| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874 | ( function () {	/** * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs. * * * Usage * * var myRay = new LightningStrike( paramsObject ); * var myRayMesh = new THREE.Mesh( myRay, myMaterial ); * scene.add( myRayMesh ); * ... * myRay.update( currentTime ); * * The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative. * * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters. * * * LightningStrike parameters * * The paramsObject can contain any of the following parameters. * * Legend: * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters. * 'Subray': A ramification of the ray. It is not a LightningStrike object. * 'Segment': A linear segment piece of a subray. * 'Leaf segment': A ray segment which cannot be smaller. * * * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly: * * @param {Vector3} sourceOffset The point where the ray starts. * * @param {Vector3} destOffset The point where the ray ends. * * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1 * * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9 * * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7 * * @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. * * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized. * * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1 * * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1 * * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5 * * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2 * * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1 * * * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly: * * @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. * * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None. * * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None. * * @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 * * @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 * * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4 * * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6 * * * These parameters cannot change after lightning creation: * * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9 * * @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. * * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5 * * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3 * * @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 * * @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. * * @param {Object} randomGenerator Set here your random number generator which will seed the THREE.SimplexNoise and other decisions during ray tree creation. * 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. * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable. * 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. * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied) * * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator) * * @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. * * @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. * **/	class LightningStrike extends THREE.BufferGeometry {		constructor( rayParameters = {} ) {			super();			this.type = 'LightningStrike'; // Set parameters, and set undefined parameters to default values			this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) ); // Creates and populates the mesh			this.createMesh();		}		static createRandomGenerator() {			const numSeeds = 2053;			const seeds = [];			for ( let i = 0; i < numSeeds; i ++ ) {				seeds.push( Math.random() );			}			const generator = {				currentSeed: 0,				random: function () {					const value = seeds[ generator.currentSeed ];					generator.currentSeed = ( generator.currentSeed + 1 ) % numSeeds;					return value;				},				getSeed: function () {					return generator.currentSeed / numSeeds;				},				setSeed: function ( seed ) {					generator.currentSeed = Math.floor( seed * numSeeds ) % numSeeds;				}			};			return generator;		}		static copyParameters( dest = {}, source = {} ) {			const vecCopy = function ( v ) {				if ( source === dest ) {					return v;				} else {					return v.clone();				}			};			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 );			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:			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:			dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;			dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;			dest.ramification = source.ramification !== undefined ? source.ramification : 5;			dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;			dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;			dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;			dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;			return dest;		}		update( time ) {			if ( this.isStatic ) return;			if ( this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime ) {				this.updateMesh( time );				if ( time < this.subrays[ 0 ].endPropagationTime ) {					this.state = LightningStrike.RAY_PROPAGATING;				} else if ( time > this.subrays[ 0 ].beginVanishingTime ) {					this.state = LightningStrike.RAY_VANISHING;				} else {					this.state = LightningStrike.RAY_STEADY;				}				this.visible = true;			} else {				this.visible = false;				if ( time < this.rayParameters.birthTime ) {					this.state = LightningStrike.RAY_UNBORN;				} else {					this.state = LightningStrike.RAY_EXTINGUISHED;				}			}		}		init( rayParameters ) {			// Init all the state from the parameters			this.rayParameters = rayParameters; // These parameters cannot change after lightning creation:			this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9;			rayParameters.maxIterations = this.maxIterations;			this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;			rayParameters.isStatic = this.isStatic;			this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5;			rayParameters.ramification = this.ramification;			this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3;			rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;			this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;			rayParameters.recursionProbability = this.recursionProbability;			this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;			rayParameters.generateUVs = this.generateUVs; // Random generator			if ( rayParameters.randomGenerator !== undefined ) {				this.randomGenerator = rayParameters.randomGenerator;				this.seedGenerator = rayParameters.randomGenerator;				if ( rayParameters.noiseSeed !== undefined ) {					this.seedGenerator.setSeed( rayParameters.noiseSeed );				}			} else {				this.randomGenerator = LightningStrike.createRandomGenerator();				this.seedGenerator = Math;			} // Ray creation callbacks			if ( rayParameters.onDecideSubrayCreation !== undefined ) {				this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;			} else {				this.createDefaultSubrayCreationCallbacks();				if ( rayParameters.onSubrayCreation !== undefined ) {					this.onSubrayCreation = rayParameters.onSubrayCreation;				}			} // Internal state			this.state = LightningStrike.RAY_INITIALIZED;			this.maxSubrays = Math.ceil( 1 + Math.pow( this.ramification, Math.max( 0, this.maxSubrayRecursion - 1 ) ) );			rayParameters.maxSubrays = this.maxSubrays;			this.maxRaySegments = 2 * ( 1 << this.maxIterations );			this.subrays = [];			for ( let i = 0; i < this.maxSubrays; i ++ ) {				this.subrays.push( this.createSubray() );			}			this.raySegments = [];			for ( let i = 0; i < this.maxRaySegments; i ++ ) {				this.raySegments.push( this.createSegment() );			}			this.time = 0;			this.timeFraction = 0;			this.currentSegmentCallback = null;			this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;			this.numSubrays = 0;			this.currentSubray = null;			this.currentSegmentIndex = 0;			this.isInitialSegment = false;			this.subrayProbability = 0;			this.currentVertex = 0;			this.currentIndex = 0;			this.currentCoordinate = 0;			this.currentUVCoordinate = 0;			this.vertices = null;			this.uvs = null;			this.indices = null;			this.positionAttribute = null;			this.uvsAttribute = null;			this.simplexX = new THREE.SimplexNoise( this.seedGenerator );			this.simplexY = new THREE.SimplexNoise( this.seedGenerator );			this.simplexZ = new THREE.SimplexNoise( this.seedGenerator ); // Temp vectors			this.forwards = new THREE.Vector3();			this.forwardsFill = new THREE.Vector3();			this.side = new THREE.Vector3();			this.down = new THREE.Vector3();			this.middlePos = new THREE.Vector3();			this.middleLinPos = new THREE.Vector3();			this.newPos = new THREE.Vector3();			this.vPos = new THREE.Vector3();			this.cross1 = new THREE.Vector3();		}		createMesh() {			const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;			const maxVerts = 3 * ( maxDrawableSegmentsPerSubRay + 1 ) * this.maxSubrays;			const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;			this.vertices = new Float32Array( maxVerts * 3 );			this.indices = new Uint32Array( maxIndices );			if ( this.generateUVs ) {				this.uvs = new Float32Array( maxVerts * 2 );			} // Populate the mesh			this.fillMesh( 0 );			this.setIndex( new THREE.Uint32BufferAttribute( this.indices, 1 ) );			this.positionAttribute = new THREE.Float32BufferAttribute( this.vertices, 3 );			this.setAttribute( 'position', this.positionAttribute );			if ( this.generateUVs ) {				this.uvsAttribute = new THREE.Float32BufferAttribute( new Float32Array( this.uvs ), 2 );				this.setAttribute( 'uv', this.uvsAttribute );			}			if ( ! this.isStatic ) {				this.index.usage = THREE.DynamicDrawUsage;				this.positionAttribute.usage = THREE.DynamicDrawUsage;				if ( this.generateUVs ) {					this.uvsAttribute.usage = THREE.DynamicDrawUsage;				}			} // Store buffers for later modification			this.vertices = this.positionAttribute.array;			this.indices = this.index.array;			if ( this.generateUVs ) {				this.uvs = this.uvsAttribute.array;			}		}		updateMesh( time ) {			this.fillMesh( time );			this.drawRange.count = this.currentIndex;			this.index.needsUpdate = true;			this.positionAttribute.needsUpdate = true;			if ( this.generateUVs ) {				this.uvsAttribute.needsUpdate = true;			}		}		fillMesh( time ) {			const scope = this;			this.currentVertex = 0;			this.currentIndex = 0;			this.currentCoordinate = 0;			this.currentUVCoordinate = 0;			this.fractalRay( time, function fillVertices( segment ) {				const subray = scope.currentSubray;				if ( time < subray.birthTime ) {					//&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {					return;				} else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) {					// Eternal rays don't propagate nor vanish, but its subrays do					scope.createPrism( segment );					scope.onDecideSubrayCreation( segment, scope );				} else if ( time < subray.endPropagationTime ) {					if ( scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor ) {						// Ray propagation has arrived to this segment						scope.createPrism( segment );						scope.onDecideSubrayCreation( segment, scope );					}				} else if ( time < subray.beginVanishingTime ) {					// Ray is steady (nor propagating nor vanishing)					scope.createPrism( segment );					scope.onDecideSubrayCreation( segment, scope );				} else {					if ( scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * ( 1 - subray.vanishingTimeFactor ) ) {						// Segment has not yet vanished						scope.createPrism( segment );					}					scope.onDecideSubrayCreation( segment, scope );				}			} );		}		addNewSubray() {			return this.subrays[ this.numSubrays ++ ];		}		initSubray( subray, rayParameters ) {			subray.pos0.copy( rayParameters.sourceOffset );			subray.pos1.copy( rayParameters.destOffset );			subray.up0.copy( rayParameters.up0 );			subray.up1.copy( rayParameters.up1 );			subray.radius0 = rayParameters.radius0;			subray.radius1 = rayParameters.radius1;			subray.birthTime = rayParameters.birthTime;			subray.deathTime = rayParameters.deathTime;			subray.timeScale = rayParameters.timeScale;			subray.roughness = rayParameters.roughness;			subray.straightness = rayParameters.straightness;			subray.propagationTimeFactor = rayParameters.propagationTimeFactor;			subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;			subray.maxIterations = this.maxIterations;			subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;			subray.recursion = 0;		}		fractalRay( time, segmentCallback ) {			this.time = time;			this.currentSegmentCallback = segmentCallback;			this.numSubrays = 0; // Add the top level subray			this.initSubray( this.addNewSubray(), this.rayParameters ); // Process all subrays that are being generated until consuming all of them			for ( let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex ++ ) {				const subray = this.subrays[ subrayIndex ];				this.currentSubray = subray;				this.randomGenerator.setSeed( subray.seed );				subray.endPropagationTime = THREE.MathUtils.lerp( subray.birthTime, subray.deathTime, subray.propagationTimeFactor );				subray.beginVanishingTime = THREE.MathUtils.lerp( subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor );				const random1 = this.randomGenerator.random;				subray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );				subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );				this.timeFraction = ( time - subray.birthTime ) / ( subray.deathTime - subray.birthTime );				this.currentSegmentIndex = 0;				this.isInitialSegment = true;				const segment = this.getNewSegment();				segment.iteration = 0;				segment.pos0.copy( subray.pos0 );				segment.pos1.copy( subray.pos1 );				segment.linPos0.copy( subray.linPos0 );				segment.linPos1.copy( subray.linPos1 );				segment.up0.copy( subray.up0 );				segment.up1.copy( subray.up1 );				segment.radius0 = subray.radius0;				segment.radius1 = subray.radius1;				segment.fraction0 = 0;				segment.fraction1 = 1;				segment.positionVariationFactor = 1 - subray.straightness;				this.subrayProbability = this.ramification * Math.pow( this.recursionProbability, subray.recursion ) / ( 1 << subray.maxIterations );				this.fractalRayRecursive( segment );			}			this.currentSegmentCallback = null;			this.currentSubray = null;		}		fractalRayRecursive( segment ) {			// Leave recursion condition			if ( segment.iteration >= this.currentSubray.maxIterations ) {				this.currentSegmentCallback( segment );				return;			} // Interpolation			this.forwards.subVectors( segment.pos1, segment.pos0 );			let lForwards = this.forwards.length();			if ( lForwards < 0.000001 ) {				this.forwards.set( 0, 0, 0.01 );				lForwards = this.forwards.length();			}			const middleRadius = ( segment.radius0 + segment.radius1 ) * 0.5;			const middleFraction = ( segment.fraction0 + segment.fraction1 ) * 0.5;			const timeDimension = this.time * this.currentSubray.timeScale * Math.pow( 2, segment.iteration );			this.middlePos.lerpVectors( segment.pos0, segment.pos1, 0.5 );			this.middleLinPos.lerpVectors( segment.linPos0, segment.linPos1, 0.5 );			const p = this.middleLinPos; // Noise			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 ) );			this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards );			this.newPos.add( this.middlePos ); // Recursion			const newSegment1 = this.getNewSegment();			newSegment1.pos0.copy( segment.pos0 );			newSegment1.pos1.copy( this.newPos );			newSegment1.linPos0.copy( segment.linPos0 );			newSegment1.linPos1.copy( this.middleLinPos );			newSegment1.up0.copy( segment.up0 );			newSegment1.up1.copy( segment.up1 );			newSegment1.radius0 = segment.radius0;			newSegment1.radius1 = middleRadius;			newSegment1.fraction0 = segment.fraction0;			newSegment1.fraction1 = middleFraction;			newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;			newSegment1.iteration = segment.iteration + 1;			const newSegment2 = this.getNewSegment();			newSegment2.pos0.copy( this.newPos );			newSegment2.pos1.copy( segment.pos1 );			newSegment2.linPos0.copy( this.middleLinPos );			newSegment2.linPos1.copy( segment.linPos1 );			this.cross1.crossVectors( segment.up0, this.forwards.normalize() );			newSegment2.up0.crossVectors( this.forwards, this.cross1 ).normalize();			newSegment2.up1.copy( segment.up1 );			newSegment2.radius0 = middleRadius;			newSegment2.radius1 = segment.radius1;			newSegment2.fraction0 = middleFraction;			newSegment2.fraction1 = segment.fraction1;			newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;			newSegment2.iteration = segment.iteration + 1;			this.fractalRayRecursive( newSegment1 );			this.fractalRayRecursive( newSegment2 );		}		createPrism( segment ) {			// Creates one triangular prism and its vertices at the segment			this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize();			if ( this.isInitialSegment ) {				this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 );				this.isInitialSegment = false;			}			this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 );			this.createPrismFaces();		}		createTriangleVerticesWithoutUVs( pos, up, forwards, radius ) {			// Create an equilateral triangle (only vertices)			this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );			this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );			const p = this.vPos;			const v = this.vertices;			p.copy( pos ).sub( this.side ).add( this.down );			v[ this.currentCoordinate ++ ] = p.x;			v[ this.currentCoordinate ++ ] = p.y;			v[ this.currentCoordinate ++ ] = p.z;			p.copy( pos ).add( this.side ).add( this.down );			v[ this.currentCoordinate ++ ] = p.x;			v[ this.currentCoordinate ++ ] = p.y;			v[ this.currentCoordinate ++ ] = p.z;			p.copy( up ).multiplyScalar( radius ).add( pos );			v[ this.currentCoordinate ++ ] = p.x;			v[ this.currentCoordinate ++ ] = p.y;			v[ this.currentCoordinate ++ ] = p.z;			this.currentVertex += 3;		}		createTriangleVerticesWithUVs( pos, up, forwards, radius, u ) {			// Create an equilateral triangle (only vertices)			this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );			this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );			const p = this.vPos;			const v = this.vertices;			const uv = this.uvs;			p.copy( pos ).sub( this.side ).add( this.down );			v[ this.currentCoordinate ++ ] = p.x;			v[ this.currentCoordinate ++ ] = p.y;			v[ this.currentCoordinate ++ ] = p.z;			uv[ this.currentUVCoordinate ++ ] = u;			uv[ this.currentUVCoordinate ++ ] = 0;			p.copy( pos ).add( this.side ).add( this.down );			v[ this.currentCoordinate ++ ] = p.x;			v[ this.currentCoordinate ++ ] = p.y;			v[ this.currentCoordinate ++ ] = p.z;			uv[ this.currentUVCoordinate ++ ] = u;			uv[ this.currentUVCoordinate ++ ] = 0.5;			p.copy( up ).multiplyScalar( radius ).add( pos );			v[ this.currentCoordinate ++ ] = p.x;			v[ this.currentCoordinate ++ ] = p.y;			v[ this.currentCoordinate ++ ] = p.z;			uv[ this.currentUVCoordinate ++ ] = u;			uv[ this.currentUVCoordinate ++ ] = 1;			this.currentVertex += 3;		}		createPrismFaces( vertex			/*, index*/		) {			const indices = this.indices;			vertex = this.currentVertex - 6;			indices[ this.currentIndex ++ ] = vertex + 1;			indices[ this.currentIndex ++ ] = vertex + 2;			indices[ this.currentIndex ++ ] = vertex + 5;			indices[ this.currentIndex ++ ] = vertex + 1;			indices[ this.currentIndex ++ ] = vertex + 5;			indices[ this.currentIndex ++ ] = vertex + 4;			indices[ this.currentIndex ++ ] = vertex + 0;			indices[ this.currentIndex ++ ] = vertex + 1;			indices[ this.currentIndex ++ ] = vertex + 4;			indices[ this.currentIndex ++ ] = vertex + 0;			indices[ this.currentIndex ++ ] = vertex + 4;			indices[ this.currentIndex ++ ] = vertex + 3;			indices[ this.currentIndex ++ ] = vertex + 2;			indices[ this.currentIndex ++ ] = vertex + 0;			indices[ this.currentIndex ++ ] = vertex + 3;			indices[ this.currentIndex ++ ] = vertex + 2;			indices[ this.currentIndex ++ ] = vertex + 3;			indices[ this.currentIndex ++ ] = vertex + 5;		}		createDefaultSubrayCreationCallbacks() {			const random1 = this.randomGenerator.random;			this.onDecideSubrayCreation = function ( segment, lightningStrike ) {				// Decide subrays creation at parent (sub)ray segment				const subray = lightningStrike.currentSubray;				const period = lightningStrike.rayParameters.subrayPeriod;				const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;				const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? - random1() * period : THREE.MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period;				const phase = lightningStrike.time - phase0;				const currentCycle = Math.floor( phase / period );				const childSubraySeed = random1() * ( currentCycle + 1 );				const isActive = phase % period <= dutyCycle * period;				let probability = 0;				if ( isActive ) {					probability = lightningStrike.subrayProbability; // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;				}				if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) {					const childSubray = lightningStrike.addNewSubray();					const parentSeed = lightningStrike.randomGenerator.getSeed();					childSubray.seed = childSubraySeed;					lightningStrike.randomGenerator.setSeed( childSubraySeed );					childSubray.recursion = subray.recursion + 1;					childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 );					childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );					childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );					childSubray.up0.copy( subray.up0 );					childSubray.up1.copy( subray.up1 );					childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;					childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor );					childSubray.birthTime = phase0 + currentCycle * period;					childSubray.deathTime = childSubray.birthTime + period * dutyCycle;					if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) {						childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime );						childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime );					}					childSubray.timeScale = subray.timeScale * 2;					childSubray.roughness = subray.roughness;					childSubray.straightness = subray.straightness;					childSubray.propagationTimeFactor = subray.propagationTimeFactor;					childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;					lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike );					lightningStrike.randomGenerator.setSeed( parentSeed );				}			};			const vec1Pos = new THREE.Vector3();			const vec2Forward = new THREE.Vector3();			const vec3Side = new THREE.Vector3();			const vec4Up = new THREE.Vector3();			this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) {				// Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray				// Just use the default cone position generator				lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 );			};			this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {				// Sets childSubray pos0 and pos1 in a cone				childSubray.pos0.copy( segment.pos0 );				vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );				vec2Forward.copy( vec1Pos ).normalize();				vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) );				const length = vec1Pos.length();				vec3Side.crossVectors( parentSubray.up0, vec2Forward );				const angle = 2 * Math.PI * random1();				vec3Side.multiplyScalar( Math.cos( angle ) );				vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );				childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );			};			this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {				// Sets childSubray pos0 and pos1 in a cylinder				childSubray.pos0.copy( segment.pos0 );				vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );				vec2Forward.copy( vec1Pos ).normalize();				vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) );				const length = vec1Pos.length();				vec3Side.crossVectors( parentSubray.up0, vec2Forward );				const angle = 2 * Math.PI * random1();				vec3Side.multiplyScalar( Math.cos( angle ) );				vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );				childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );			};		}		createSubray() {			return {				seed: 0,				maxIterations: 0,				recursion: 0,				pos0: new THREE.Vector3(),				pos1: new THREE.Vector3(),				linPos0: new THREE.Vector3(),				linPos1: new THREE.Vector3(),				up0: new THREE.Vector3(),				up1: new THREE.Vector3(),				radius0: 0,				radius1: 0,				birthTime: 0,				deathTime: 0,				timeScale: 0,				roughness: 0,				straightness: 0,				propagationTimeFactor: 0,				vanishingTimeFactor: 0,				endPropagationTime: 0,				beginVanishingTime: 0			};		}		createSegment() {			return {				iteration: 0,				pos0: new THREE.Vector3(),				pos1: new THREE.Vector3(),				linPos0: new THREE.Vector3(),				linPos1: new THREE.Vector3(),				up0: new THREE.Vector3(),				up1: new THREE.Vector3(),				radius0: 0,				radius1: 0,				fraction0: 0,				fraction1: 0,				positionVariationFactor: 0			};		}		getNewSegment() {			return this.raySegments[ this.currentSegmentIndex ++ ];		}		copy( source ) {			super.copy( source );			this.init( LightningStrike.copyParameters( {}, source.rayParameters ) );			return this;		}		clone() {			return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) );		}	}	LightningStrike.prototype.isLightningStrike = true; // Ray states	LightningStrike.RAY_INITIALIZED = 0;	LightningStrike.RAY_UNBORN = 1;	LightningStrike.RAY_PROPAGATING = 2;	LightningStrike.RAY_STEADY = 3;	LightningStrike.RAY_VANISHING = 4;	LightningStrike.RAY_EXTINGUISHED = 5;	LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 );	LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 );	THREE.LightningStrike = LightningStrike;} )();
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