LightningStrike.js 32 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874
  1. ( function () {
  2. /**
  3. * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
  4. *
  5. *
  6. * Usage
  7. *
  8. * var myRay = new LightningStrike( paramsObject );
  9. * var myRayMesh = new THREE.Mesh( myRay, myMaterial );
  10. * scene.add( myRayMesh );
  11. * ...
  12. * myRay.update( currentTime );
  13. *
  14. * The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.
  15. *
  16. * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.
  17. *
  18. *
  19. * LightningStrike parameters
  20. *
  21. * The paramsObject can contain any of the following parameters.
  22. *
  23. * Legend:
  24. * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.
  25. * 'Subray': A ramification of the ray. It is not a LightningStrike object.
  26. * 'Segment': A linear segment piece of a subray.
  27. * 'Leaf segment': A ray segment which cannot be smaller.
  28. *
  29. *
  30. * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:
  31. *
  32. * @param {Vector3} sourceOffset The point where the ray starts.
  33. *
  34. * @param {Vector3} destOffset The point where the ray ends.
  35. *
  36. * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1
  37. *
  38. * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9
  39. *
  40. * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7
  41. *
  42. * @param {Vector3} up0 Ray 'up' direction at the ray starting point. Must be normalized. It should be perpendicular to the ray forward direction but it doesn't matter much.
  43. *
  44. * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.
  45. *
  46. * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1
  47. *
  48. * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1
  49. *
  50. * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5
  51. *
  52. * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2
  53. *
  54. * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1
  55. *
  56. *
  57. * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
  58. *
  59. * @param {boolean} isEternal If true the ray never extinguishes. Otherwise its life is controlled by the 'birthTime' and 'deathTime' parameters. Default: true if any of those two parameters is undefined.
  60. *
  61. * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.
  62. *
  63. * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.
  64. *
  65. * @param {double} propagationTimeFactor From 0 to 1. Lifetime factor at which the ray ends propagating and enters the steady phase. For example, 0.1 means it is propagating 1/10 of its lifetime. Default: 0.1
  66. *
  67. * @param {double} vanishingTimeFactor From 0 to 1. Lifetime factor at which the ray ends the steady phase and begins vanishing. For example, 0.9 means it is vanishing 1/10 of its lifetime. Default: 0.9
  68. *
  69. * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4
  70. *
  71. * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6
  72. *
  73. *
  74. * These parameters cannot change after lightning creation:
  75. *
  76. * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9
  77. *
  78. * @param {boolean} isStatic Set to true only for rays which won't change over time and are not attached to moving objects (Rare case). It is used to set the vertex buffers non-dynamic. You can omit calling update() for these rays.
  79. *
  80. * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5
  81. *
  82. * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3
  83. *
  84. * @param {double} recursionProbability From 0 to 1. The lower the value, the less chance each new generation of subrays has to generate new subrays. Default: 0.6
  85. *
  86. * @param {boolean} generateUVs If true, the ray geometry will have uv coordinates generated. u runs along the ray, and v across its perimeter. Default: false.
  87. *
  88. * @param {Object} randomGenerator Set here your random number generator which will seed the THREE.SimplexNoise and other decisions during ray tree creation.
  89. * It can be used to generate repeatable rays. For that, set also the noiseSeed parameter, and each ray created with that generator and seed pair will be identical in time.
  90. * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.
  91. * It must have also a getSeed() method, which returns the current seed, and a setSeed( seed ) method, which accepts as seed a fractional number from 0 to 1, as well as any other number.
  92. * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)
  93. *
  94. * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)
  95. *
  96. * @param {function} onDecideSubrayCreation Set this to change the callback which decides subray creation. You can look at the default callback in the code (createDefaultSubrayCreationCallbacks)for more info.
  97. *
  98. * @param {function} onSubrayCreation This is another callback, more simple than the previous one. It can be used to adapt the form of subrays or other parameters once a subray has been created and initialized. It is used in the examples to adapt subrays to a sphere or to a plane.
  99. *
  100. *
  101. */
  102. class LightningStrike extends THREE.BufferGeometry {
  103. constructor( rayParameters = {} ) {
  104. super();
  105. this.type = 'LightningStrike'; // Set parameters, and set undefined parameters to default values
  106. this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) ); // Creates and populates the mesh
  107. this.createMesh();
  108. }
  109. static createRandomGenerator() {
  110. const numSeeds = 2053;
  111. const seeds = [];
  112. for ( let i = 0; i < numSeeds; i ++ ) {
  113. seeds.push( Math.random() );
  114. }
  115. const generator = {
  116. currentSeed: 0,
  117. random: function () {
  118. const value = seeds[ generator.currentSeed ];
  119. generator.currentSeed = ( generator.currentSeed + 1 ) % numSeeds;
  120. return value;
  121. },
  122. getSeed: function () {
  123. return generator.currentSeed / numSeeds;
  124. },
  125. setSeed: function ( seed ) {
  126. generator.currentSeed = Math.floor( seed * numSeeds ) % numSeeds;
  127. }
  128. };
  129. return generator;
  130. }
  131. static copyParameters( dest = {}, source = {} ) {
  132. const vecCopy = function ( v ) {
  133. if ( source === dest ) {
  134. return v;
  135. } else {
  136. return v.clone();
  137. }
  138. };
  139. 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 );
  140. 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:
  141. 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:
  142. dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
  143. dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
  144. dest.ramification = source.ramification !== undefined ? source.ramification : 5;
  145. dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
  146. dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
  147. dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
  148. dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
  149. return dest;
  150. }
  151. update( time ) {
  152. if ( this.isStatic ) return;
  153. if ( this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime ) {
  154. this.updateMesh( time );
  155. if ( time < this.subrays[ 0 ].endPropagationTime ) {
  156. this.state = LightningStrike.RAY_PROPAGATING;
  157. } else if ( time > this.subrays[ 0 ].beginVanishingTime ) {
  158. this.state = LightningStrike.RAY_VANISHING;
  159. } else {
  160. this.state = LightningStrike.RAY_STEADY;
  161. }
  162. this.visible = true;
  163. } else {
  164. this.visible = false;
  165. if ( time < this.rayParameters.birthTime ) {
  166. this.state = LightningStrike.RAY_UNBORN;
  167. } else {
  168. this.state = LightningStrike.RAY_EXTINGUISHED;
  169. }
  170. }
  171. }
  172. init( rayParameters ) {
  173. // Init all the state from the parameters
  174. this.rayParameters = rayParameters; // These parameters cannot change after lightning creation:
  175. this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9;
  176. rayParameters.maxIterations = this.maxIterations;
  177. this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
  178. rayParameters.isStatic = this.isStatic;
  179. this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5;
  180. rayParameters.ramification = this.ramification;
  181. this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3;
  182. rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
  183. this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
  184. rayParameters.recursionProbability = this.recursionProbability;
  185. this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
  186. rayParameters.generateUVs = this.generateUVs; // Random generator
  187. if ( rayParameters.randomGenerator !== undefined ) {
  188. this.randomGenerator = rayParameters.randomGenerator;
  189. this.seedGenerator = rayParameters.randomGenerator;
  190. if ( rayParameters.noiseSeed !== undefined ) {
  191. this.seedGenerator.setSeed( rayParameters.noiseSeed );
  192. }
  193. } else {
  194. this.randomGenerator = LightningStrike.createRandomGenerator();
  195. this.seedGenerator = Math;
  196. } // Ray creation callbacks
  197. if ( rayParameters.onDecideSubrayCreation !== undefined ) {
  198. this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
  199. } else {
  200. this.createDefaultSubrayCreationCallbacks();
  201. if ( rayParameters.onSubrayCreation !== undefined ) {
  202. this.onSubrayCreation = rayParameters.onSubrayCreation;
  203. }
  204. } // Internal state
  205. this.state = LightningStrike.RAY_INITIALIZED;
  206. this.maxSubrays = Math.ceil( 1 + Math.pow( this.ramification, Math.max( 0, this.maxSubrayRecursion - 1 ) ) );
  207. rayParameters.maxSubrays = this.maxSubrays;
  208. this.maxRaySegments = 2 * ( 1 << this.maxIterations );
  209. this.subrays = [];
  210. for ( let i = 0; i < this.maxSubrays; i ++ ) {
  211. this.subrays.push( this.createSubray() );
  212. }
  213. this.raySegments = [];
  214. for ( let i = 0; i < this.maxRaySegments; i ++ ) {
  215. this.raySegments.push( this.createSegment() );
  216. }
  217. this.time = 0;
  218. this.timeFraction = 0;
  219. this.currentSegmentCallback = null;
  220. this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
  221. this.numSubrays = 0;
  222. this.currentSubray = null;
  223. this.currentSegmentIndex = 0;
  224. this.isInitialSegment = false;
  225. this.subrayProbability = 0;
  226. this.currentVertex = 0;
  227. this.currentIndex = 0;
  228. this.currentCoordinate = 0;
  229. this.currentUVCoordinate = 0;
  230. this.vertices = null;
  231. this.uvs = null;
  232. this.indices = null;
  233. this.positionAttribute = null;
  234. this.uvsAttribute = null;
  235. this.simplexX = new THREE.SimplexNoise( this.seedGenerator );
  236. this.simplexY = new THREE.SimplexNoise( this.seedGenerator );
  237. this.simplexZ = new THREE.SimplexNoise( this.seedGenerator ); // Temp vectors
  238. this.forwards = new THREE.Vector3();
  239. this.forwardsFill = new THREE.Vector3();
  240. this.side = new THREE.Vector3();
  241. this.down = new THREE.Vector3();
  242. this.middlePos = new THREE.Vector3();
  243. this.middleLinPos = new THREE.Vector3();
  244. this.newPos = new THREE.Vector3();
  245. this.vPos = new THREE.Vector3();
  246. this.cross1 = new THREE.Vector3();
  247. }
  248. createMesh() {
  249. const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
  250. const maxVerts = 3 * ( maxDrawableSegmentsPerSubRay + 1 ) * this.maxSubrays;
  251. const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
  252. this.vertices = new Float32Array( maxVerts * 3 );
  253. this.indices = new Uint32Array( maxIndices );
  254. if ( this.generateUVs ) {
  255. this.uvs = new Float32Array( maxVerts * 2 );
  256. } // Populate the mesh
  257. this.fillMesh( 0 );
  258. this.setIndex( new THREE.Uint32BufferAttribute( this.indices, 1 ) );
  259. this.positionAttribute = new THREE.Float32BufferAttribute( this.vertices, 3 );
  260. this.setAttribute( 'position', this.positionAttribute );
  261. if ( this.generateUVs ) {
  262. this.uvsAttribute = new THREE.Float32BufferAttribute( new Float32Array( this.uvs ), 2 );
  263. this.setAttribute( 'uv', this.uvsAttribute );
  264. }
  265. if ( ! this.isStatic ) {
  266. this.index.usage = THREE.DynamicDrawUsage;
  267. this.positionAttribute.usage = THREE.DynamicDrawUsage;
  268. if ( this.generateUVs ) {
  269. this.uvsAttribute.usage = THREE.DynamicDrawUsage;
  270. }
  271. } // Store buffers for later modification
  272. this.vertices = this.positionAttribute.array;
  273. this.indices = this.index.array;
  274. if ( this.generateUVs ) {
  275. this.uvs = this.uvsAttribute.array;
  276. }
  277. }
  278. updateMesh( time ) {
  279. this.fillMesh( time );
  280. this.drawRange.count = this.currentIndex;
  281. this.index.needsUpdate = true;
  282. this.positionAttribute.needsUpdate = true;
  283. if ( this.generateUVs ) {
  284. this.uvsAttribute.needsUpdate = true;
  285. }
  286. }
  287. fillMesh( time ) {
  288. const scope = this;
  289. this.currentVertex = 0;
  290. this.currentIndex = 0;
  291. this.currentCoordinate = 0;
  292. this.currentUVCoordinate = 0;
  293. this.fractalRay( time, function fillVertices( segment ) {
  294. const subray = scope.currentSubray;
  295. if ( time < subray.birthTime ) {
  296. //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
  297. return;
  298. } else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) {
  299. // Eternal rays don't propagate nor vanish, but its subrays do
  300. scope.createPrism( segment );
  301. scope.onDecideSubrayCreation( segment, scope );
  302. } else if ( time < subray.endPropagationTime ) {
  303. if ( scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor ) {
  304. // Ray propagation has arrived to this segment
  305. scope.createPrism( segment );
  306. scope.onDecideSubrayCreation( segment, scope );
  307. }
  308. } else if ( time < subray.beginVanishingTime ) {
  309. // Ray is steady (nor propagating nor vanishing)
  310. scope.createPrism( segment );
  311. scope.onDecideSubrayCreation( segment, scope );
  312. } else {
  313. if ( scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * ( 1 - subray.vanishingTimeFactor ) ) {
  314. // Segment has not yet vanished
  315. scope.createPrism( segment );
  316. }
  317. scope.onDecideSubrayCreation( segment, scope );
  318. }
  319. } );
  320. }
  321. addNewSubray() {
  322. return this.subrays[ this.numSubrays ++ ];
  323. }
  324. initSubray( subray, rayParameters ) {
  325. subray.pos0.copy( rayParameters.sourceOffset );
  326. subray.pos1.copy( rayParameters.destOffset );
  327. subray.up0.copy( rayParameters.up0 );
  328. subray.up1.copy( rayParameters.up1 );
  329. subray.radius0 = rayParameters.radius0;
  330. subray.radius1 = rayParameters.radius1;
  331. subray.birthTime = rayParameters.birthTime;
  332. subray.deathTime = rayParameters.deathTime;
  333. subray.timeScale = rayParameters.timeScale;
  334. subray.roughness = rayParameters.roughness;
  335. subray.straightness = rayParameters.straightness;
  336. subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
  337. subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
  338. subray.maxIterations = this.maxIterations;
  339. subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
  340. subray.recursion = 0;
  341. }
  342. fractalRay( time, segmentCallback ) {
  343. this.time = time;
  344. this.currentSegmentCallback = segmentCallback;
  345. this.numSubrays = 0; // Add the top level subray
  346. this.initSubray( this.addNewSubray(), this.rayParameters ); // Process all subrays that are being generated until consuming all of them
  347. for ( let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex ++ ) {
  348. const subray = this.subrays[ subrayIndex ];
  349. this.currentSubray = subray;
  350. this.randomGenerator.setSeed( subray.seed );
  351. subray.endPropagationTime = THREE.MathUtils.lerp( subray.birthTime, subray.deathTime, subray.propagationTimeFactor );
  352. subray.beginVanishingTime = THREE.MathUtils.lerp( subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor );
  353. const random1 = this.randomGenerator.random;
  354. subray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  355. subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  356. this.timeFraction = ( time - subray.birthTime ) / ( subray.deathTime - subray.birthTime );
  357. this.currentSegmentIndex = 0;
  358. this.isInitialSegment = true;
  359. const segment = this.getNewSegment();
  360. segment.iteration = 0;
  361. segment.pos0.copy( subray.pos0 );
  362. segment.pos1.copy( subray.pos1 );
  363. segment.linPos0.copy( subray.linPos0 );
  364. segment.linPos1.copy( subray.linPos1 );
  365. segment.up0.copy( subray.up0 );
  366. segment.up1.copy( subray.up1 );
  367. segment.radius0 = subray.radius0;
  368. segment.radius1 = subray.radius1;
  369. segment.fraction0 = 0;
  370. segment.fraction1 = 1;
  371. segment.positionVariationFactor = 1 - subray.straightness;
  372. this.subrayProbability = this.ramification * Math.pow( this.recursionProbability, subray.recursion ) / ( 1 << subray.maxIterations );
  373. this.fractalRayRecursive( segment );
  374. }
  375. this.currentSegmentCallback = null;
  376. this.currentSubray = null;
  377. }
  378. fractalRayRecursive( segment ) {
  379. // Leave recursion condition
  380. if ( segment.iteration >= this.currentSubray.maxIterations ) {
  381. this.currentSegmentCallback( segment );
  382. return;
  383. } // Interpolation
  384. this.forwards.subVectors( segment.pos1, segment.pos0 );
  385. let lForwards = this.forwards.length();
  386. if ( lForwards < 0.000001 ) {
  387. this.forwards.set( 0, 0, 0.01 );
  388. lForwards = this.forwards.length();
  389. }
  390. const middleRadius = ( segment.radius0 + segment.radius1 ) * 0.5;
  391. const middleFraction = ( segment.fraction0 + segment.fraction1 ) * 0.5;
  392. const timeDimension = this.time * this.currentSubray.timeScale * Math.pow( 2, segment.iteration );
  393. this.middlePos.lerpVectors( segment.pos0, segment.pos1, 0.5 );
  394. this.middleLinPos.lerpVectors( segment.linPos0, segment.linPos1, 0.5 );
  395. const p = this.middleLinPos; // Noise
  396. 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 ) );
  397. this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards );
  398. this.newPos.add( this.middlePos ); // Recursion
  399. const newSegment1 = this.getNewSegment();
  400. newSegment1.pos0.copy( segment.pos0 );
  401. newSegment1.pos1.copy( this.newPos );
  402. newSegment1.linPos0.copy( segment.linPos0 );
  403. newSegment1.linPos1.copy( this.middleLinPos );
  404. newSegment1.up0.copy( segment.up0 );
  405. newSegment1.up1.copy( segment.up1 );
  406. newSegment1.radius0 = segment.radius0;
  407. newSegment1.radius1 = middleRadius;
  408. newSegment1.fraction0 = segment.fraction0;
  409. newSegment1.fraction1 = middleFraction;
  410. newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  411. newSegment1.iteration = segment.iteration + 1;
  412. const newSegment2 = this.getNewSegment();
  413. newSegment2.pos0.copy( this.newPos );
  414. newSegment2.pos1.copy( segment.pos1 );
  415. newSegment2.linPos0.copy( this.middleLinPos );
  416. newSegment2.linPos1.copy( segment.linPos1 );
  417. this.cross1.crossVectors( segment.up0, this.forwards.normalize() );
  418. newSegment2.up0.crossVectors( this.forwards, this.cross1 ).normalize();
  419. newSegment2.up1.copy( segment.up1 );
  420. newSegment2.radius0 = middleRadius;
  421. newSegment2.radius1 = segment.radius1;
  422. newSegment2.fraction0 = middleFraction;
  423. newSegment2.fraction1 = segment.fraction1;
  424. newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
  425. newSegment2.iteration = segment.iteration + 1;
  426. this.fractalRayRecursive( newSegment1 );
  427. this.fractalRayRecursive( newSegment2 );
  428. }
  429. createPrism( segment ) {
  430. // Creates one triangular prism and its vertices at the segment
  431. this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize();
  432. if ( this.isInitialSegment ) {
  433. this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 );
  434. this.isInitialSegment = false;
  435. }
  436. this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 );
  437. this.createPrismFaces();
  438. }
  439. createTriangleVerticesWithoutUVs( pos, up, forwards, radius ) {
  440. // Create an equilateral triangle (only vertices)
  441. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  442. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  443. const p = this.vPos;
  444. const v = this.vertices;
  445. p.copy( pos ).sub( this.side ).add( this.down );
  446. v[ this.currentCoordinate ++ ] = p.x;
  447. v[ this.currentCoordinate ++ ] = p.y;
  448. v[ this.currentCoordinate ++ ] = p.z;
  449. p.copy( pos ).add( this.side ).add( this.down );
  450. v[ this.currentCoordinate ++ ] = p.x;
  451. v[ this.currentCoordinate ++ ] = p.y;
  452. v[ this.currentCoordinate ++ ] = p.z;
  453. p.copy( up ).multiplyScalar( radius ).add( pos );
  454. v[ this.currentCoordinate ++ ] = p.x;
  455. v[ this.currentCoordinate ++ ] = p.y;
  456. v[ this.currentCoordinate ++ ] = p.z;
  457. this.currentVertex += 3;
  458. }
  459. createTriangleVerticesWithUVs( pos, up, forwards, radius, u ) {
  460. // Create an equilateral triangle (only vertices)
  461. this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
  462. this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
  463. const p = this.vPos;
  464. const v = this.vertices;
  465. const uv = this.uvs;
  466. p.copy( pos ).sub( this.side ).add( this.down );
  467. v[ this.currentCoordinate ++ ] = p.x;
  468. v[ this.currentCoordinate ++ ] = p.y;
  469. v[ this.currentCoordinate ++ ] = p.z;
  470. uv[ this.currentUVCoordinate ++ ] = u;
  471. uv[ this.currentUVCoordinate ++ ] = 0;
  472. p.copy( pos ).add( this.side ).add( this.down );
  473. v[ this.currentCoordinate ++ ] = p.x;
  474. v[ this.currentCoordinate ++ ] = p.y;
  475. v[ this.currentCoordinate ++ ] = p.z;
  476. uv[ this.currentUVCoordinate ++ ] = u;
  477. uv[ this.currentUVCoordinate ++ ] = 0.5;
  478. p.copy( up ).multiplyScalar( radius ).add( pos );
  479. v[ this.currentCoordinate ++ ] = p.x;
  480. v[ this.currentCoordinate ++ ] = p.y;
  481. v[ this.currentCoordinate ++ ] = p.z;
  482. uv[ this.currentUVCoordinate ++ ] = u;
  483. uv[ this.currentUVCoordinate ++ ] = 1;
  484. this.currentVertex += 3;
  485. }
  486. createPrismFaces( vertex
  487. /*, index*/
  488. ) {
  489. const indices = this.indices;
  490. vertex = this.currentVertex - 6;
  491. indices[ this.currentIndex ++ ] = vertex + 1;
  492. indices[ this.currentIndex ++ ] = vertex + 2;
  493. indices[ this.currentIndex ++ ] = vertex + 5;
  494. indices[ this.currentIndex ++ ] = vertex + 1;
  495. indices[ this.currentIndex ++ ] = vertex + 5;
  496. indices[ this.currentIndex ++ ] = vertex + 4;
  497. indices[ this.currentIndex ++ ] = vertex + 0;
  498. indices[ this.currentIndex ++ ] = vertex + 1;
  499. indices[ this.currentIndex ++ ] = vertex + 4;
  500. indices[ this.currentIndex ++ ] = vertex + 0;
  501. indices[ this.currentIndex ++ ] = vertex + 4;
  502. indices[ this.currentIndex ++ ] = vertex + 3;
  503. indices[ this.currentIndex ++ ] = vertex + 2;
  504. indices[ this.currentIndex ++ ] = vertex + 0;
  505. indices[ this.currentIndex ++ ] = vertex + 3;
  506. indices[ this.currentIndex ++ ] = vertex + 2;
  507. indices[ this.currentIndex ++ ] = vertex + 3;
  508. indices[ this.currentIndex ++ ] = vertex + 5;
  509. }
  510. createDefaultSubrayCreationCallbacks() {
  511. const random1 = this.randomGenerator.random;
  512. this.onDecideSubrayCreation = function ( segment, lightningStrike ) {
  513. // Decide subrays creation at parent (sub)ray segment
  514. const subray = lightningStrike.currentSubray;
  515. const period = lightningStrike.rayParameters.subrayPeriod;
  516. const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
  517. const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? - random1() * period : THREE.MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period;
  518. const phase = lightningStrike.time - phase0;
  519. const currentCycle = Math.floor( phase / period );
  520. const childSubraySeed = random1() * ( currentCycle + 1 );
  521. const isActive = phase % period <= dutyCycle * period;
  522. let probability = 0;
  523. if ( isActive ) {
  524. probability = lightningStrike.subrayProbability; // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
  525. }
  526. if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) {
  527. const childSubray = lightningStrike.addNewSubray();
  528. const parentSeed = lightningStrike.randomGenerator.getSeed();
  529. childSubray.seed = childSubraySeed;
  530. lightningStrike.randomGenerator.setSeed( childSubraySeed );
  531. childSubray.recursion = subray.recursion + 1;
  532. childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 );
  533. childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  534. childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
  535. childSubray.up0.copy( subray.up0 );
  536. childSubray.up1.copy( subray.up1 );
  537. childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
  538. childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor );
  539. childSubray.birthTime = phase0 + currentCycle * period;
  540. childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
  541. if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) {
  542. childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime );
  543. childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime );
  544. }
  545. childSubray.timeScale = subray.timeScale * 2;
  546. childSubray.roughness = subray.roughness;
  547. childSubray.straightness = subray.straightness;
  548. childSubray.propagationTimeFactor = subray.propagationTimeFactor;
  549. childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
  550. lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike );
  551. lightningStrike.randomGenerator.setSeed( parentSeed );
  552. }
  553. };
  554. const vec1Pos = new THREE.Vector3();
  555. const vec2Forward = new THREE.Vector3();
  556. const vec3Side = new THREE.Vector3();
  557. const vec4Up = new THREE.Vector3();
  558. this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) {
  559. // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
  560. // Just use the default cone position generator
  561. lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 );
  562. };
  563. this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  564. // Sets childSubray pos0 and pos1 in a cone
  565. childSubray.pos0.copy( segment.pos0 );
  566. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  567. vec2Forward.copy( vec1Pos ).normalize();
  568. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) );
  569. const length = vec1Pos.length();
  570. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  571. const angle = 2 * Math.PI * random1();
  572. vec3Side.multiplyScalar( Math.cos( angle ) );
  573. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  574. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  575. };
  576. this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
  577. // Sets childSubray pos0 and pos1 in a cylinder
  578. childSubray.pos0.copy( segment.pos0 );
  579. vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
  580. vec2Forward.copy( vec1Pos ).normalize();
  581. vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) );
  582. const length = vec1Pos.length();
  583. vec3Side.crossVectors( parentSubray.up0, vec2Forward );
  584. const angle = 2 * Math.PI * random1();
  585. vec3Side.multiplyScalar( Math.cos( angle ) );
  586. vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
  587. childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
  588. };
  589. }
  590. createSubray() {
  591. return {
  592. seed: 0,
  593. maxIterations: 0,
  594. recursion: 0,
  595. pos0: new THREE.Vector3(),
  596. pos1: new THREE.Vector3(),
  597. linPos0: new THREE.Vector3(),
  598. linPos1: new THREE.Vector3(),
  599. up0: new THREE.Vector3(),
  600. up1: new THREE.Vector3(),
  601. radius0: 0,
  602. radius1: 0,
  603. birthTime: 0,
  604. deathTime: 0,
  605. timeScale: 0,
  606. roughness: 0,
  607. straightness: 0,
  608. propagationTimeFactor: 0,
  609. vanishingTimeFactor: 0,
  610. endPropagationTime: 0,
  611. beginVanishingTime: 0
  612. };
  613. }
  614. createSegment() {
  615. return {
  616. iteration: 0,
  617. pos0: new THREE.Vector3(),
  618. pos1: new THREE.Vector3(),
  619. linPos0: new THREE.Vector3(),
  620. linPos1: new THREE.Vector3(),
  621. up0: new THREE.Vector3(),
  622. up1: new THREE.Vector3(),
  623. radius0: 0,
  624. radius1: 0,
  625. fraction0: 0,
  626. fraction1: 0,
  627. positionVariationFactor: 0
  628. };
  629. }
  630. getNewSegment() {
  631. return this.raySegments[ this.currentSegmentIndex ++ ];
  632. }
  633. copy( source ) {
  634. super.copy( source );
  635. this.init( LightningStrike.copyParameters( {}, source.rayParameters ) );
  636. return this;
  637. }
  638. clone() {
  639. return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) );
  640. }
  641. }
  642. LightningStrike.prototype.isLightningStrike = true; // Ray states
  643. LightningStrike.RAY_INITIALIZED = 0;
  644. LightningStrike.RAY_UNBORN = 1;
  645. LightningStrike.RAY_PROPAGATING = 2;
  646. LightningStrike.RAY_STEADY = 3;
  647. LightningStrike.RAY_VANISHING = 4;
  648. LightningStrike.RAY_EXTINGUISHED = 5;
  649. LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 );
  650. LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 );
  651. THREE.LightningStrike = LightningStrike;
  652. } )();