@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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@@ -0,0 +1,1017 @@
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
+ /**
12
+ * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
13
+ *
14
+ *
15
+ * Usage
16
+ *
17
+ * var myRay = new LightningStrike( paramsObject );
18
+ * var myRayMesh = new THREE.Mesh( myRay, myMaterial );
19
+ * scene.add( myRayMesh );
20
+ * ...
21
+ * myRay.update( currentTime );
22
+ *
23
+ * The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.
24
+ *
25
+ * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.
26
+ *
27
+ *
28
+ * LightningStrike parameters
29
+ *
30
+ * The paramsObject can contain any of the following parameters.
31
+ *
32
+ * Legend:
33
+ * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.
34
+ * 'Subray': A ramification of the ray. It is not a LightningStrike object.
35
+ * 'Segment': A linear segment piece of a subray.
36
+ * 'Leaf segment': A ray segment which cannot be smaller.
37
+ *
38
+ *
39
+ * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:
40
+ *
41
+ * @param {Vector3} sourceOffset The point where the ray starts.
42
+ *
43
+ * @param {Vector3} destOffset The point where the ray ends.
44
+ *
45
+ * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1
46
+ *
47
+ * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9
48
+ *
49
+ * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7
50
+ *
51
+ * @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.
52
+ *
53
+ * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.
54
+ *
55
+ * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1
56
+ *
57
+ * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1
58
+ *
59
+ * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5
60
+ *
61
+ * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2
62
+ *
63
+ * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1
64
+ *
65
+ *
66
+ * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
67
+ *
68
+ * @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.
69
+ *
70
+ * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.
71
+ *
72
+ * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.
73
+ *
74
+ * @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
75
+ *
76
+ * @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
77
+ *
78
+ * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4
79
+ *
80
+ * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6
81
+ *
82
+ *
83
+ * These parameters cannot change after lightning creation:
84
+ *
85
+ * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9
86
+ *
87
+ * @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.
88
+ *
89
+ * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5
90
+ *
91
+ * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3
92
+ *
93
+ * @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
94
+ *
95
+ * @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.
96
+ *
97
+ * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.
98
+ * 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.
99
+ * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.
100
+ * 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.
101
+ * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)
102
+ *
103
+ * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)
104
+ *
105
+ * @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.
106
+ *
107
+ * @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.
108
+ *
109
+ *
110
+ */
111
+
112
+ class LightningStrike extends BufferGeometry {
113
+
114
+ constructor( rayParameters = {} ) {
115
+
116
+ super();
117
+
118
+ this.isLightningStrike = true;
119
+
120
+ this.type = 'LightningStrike';
121
+
122
+ // Set parameters, and set undefined parameters to default values
123
+ this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) );
124
+
125
+ // Creates and populates the mesh
126
+ this.createMesh();
127
+
128
+ }
129
+
130
+ static createRandomGenerator() {
131
+
132
+ const numSeeds = 2053;
133
+ const seeds = [];
134
+
135
+ for ( let i = 0; i < numSeeds; i ++ ) {
136
+
137
+ seeds.push( Math.random() );
138
+
139
+ }
140
+
141
+ const generator = {
142
+
143
+ currentSeed: 0,
144
+
145
+ random: function () {
146
+
147
+ const value = seeds[ generator.currentSeed ];
148
+
149
+ generator.currentSeed = ( generator.currentSeed + 1 ) % numSeeds;
150
+
151
+ return value;
152
+
153
+ },
154
+
155
+ getSeed: function () {
156
+
157
+ return generator.currentSeed / numSeeds;
158
+
159
+ },
160
+
161
+ setSeed: function ( seed ) {
162
+
163
+ generator.currentSeed = Math.floor( seed * numSeeds ) % numSeeds;
164
+
165
+ }
166
+
167
+ };
168
+
169
+ return generator;
170
+
171
+ }
172
+
173
+ static copyParameters( dest = {}, source = {} ) {
174
+
175
+ const vecCopy = function ( v ) {
176
+
177
+ if ( source === dest ) {
178
+
179
+ return v;
180
+
181
+ } else {
182
+
183
+ return v.clone();
184
+
185
+ }
186
+
187
+ };
188
+
189
+ dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy( source.sourceOffset ) : new Vector3( 0, 100, 0 ),
190
+ dest.destOffset = source.destOffset !== undefined ? vecCopy( source.destOffset ) : new Vector3( 0, 0, 0 ),
191
+
192
+ dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1,
193
+ dest.roughness = source.roughness !== undefined ? source.roughness : 0.9,
194
+ dest.straightness = source.straightness !== undefined ? source.straightness : 0.7,
195
+
196
+ dest.up0 = source.up0 !== undefined ? vecCopy( source.up0 ) : new Vector3( 0, 0, 1 );
197
+ dest.up1 = source.up1 !== undefined ? vecCopy( source.up1 ) : new Vector3( 0, 0, 1 ),
198
+ dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1,
199
+ dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1,
200
+ dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5,
201
+ dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2,
202
+ dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2,
203
+
204
+ // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
205
+
206
+ dest.isEternal = source.isEternal !== undefined ? source.isEternal : ( source.birthTime === undefined || source.deathTime === undefined ),
207
+ dest.birthTime = source.birthTime,
208
+ dest.deathTime = source.deathTime,
209
+ dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1,
210
+ dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9,
211
+ dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4,
212
+ dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6;
213
+
214
+ // These parameters cannot change after lightning creation:
215
+
216
+ dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
217
+ dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
218
+ dest.ramification = source.ramification !== undefined ? source.ramification : 5;
219
+ dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
220
+ dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
221
+ dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
222
+ dest.randomGenerator = source.randomGenerator,
223
+ dest.noiseSeed = source.noiseSeed,
224
+ dest.onDecideSubrayCreation = source.onDecideSubrayCreation,
225
+ dest.onSubrayCreation = source.onSubrayCreation;
226
+
227
+ return dest;
228
+
229
+ }
230
+
231
+ update( time ) {
232
+
233
+ if ( this.isStatic ) return;
234
+
235
+ if ( this.rayParameters.isEternal || ( this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime ) ) {
236
+
237
+ this.updateMesh( time );
238
+
239
+ if ( time < this.subrays[ 0 ].endPropagationTime ) {
240
+
241
+ this.state = LightningStrike.RAY_PROPAGATING;
242
+
243
+ } else if ( time > this.subrays[ 0 ].beginVanishingTime ) {
244
+
245
+ this.state = LightningStrike.RAY_VANISHING;
246
+
247
+ } else {
248
+
249
+ this.state = LightningStrike.RAY_STEADY;
250
+
251
+ }
252
+
253
+ this.visible = true;
254
+
255
+ } else {
256
+
257
+ this.visible = false;
258
+
259
+ if ( time < this.rayParameters.birthTime ) {
260
+
261
+ this.state = LightningStrike.RAY_UNBORN;
262
+
263
+ } else {
264
+
265
+ this.state = LightningStrike.RAY_EXTINGUISHED;
266
+
267
+ }
268
+
269
+ }
270
+
271
+ }
272
+
273
+ init( rayParameters ) {
274
+
275
+ // Init all the state from the parameters
276
+
277
+ this.rayParameters = rayParameters;
278
+
279
+ // These parameters cannot change after lightning creation:
280
+
281
+ this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9;
282
+ rayParameters.maxIterations = this.maxIterations;
283
+ this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
284
+ rayParameters.isStatic = this.isStatic;
285
+ this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5;
286
+ rayParameters.ramification = this.ramification;
287
+ this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3;
288
+ rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
289
+ this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
290
+ rayParameters.recursionProbability = this.recursionProbability;
291
+ this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
292
+ rayParameters.generateUVs = this.generateUVs;
293
+
294
+ // Random generator
295
+ if ( rayParameters.randomGenerator !== undefined ) {
296
+
297
+ this.randomGenerator = rayParameters.randomGenerator;
298
+ this.seedGenerator = rayParameters.randomGenerator;
299
+
300
+ if ( rayParameters.noiseSeed !== undefined ) {
301
+
302
+ this.seedGenerator.setSeed( rayParameters.noiseSeed );
303
+
304
+ }
305
+
306
+ } else {
307
+
308
+ this.randomGenerator = LightningStrike.createRandomGenerator();
309
+ this.seedGenerator = Math;
310
+
311
+ }
312
+
313
+ // Ray creation callbacks
314
+ if ( rayParameters.onDecideSubrayCreation !== undefined ) {
315
+
316
+ this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
317
+
318
+ } else {
319
+
320
+ this.createDefaultSubrayCreationCallbacks();
321
+
322
+ if ( rayParameters.onSubrayCreation !== undefined ) {
323
+
324
+ this.onSubrayCreation = rayParameters.onSubrayCreation;
325
+
326
+ }
327
+
328
+ }
329
+
330
+ // Internal state
331
+
332
+ this.state = LightningStrike.RAY_INITIALIZED;
333
+
334
+ this.maxSubrays = Math.ceil( 1 + Math.pow( this.ramification, Math.max( 0, this.maxSubrayRecursion - 1 ) ) );
335
+ rayParameters.maxSubrays = this.maxSubrays;
336
+
337
+ this.maxRaySegments = 2 * ( 1 << this.maxIterations );
338
+
339
+ this.subrays = [];
340
+
341
+ for ( let i = 0; i < this.maxSubrays; i ++ ) {
342
+
343
+ this.subrays.push( this.createSubray() );
344
+
345
+ }
346
+
347
+ this.raySegments = [];
348
+
349
+ for ( let i = 0; i < this.maxRaySegments; i ++ ) {
350
+
351
+ this.raySegments.push( this.createSegment() );
352
+
353
+ }
354
+
355
+ this.time = 0;
356
+ this.timeFraction = 0;
357
+ this.currentSegmentCallback = null;
358
+ this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
359
+ this.numSubrays = 0;
360
+ this.currentSubray = null;
361
+ this.currentSegmentIndex = 0;
362
+ this.isInitialSegment = false;
363
+ this.subrayProbability = 0;
364
+
365
+ this.currentVertex = 0;
366
+ this.currentIndex = 0;
367
+ this.currentCoordinate = 0;
368
+ this.currentUVCoordinate = 0;
369
+ this.vertices = null;
370
+ this.uvs = null;
371
+ this.indices = null;
372
+ this.positionAttribute = null;
373
+ this.uvsAttribute = null;
374
+
375
+ this.simplexX = new SimplexNoise( this.seedGenerator );
376
+ this.simplexY = new SimplexNoise( this.seedGenerator );
377
+ this.simplexZ = new SimplexNoise( this.seedGenerator );
378
+
379
+ // Temp vectors
380
+ this.forwards = new Vector3();
381
+ this.forwardsFill = new Vector3();
382
+ this.side = new Vector3();
383
+ this.down = new Vector3();
384
+ this.middlePos = new Vector3();
385
+ this.middleLinPos = new Vector3();
386
+ this.newPos = new Vector3();
387
+ this.vPos = new Vector3();
388
+ this.cross1 = new Vector3();
389
+
390
+ }
391
+
392
+ createMesh() {
393
+
394
+ const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
395
+
396
+ const maxVerts = 3 * ( maxDrawableSegmentsPerSubRay + 1 ) * this.maxSubrays;
397
+ const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
398
+
399
+ this.vertices = new Float32Array( maxVerts * 3 );
400
+ this.indices = new Uint32Array( maxIndices );
401
+
402
+ if ( this.generateUVs ) {
403
+
404
+ this.uvs = new Float32Array( maxVerts * 2 );
405
+
406
+ }
407
+
408
+ // Populate the mesh
409
+ this.fillMesh( 0 );
410
+
411
+ this.setIndex( new Uint32BufferAttribute( this.indices, 1 ) );
412
+
413
+ this.positionAttribute = new Float32BufferAttribute( this.vertices, 3 );
414
+ this.setAttribute( 'position', this.positionAttribute );
415
+
416
+ if ( this.generateUVs ) {
417
+
418
+ this.uvsAttribute = new Float32BufferAttribute( new Float32Array( this.uvs ), 2 );
419
+ this.setAttribute( 'uv', this.uvsAttribute );
420
+
421
+ }
422
+
423
+ if ( ! this.isStatic ) {
424
+
425
+ this.index.usage = DynamicDrawUsage;
426
+ this.positionAttribute.usage = DynamicDrawUsage;
427
+
428
+ if ( this.generateUVs ) {
429
+
430
+ this.uvsAttribute.usage = DynamicDrawUsage;
431
+
432
+ }
433
+
434
+ }
435
+
436
+ // Store buffers for later modification
437
+ this.vertices = this.positionAttribute.array;
438
+ this.indices = this.index.array;
439
+
440
+ if ( this.generateUVs ) {
441
+
442
+ this.uvs = this.uvsAttribute.array;
443
+
444
+ }
445
+
446
+ }
447
+
448
+ updateMesh( time ) {
449
+
450
+ this.fillMesh( time );
451
+
452
+ this.drawRange.count = this.currentIndex;
453
+
454
+ this.index.needsUpdate = true;
455
+
456
+ this.positionAttribute.needsUpdate = true;
457
+
458
+ if ( this.generateUVs ) {
459
+
460
+ this.uvsAttribute.needsUpdate = true;
461
+
462
+ }
463
+
464
+ }
465
+
466
+ fillMesh( time ) {
467
+
468
+ const scope = this;
469
+
470
+ this.currentVertex = 0;
471
+ this.currentIndex = 0;
472
+ this.currentCoordinate = 0;
473
+ this.currentUVCoordinate = 0;
474
+
475
+ this.fractalRay( time, function fillVertices( segment ) {
476
+
477
+ const subray = scope.currentSubray;
478
+
479
+ if ( time < subray.birthTime ) { //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
480
+
481
+ return;
482
+
483
+ } else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) {
484
+
485
+ // Eternal rays don't propagate nor vanish, but its subrays do
486
+
487
+ scope.createPrism( segment );
488
+
489
+ scope.onDecideSubrayCreation( segment, scope );
490
+
491
+ } else if ( time < subray.endPropagationTime ) {
492
+
493
+ if ( scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor ) {
494
+
495
+ // Ray propagation has arrived to this segment
496
+
497
+ scope.createPrism( segment );
498
+
499
+ scope.onDecideSubrayCreation( segment, scope );
500
+
501
+ }
502
+
503
+ } else if ( time < subray.beginVanishingTime ) {
504
+
505
+ // Ray is steady (nor propagating nor vanishing)
506
+
507
+ scope.createPrism( segment );
508
+
509
+ scope.onDecideSubrayCreation( segment, scope );
510
+
511
+ } else {
512
+
513
+ if ( scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * ( 1 - subray.vanishingTimeFactor ) ) {
514
+
515
+ // Segment has not yet vanished
516
+
517
+ scope.createPrism( segment );
518
+
519
+ }
520
+
521
+ scope.onDecideSubrayCreation( segment, scope );
522
+
523
+ }
524
+
525
+ } );
526
+
527
+ }
528
+
529
+ addNewSubray( /*rayParameters*/ ) {
530
+
531
+ return this.subrays[ this.numSubrays ++ ];
532
+
533
+ }
534
+
535
+ initSubray( subray, rayParameters ) {
536
+
537
+ subray.pos0.copy( rayParameters.sourceOffset );
538
+ subray.pos1.copy( rayParameters.destOffset );
539
+ subray.up0.copy( rayParameters.up0 );
540
+ subray.up1.copy( rayParameters.up1 );
541
+ subray.radius0 = rayParameters.radius0;
542
+ subray.radius1 = rayParameters.radius1;
543
+ subray.birthTime = rayParameters.birthTime;
544
+ subray.deathTime = rayParameters.deathTime;
545
+ subray.timeScale = rayParameters.timeScale;
546
+ subray.roughness = rayParameters.roughness;
547
+ subray.straightness = rayParameters.straightness;
548
+ subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
549
+ subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
550
+
551
+ subray.maxIterations = this.maxIterations;
552
+ subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
553
+ subray.recursion = 0;
554
+
555
+ }
556
+
557
+ fractalRay( time, segmentCallback ) {
558
+
559
+ this.time = time;
560
+ this.currentSegmentCallback = segmentCallback;
561
+ this.numSubrays = 0;
562
+
563
+ // Add the top level subray
564
+ this.initSubray( this.addNewSubray(), this.rayParameters );
565
+
566
+ // Process all subrays that are being generated until consuming all of them
567
+ for ( let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex ++ ) {
568
+
569
+ const subray = this.subrays[ subrayIndex ];
570
+ this.currentSubray = subray;
571
+
572
+ this.randomGenerator.setSeed( subray.seed );
573
+
574
+ subray.endPropagationTime = MathUtils.lerp( subray.birthTime, subray.deathTime, subray.propagationTimeFactor );
575
+ subray.beginVanishingTime = MathUtils.lerp( subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor );
576
+
577
+ const random1 = this.randomGenerator.random;
578
+ subray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
579
+ subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
580
+
581
+ this.timeFraction = ( time - subray.birthTime ) / ( subray.deathTime - subray.birthTime );
582
+
583
+ this.currentSegmentIndex = 0;
584
+ this.isInitialSegment = true;
585
+
586
+ const segment = this.getNewSegment();
587
+ segment.iteration = 0;
588
+ segment.pos0.copy( subray.pos0 );
589
+ segment.pos1.copy( subray.pos1 );
590
+ segment.linPos0.copy( subray.linPos0 );
591
+ segment.linPos1.copy( subray.linPos1 );
592
+ segment.up0.copy( subray.up0 );
593
+ segment.up1.copy( subray.up1 );
594
+ segment.radius0 = subray.radius0;
595
+ segment.radius1 = subray.radius1;
596
+ segment.fraction0 = 0;
597
+ segment.fraction1 = 1;
598
+ segment.positionVariationFactor = 1 - subray.straightness;
599
+
600
+ this.subrayProbability = this.ramification * Math.pow( this.recursionProbability, subray.recursion ) / ( 1 << subray.maxIterations );
601
+
602
+ this.fractalRayRecursive( segment );
603
+
604
+ }
605
+
606
+ this.currentSegmentCallback = null;
607
+ this.currentSubray = null;
608
+
609
+ }
610
+
611
+ fractalRayRecursive( segment ) {
612
+
613
+ // Leave recursion condition
614
+ if ( segment.iteration >= this.currentSubray.maxIterations ) {
615
+
616
+ this.currentSegmentCallback( segment );
617
+
618
+ return;
619
+
620
+ }
621
+
622
+ // Interpolation
623
+ this.forwards.subVectors( segment.pos1, segment.pos0 );
624
+ let lForwards = this.forwards.length();
625
+
626
+ if ( lForwards < 0.000001 ) {
627
+
628
+ this.forwards.set( 0, 0, 0.01 );
629
+ lForwards = this.forwards.length();
630
+
631
+ }
632
+
633
+ const middleRadius = ( segment.radius0 + segment.radius1 ) * 0.5;
634
+ const middleFraction = ( segment.fraction0 + segment.fraction1 ) * 0.5;
635
+
636
+ const timeDimension = this.time * this.currentSubray.timeScale * Math.pow( 2, segment.iteration );
637
+
638
+ this.middlePos.lerpVectors( segment.pos0, segment.pos1, 0.5 );
639
+ this.middleLinPos.lerpVectors( segment.linPos0, segment.linPos1, 0.5 );
640
+ const p = this.middleLinPos;
641
+
642
+ // Noise
643
+ this.newPos.set( this.simplexX.noise4d( p.x, p.y, p.z, timeDimension ),
644
+ this.simplexY.noise4d( p.x, p.y, p.z, timeDimension ),
645
+ this.simplexZ.noise4d( p.x, p.y, p.z, timeDimension ) );
646
+
647
+ this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards );
648
+ this.newPos.add( this.middlePos );
649
+
650
+ // Recursion
651
+
652
+ const newSegment1 = this.getNewSegment();
653
+ newSegment1.pos0.copy( segment.pos0 );
654
+ newSegment1.pos1.copy( this.newPos );
655
+ newSegment1.linPos0.copy( segment.linPos0 );
656
+ newSegment1.linPos1.copy( this.middleLinPos );
657
+ newSegment1.up0.copy( segment.up0 );
658
+ newSegment1.up1.copy( segment.up1 );
659
+ newSegment1.radius0 = segment.radius0;
660
+ newSegment1.radius1 = middleRadius;
661
+ newSegment1.fraction0 = segment.fraction0;
662
+ newSegment1.fraction1 = middleFraction;
663
+ newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
664
+ newSegment1.iteration = segment.iteration + 1;
665
+
666
+ const newSegment2 = this.getNewSegment();
667
+ newSegment2.pos0.copy( this.newPos );
668
+ newSegment2.pos1.copy( segment.pos1 );
669
+ newSegment2.linPos0.copy( this.middleLinPos );
670
+ newSegment2.linPos1.copy( segment.linPos1 );
671
+ this.cross1.crossVectors( segment.up0, this.forwards.normalize() );
672
+ newSegment2.up0.crossVectors( this.forwards, this.cross1 ).normalize();
673
+ newSegment2.up1.copy( segment.up1 );
674
+ newSegment2.radius0 = middleRadius;
675
+ newSegment2.radius1 = segment.radius1;
676
+ newSegment2.fraction0 = middleFraction;
677
+ newSegment2.fraction1 = segment.fraction1;
678
+ newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
679
+ newSegment2.iteration = segment.iteration + 1;
680
+
681
+ this.fractalRayRecursive( newSegment1 );
682
+
683
+ this.fractalRayRecursive( newSegment2 );
684
+
685
+ }
686
+
687
+ createPrism( segment ) {
688
+
689
+ // Creates one triangular prism and its vertices at the segment
690
+
691
+ this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize();
692
+
693
+ if ( this.isInitialSegment ) {
694
+
695
+ this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 );
696
+
697
+ this.isInitialSegment = false;
698
+
699
+ }
700
+
701
+ this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 );
702
+
703
+ this.createPrismFaces();
704
+
705
+ }
706
+
707
+ createTriangleVerticesWithoutUVs( pos, up, forwards, radius ) {
708
+
709
+ // Create an equilateral triangle (only vertices)
710
+
711
+ this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
712
+ this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
713
+
714
+ const p = this.vPos;
715
+ const v = this.vertices;
716
+
717
+ p.copy( pos ).sub( this.side ).add( this.down );
718
+
719
+ v[ this.currentCoordinate ++ ] = p.x;
720
+ v[ this.currentCoordinate ++ ] = p.y;
721
+ v[ this.currentCoordinate ++ ] = p.z;
722
+
723
+ p.copy( pos ).add( this.side ).add( this.down );
724
+
725
+ v[ this.currentCoordinate ++ ] = p.x;
726
+ v[ this.currentCoordinate ++ ] = p.y;
727
+ v[ this.currentCoordinate ++ ] = p.z;
728
+
729
+ p.copy( up ).multiplyScalar( radius ).add( pos );
730
+
731
+ v[ this.currentCoordinate ++ ] = p.x;
732
+ v[ this.currentCoordinate ++ ] = p.y;
733
+ v[ this.currentCoordinate ++ ] = p.z;
734
+
735
+ this.currentVertex += 3;
736
+
737
+ }
738
+
739
+ createTriangleVerticesWithUVs( pos, up, forwards, radius, u ) {
740
+
741
+ // Create an equilateral triangle (only vertices)
742
+
743
+ this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG );
744
+ this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG );
745
+
746
+ const p = this.vPos;
747
+ const v = this.vertices;
748
+ const uv = this.uvs;
749
+
750
+ p.copy( pos ).sub( this.side ).add( this.down );
751
+
752
+ v[ this.currentCoordinate ++ ] = p.x;
753
+ v[ this.currentCoordinate ++ ] = p.y;
754
+ v[ this.currentCoordinate ++ ] = p.z;
755
+
756
+ uv[ this.currentUVCoordinate ++ ] = u;
757
+ uv[ this.currentUVCoordinate ++ ] = 0;
758
+
759
+ p.copy( pos ).add( this.side ).add( this.down );
760
+
761
+ v[ this.currentCoordinate ++ ] = p.x;
762
+ v[ this.currentCoordinate ++ ] = p.y;
763
+ v[ this.currentCoordinate ++ ] = p.z;
764
+
765
+ uv[ this.currentUVCoordinate ++ ] = u;
766
+ uv[ this.currentUVCoordinate ++ ] = 0.5;
767
+
768
+ p.copy( up ).multiplyScalar( radius ).add( pos );
769
+
770
+ v[ this.currentCoordinate ++ ] = p.x;
771
+ v[ this.currentCoordinate ++ ] = p.y;
772
+ v[ this.currentCoordinate ++ ] = p.z;
773
+
774
+ uv[ this.currentUVCoordinate ++ ] = u;
775
+ uv[ this.currentUVCoordinate ++ ] = 1;
776
+
777
+ this.currentVertex += 3;
778
+
779
+ }
780
+
781
+ createPrismFaces( vertex/*, index*/ ) {
782
+
783
+ const indices = this.indices;
784
+ vertex = this.currentVertex - 6;
785
+
786
+ indices[ this.currentIndex ++ ] = vertex + 1;
787
+ indices[ this.currentIndex ++ ] = vertex + 2;
788
+ indices[ this.currentIndex ++ ] = vertex + 5;
789
+ indices[ this.currentIndex ++ ] = vertex + 1;
790
+ indices[ this.currentIndex ++ ] = vertex + 5;
791
+ indices[ this.currentIndex ++ ] = vertex + 4;
792
+ indices[ this.currentIndex ++ ] = vertex + 0;
793
+ indices[ this.currentIndex ++ ] = vertex + 1;
794
+ indices[ this.currentIndex ++ ] = vertex + 4;
795
+ indices[ this.currentIndex ++ ] = vertex + 0;
796
+ indices[ this.currentIndex ++ ] = vertex + 4;
797
+ indices[ this.currentIndex ++ ] = vertex + 3;
798
+ indices[ this.currentIndex ++ ] = vertex + 2;
799
+ indices[ this.currentIndex ++ ] = vertex + 0;
800
+ indices[ this.currentIndex ++ ] = vertex + 3;
801
+ indices[ this.currentIndex ++ ] = vertex + 2;
802
+ indices[ this.currentIndex ++ ] = vertex + 3;
803
+ indices[ this.currentIndex ++ ] = vertex + 5;
804
+
805
+ }
806
+
807
+ createDefaultSubrayCreationCallbacks() {
808
+
809
+ const random1 = this.randomGenerator.random;
810
+
811
+ this.onDecideSubrayCreation = function ( segment, lightningStrike ) {
812
+
813
+ // Decide subrays creation at parent (sub)ray segment
814
+
815
+ const subray = lightningStrike.currentSubray;
816
+
817
+ const period = lightningStrike.rayParameters.subrayPeriod;
818
+ const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
819
+
820
+ const phase0 = ( lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) ? - random1() * period : MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period;
821
+
822
+ const phase = lightningStrike.time - phase0;
823
+ const currentCycle = Math.floor( phase / period );
824
+
825
+ const childSubraySeed = random1() * ( currentCycle + 1 );
826
+
827
+ const isActive = phase % period <= dutyCycle * period;
828
+
829
+ let probability = 0;
830
+
831
+ if ( isActive ) {
832
+
833
+ probability = lightningStrike.subrayProbability;
834
+ // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
835
+
836
+ }
837
+
838
+ if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) {
839
+
840
+ const childSubray = lightningStrike.addNewSubray();
841
+
842
+ const parentSeed = lightningStrike.randomGenerator.getSeed();
843
+ childSubray.seed = childSubraySeed;
844
+ lightningStrike.randomGenerator.setSeed( childSubraySeed );
845
+
846
+ childSubray.recursion = subray.recursion + 1;
847
+ childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 );
848
+
849
+ childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
850
+ childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 );
851
+ childSubray.up0.copy( subray.up0 );
852
+ childSubray.up1.copy( subray.up1 );
853
+ childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
854
+ childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor );
855
+
856
+ childSubray.birthTime = phase0 + ( currentCycle ) * period;
857
+ childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
858
+
859
+ if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) {
860
+
861
+ childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime );
862
+ childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime );
863
+
864
+ }
865
+
866
+ childSubray.timeScale = subray.timeScale * 2;
867
+ childSubray.roughness = subray.roughness;
868
+ childSubray.straightness = subray.straightness;
869
+ childSubray.propagationTimeFactor = subray.propagationTimeFactor;
870
+ childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
871
+
872
+ lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike );
873
+
874
+ lightningStrike.randomGenerator.setSeed( parentSeed );
875
+
876
+ }
877
+
878
+ };
879
+
880
+ const vec1Pos = new Vector3();
881
+ const vec2Forward = new Vector3();
882
+ const vec3Side = new Vector3();
883
+ const vec4Up = new Vector3();
884
+
885
+ this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) {
886
+
887
+ // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
888
+
889
+ // Just use the default cone position generator
890
+ lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 );
891
+
892
+ };
893
+
894
+ this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
895
+
896
+ // Sets childSubray pos0 and pos1 in a cone
897
+
898
+ childSubray.pos0.copy( segment.pos0 );
899
+
900
+ vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
901
+ vec2Forward.copy( vec1Pos ).normalize();
902
+ vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) );
903
+ const length = vec1Pos.length();
904
+ vec3Side.crossVectors( parentSubray.up0, vec2Forward );
905
+ const angle = 2 * Math.PI * random1();
906
+ vec3Side.multiplyScalar( Math.cos( angle ) );
907
+ vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
908
+
909
+ childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
910
+
911
+ };
912
+
913
+ this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) {
914
+
915
+ // Sets childSubray pos0 and pos1 in a cylinder
916
+
917
+ childSubray.pos0.copy( segment.pos0 );
918
+
919
+ vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 );
920
+ vec2Forward.copy( vec1Pos ).normalize();
921
+ vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) );
922
+ const length = vec1Pos.length();
923
+ vec3Side.crossVectors( parentSubray.up0, vec2Forward );
924
+ const angle = 2 * Math.PI * random1();
925
+ vec3Side.multiplyScalar( Math.cos( angle ) );
926
+ vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) );
927
+
928
+ childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 );
929
+
930
+ };
931
+
932
+ }
933
+
934
+ createSubray() {
935
+
936
+ return {
937
+
938
+ seed: 0,
939
+ maxIterations: 0,
940
+ recursion: 0,
941
+ pos0: new Vector3(),
942
+ pos1: new Vector3(),
943
+ linPos0: new Vector3(),
944
+ linPos1: new Vector3(),
945
+ up0: new Vector3(),
946
+ up1: new Vector3(),
947
+ radius0: 0,
948
+ radius1: 0,
949
+ birthTime: 0,
950
+ deathTime: 0,
951
+ timeScale: 0,
952
+ roughness: 0,
953
+ straightness: 0,
954
+ propagationTimeFactor: 0,
955
+ vanishingTimeFactor: 0,
956
+ endPropagationTime: 0,
957
+ beginVanishingTime: 0
958
+
959
+ };
960
+
961
+ }
962
+
963
+ createSegment() {
964
+
965
+ return {
966
+ iteration: 0,
967
+ pos0: new Vector3(),
968
+ pos1: new Vector3(),
969
+ linPos0: new Vector3(),
970
+ linPos1: new Vector3(),
971
+ up0: new Vector3(),
972
+ up1: new Vector3(),
973
+ radius0: 0,
974
+ radius1: 0,
975
+ fraction0: 0,
976
+ fraction1: 0,
977
+ positionVariationFactor: 0
978
+ };
979
+
980
+ }
981
+
982
+ getNewSegment() {
983
+
984
+ return this.raySegments[ this.currentSegmentIndex ++ ];
985
+
986
+ }
987
+
988
+ copy( source ) {
989
+
990
+ super.copy( source );
991
+
992
+ this.init( LightningStrike.copyParameters( {}, source.rayParameters ) );
993
+
994
+ return this;
995
+
996
+ }
997
+
998
+ clone() {
999
+
1000
+ return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) );
1001
+
1002
+ }
1003
+
1004
+ }
1005
+
1006
+ // Ray states
1007
+ LightningStrike.RAY_INITIALIZED = 0;
1008
+ LightningStrike.RAY_UNBORN = 1;
1009
+ LightningStrike.RAY_PROPAGATING = 2;
1010
+ LightningStrike.RAY_STEADY = 3;
1011
+ LightningStrike.RAY_VANISHING = 4;
1012
+ LightningStrike.RAY_EXTINGUISHED = 5;
1013
+
1014
+ LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 );
1015
+ LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 );
1016
+
1017
+ export { LightningStrike };