(),
  656. linPos0: new Vector3(),
  657. linPos1: new Vector3(),
  658. up0: new Vector3(),
  659. up1: new Vector3(),
  660. radius0: 0,
  661. radius1: 0,
  662. birthTime: 0,
  663. deathTime: 0,
  664. timeScale: 0,
  665. roughness: 0,
  666. straightness: 0,
  667. propagationTimeFactor: 0,
  668. vanishingTimeFactor: 0,
  669. endPropagationTime: 0,
  670. beginVanishingTime: 0
  671. };
  672. };
  673. LightningStrike.prototype.createSegment = function () {
  674. return {
  675. iteration: 0,
  676. pos0: new Vector3(),
  677. pos1: new Vector3(),
  678. linPos0: new Vector3(),
  679. linPos1: new Vector3(),
  680. up0: new Vector3(),
  681. up1: new Vector3(),
  682. radius0: 0,
  683. radius1: 0,
  684. fraction0: 0,
  685. fraction1: 0,
  686. positionVariationFactor: 0
  687. };
  688. };
  689. LightningStrike.prototype.getNewSegment = function () {
  690. return this.raySegments[ this.currentSegmentIndex ++ ];
  691. };
  692. LightningStrike.prototype.copy = function ( source ) {
  693. BufferGeometry.prototype.copy.call( this, source );
  694. this.init( LightningStrike.copyParameters( {}, source.rayParameters ) );
  695. return this;
  696. };
  697. LightningStrike.prototype.clone = function () {
  698. return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) );
  699. };
  700. export { LightningStrike };