LightningStrike.js 32 KB

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