three-stdlib 2.22.5 → 2.22.6

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Files changed (1091) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +0 -2
  3. package/package.json +34 -14
  4. package/BufferGeometryUtils-903f7ecb.js +0 -1
  5. package/BufferGeometryUtils-f2288d1c.js +0 -740
  6. package/Nodes-2106b101.js +0 -352
  7. package/Nodes-8947ba9a.js +0 -1
  8. package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
  9. package/_polyfill/CompressedArrayTexture.js +0 -13
  10. package/_polyfill/Data3DTexture.cjs.js +0 -1
  11. package/_polyfill/Data3DTexture.js +0 -23
  12. package/animation/AnimationClipCreator.cjs.js +0 -1
  13. package/animation/AnimationClipCreator.d.ts +0 -12
  14. package/animation/AnimationClipCreator.js +0 -77
  15. package/animation/CCDIKSolver.cjs.js +0 -1
  16. package/animation/CCDIKSolver.d.ts +0 -25
  17. package/animation/CCDIKSolver.js +0 -304
  18. package/animation/MMDAnimationHelper.cjs.js +0 -1
  19. package/animation/MMDAnimationHelper.d.ts +0 -103
  20. package/animation/MMDAnimationHelper.js +0 -705
  21. package/animation/MMDPhysics.cjs.js +0 -1
  22. package/animation/MMDPhysics.d.ts +0 -119
  23. package/animation/MMDPhysics.js +0 -976
  24. package/cameras/CinematicCamera.cjs.js +0 -1
  25. package/cameras/CinematicCamera.d.ts +0 -41
  26. package/cameras/CinematicCamera.js +0 -139
  27. package/controls/ArcballControls.cjs.js +0 -1
  28. package/controls/ArcballControls.d.ts +0 -161
  29. package/controls/ArcballControls.js +0 -2642
  30. package/controls/DeviceOrientationControls.cjs.js +0 -1
  31. package/controls/DeviceOrientationControls.d.ts +0 -24
  32. package/controls/DeviceOrientationControls.js +0 -119
  33. package/controls/DragControls.cjs.js +0 -1
  34. package/controls/DragControls.d.ts +0 -34
  35. package/controls/DragControls.js +0 -274
  36. package/controls/FirstPersonControls.cjs.js +0 -1
  37. package/controls/FirstPersonControls.d.ts +0 -48
  38. package/controls/FirstPersonControls.js +0 -290
  39. package/controls/FlyControls.cjs.js +0 -1
  40. package/controls/FlyControls.d.ts +0 -32
  41. package/controls/FlyControls.js +0 -309
  42. package/controls/OrbitControls.cjs.js +0 -1
  43. package/controls/OrbitControls.d.ts +0 -63
  44. package/controls/OrbitControls.js +0 -980
  45. package/controls/PointerLockControls.cjs.js +0 -1
  46. package/controls/PointerLockControls.d.ts +0 -24
  47. package/controls/PointerLockControls.js +0 -135
  48. package/controls/TrackballControls.cjs.js +0 -1
  49. package/controls/TrackballControls.d.ts +0 -95
  50. package/controls/TrackballControls.js +0 -653
  51. package/controls/TransformControls.cjs.js +0 -1
  52. package/controls/TransformControls.d.ts +0 -151
  53. package/controls/TransformControls.js +0 -1275
  54. package/controls/experimental/CameraControls.cjs.js +0 -1
  55. package/controls/experimental/CameraControls.d.ts +0 -170
  56. package/controls/experimental/CameraControls.js +0 -953
  57. package/csm/CSM.cjs.js +0 -1
  58. package/csm/CSM.d.ts +0 -61
  59. package/csm/CSM.js +0 -305
  60. package/csm/CSMFrustum.cjs.js +0 -1
  61. package/csm/CSMFrustum.d.ts +0 -19
  62. package/csm/CSMFrustum.js +0 -90
  63. package/csm/CSMHelper.cjs.js +0 -1
  64. package/csm/CSMHelper.d.ts +0 -26
  65. package/csm/CSMHelper.js +0 -128
  66. package/csm/CSMShader.cjs.js +0 -1
  67. package/csm/CSMShader.d.ts +0 -4
  68. package/csm/CSMShader.js +0 -255
  69. package/curves/CurveExtras.cjs.js +0 -1
  70. package/curves/CurveExtras.d.ts +0 -68
  71. package/curves/CurveExtras.js +0 -266
  72. package/curves/NURBSCurve.cjs.js +0 -1
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  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
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  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
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  83. package/deprecated/Geometry.cjs.js +0 -1
  84. package/deprecated/Geometry.d.ts +0 -342
  85. package/deprecated/Geometry.js +0 -1261
  86. package/effects/AnaglyphEffect.cjs.js +0 -1
  87. package/effects/AnaglyphEffect.d.ts +0 -11
  88. package/effects/AnaglyphEffect.js +0 -85
  89. package/effects/AsciiEffect.cjs.js +0 -1
  90. package/effects/AsciiEffect.d.ts +0 -18
  91. package/effects/AsciiEffect.js +0 -203
  92. package/effects/OutlineEffect.cjs.js +0 -1
  93. package/effects/OutlineEffect.d.ts +0 -28
  94. package/effects/OutlineEffect.js +0 -378
  95. package/effects/ParallaxBarrierEffect.cjs.js +0 -1
  96. package/effects/ParallaxBarrierEffect.d.ts +0 -8
  97. package/effects/ParallaxBarrierEffect.js +0 -63
  98. package/effects/PeppersGhostEffect.cjs.js +0 -1
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  100. package/effects/PeppersGhostEffect.js +0 -134
  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
  103. package/effects/StereoEffect.js +0 -36
  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
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  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
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  113. package/exporters/GLTFExporter.cjs.js +0 -1
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  116. package/exporters/MMDExporter.cjs.js +0 -1
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  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
  126. package/exporters/STLExporter.d.ts +0 -23
  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
  166. package/helpers/RectAreaLightHelper.js +0 -60
  167. package/helpers/VertexNormalsHelper.cjs.js +0 -1
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  169. package/helpers/VertexNormalsHelper.js +0 -75
  170. package/helpers/VertexTangentsHelper.cjs.js +0 -1
  171. package/helpers/VertexTangentsHelper.d.ts +0 -10
  172. package/helpers/VertexTangentsHelper.js +0 -63
  173. package/index.cjs.js +0 -1
  174. package/index.d.ts +0 -254
  175. package/index.js +0 -337
  176. package/interactive/HTMLMesh.cjs.js +0 -1
  177. package/interactive/HTMLMesh.d.ts +0 -6
  178. package/interactive/HTMLMesh.js +0 -406
  179. package/interactive/InteractiveGroup.cjs.js +0 -1
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  182. package/interactive/SelectionBox.cjs.js +0 -1
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  185. package/interactive/SelectionHelper.cjs.js +0 -1
  186. package/interactive/SelectionHelper.d.ts +0 -17
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  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
  190. package/libs/MeshoptDecoder.js +0 -124
  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
  193. package/libs/MotionControllers.js +0 -455
  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
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  200. package/lines/Line2.cjs.js +0 -1
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  203. package/lines/LineGeometry.cjs.js +0 -1
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  215. package/lines/Wireframe.cjs.js +0 -1
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  221. package/loaders/3DMLoader.cjs.js +0 -1
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  238. package/loaders/ColladaLoader.cjs.js +0 -1
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@@ -1,740 +0,0 @@
1
- import { BufferGeometry, Vector3, Uint32BufferAttribute, Float32BufferAttribute, DynamicDrawUsage, MathUtils } from 'three';
2
- import { SimplexNoise } from '../math/SimplexNoise.js';
3
-
4
- /**
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- * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
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- *
7
- *
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- * Usage
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- *
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- * var myRay = new LightningStrike( paramsObject );
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- * var myRayMesh = new THREE.Mesh( myRay, myMaterial );
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- * scene.add( myRayMesh );
13
- * ...
14
- * myRay.update( currentTime );
15
- *
16
- * The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.
17
- *
18
- * You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.
19
- *
20
- *
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- * LightningStrike parameters
22
- *
23
- * The paramsObject can contain any of the following parameters.
24
- *
25
- * Legend:
26
- * 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.
27
- * 'Subray': A ramification of the ray. It is not a LightningStrike object.
28
- * 'Segment': A linear segment piece of a subray.
29
- * 'Leaf segment': A ray segment which cannot be smaller.
30
- *
31
- *
32
- * The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:
33
- *
34
- * @param {Vector3} sourceOffset The point where the ray starts.
35
- *
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- * @param {Vector3} destOffset The point where the ray ends.
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- *
38
- * @param {double} timeScale The rate at wich the ray form changes in time. Default: 1
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- *
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- * @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9
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- *
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- * @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7
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- *
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- * @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.
45
- *
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- * @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.
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- *
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- * @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1
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- *
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- * @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1
51
- *
52
- * @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5
53
- *
54
- * @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2
55
- *
56
- * @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1
57
- *
58
- *
59
- * The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
60
- *
61
- * @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.
62
- *
63
- * @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.
64
- *
65
- * @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.
66
- *
67
- * @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
68
- *
69
- * @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
70
- *
71
- * @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4
72
- *
73
- * @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6
74
- *
75
- *
76
- * These parameters cannot change after lightning creation:
77
- *
78
- * @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9
79
- *
80
- * @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.
81
- *
82
- * @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5
83
- *
84
- * @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3
85
- *
86
- * @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
87
- *
88
- * @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.
89
- *
90
- * @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.
91
- * 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.
92
- * The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.
93
- * 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.
94
- * The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)
95
- *
96
- * @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)
97
- *
98
- * @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.
99
- *
100
- * @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.
101
- *
102
- *
103
- */
104
-
105
- class LightningStrike extends BufferGeometry {
106
- constructor(rayParameters) {
107
- super();
108
- this.type = 'LightningStrike'; // Set parameters, and set undefined parameters to default values
109
-
110
- rayParameters = rayParameters || {};
111
- this.init(LightningStrike.copyParameters(rayParameters, rayParameters)); // Creates and populates the mesh
112
-
113
- this.createMesh();
114
- }
115
-
116
- update(time) {
117
- if (this.isStatic) return;
118
-
119
- if (this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime) {
120
- this.updateMesh(time);
121
-
122
- if (time < this.subrays[0].endPropagationTime) {
123
- this.state = LightningStrike.RAY_PROPAGATING;
124
- } else if (time > this.subrays[0].beginVanishingTime) {
125
- this.state = LightningStrike.RAY_VANISHING;
126
- } else {
127
- this.state = LightningStrike.RAY_STEADY;
128
- }
129
-
130
- this.visible = true;
131
- } else {
132
- this.visible = false;
133
-
134
- if (time < this.rayParameters.birthTime) {
135
- this.state = LightningStrike.RAY_UNBORN;
136
- } else {
137
- this.state = LightningStrike.RAY_EXTINGUISHED;
138
- }
139
- }
140
- }
141
-
142
- init(rayParameters) {
143
- // Init all the state from the parameters
144
- this.rayParameters = rayParameters; // These parameters cannot change after lightning creation:
145
-
146
- this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor(rayParameters.maxIterations) : 9;
147
- rayParameters.maxIterations = this.maxIterations;
148
- this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
149
- rayParameters.isStatic = this.isStatic;
150
- this.ramification = rayParameters.ramification !== undefined ? Math.floor(rayParameters.ramification) : 5;
151
- rayParameters.ramification = this.ramification;
152
- this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor(rayParameters.maxSubrayRecursion) : 3;
153
- rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
154
- this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
155
- rayParameters.recursionProbability = this.recursionProbability;
156
- this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
157
- rayParameters.generateUVs = this.generateUVs; // Random generator
158
-
159
- if (rayParameters.randomGenerator !== undefined) {
160
- this.randomGenerator = rayParameters.randomGenerator;
161
- this.seedGenerator = rayParameters.randomGenerator;
162
-
163
- if (rayParameters.noiseSeed !== undefined) {
164
- this.seedGenerator.setSeed(rayParameters.noiseSeed);
165
- }
166
- } else {
167
- this.randomGenerator = LightningStrike.createRandomGenerator();
168
- this.seedGenerator = Math;
169
- } // Ray creation callbacks
170
-
171
-
172
- if (rayParameters.onDecideSubrayCreation !== undefined) {
173
- this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
174
- } else {
175
- this.createDefaultSubrayCreationCallbacks();
176
-
177
- if (rayParameters.onSubrayCreation !== undefined) {
178
- this.onSubrayCreation = rayParameters.onSubrayCreation;
179
- }
180
- } // Internal state
181
-
182
-
183
- this.state = LightningStrike.RAY_INITIALIZED;
184
- this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)));
185
- rayParameters.maxSubrays = this.maxSubrays;
186
- this.maxRaySegments = 2 * (1 << this.maxIterations);
187
- this.subrays = [];
188
-
189
- for (let i = 0; i < this.maxSubrays; i++) {
190
- this.subrays.push(this.createSubray());
191
- }
192
-
193
- this.raySegments = [];
194
-
195
- for (let i = 0; i < this.maxRaySegments; i++) {
196
- this.raySegments.push(this.createSegment());
197
- }
198
-
199
- this.time = 0;
200
- this.timeFraction = 0;
201
- this.currentSegmentCallback = null;
202
- this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
203
- this.numSubrays = 0;
204
- this.currentSubray = null;
205
- this.currentSegmentIndex = 0;
206
- this.isInitialSegment = false;
207
- this.subrayProbability = 0;
208
- this.currentVertex = 0;
209
- this.currentIndex = 0;
210
- this.currentCoordinate = 0;
211
- this.currentUVCoordinate = 0;
212
- this.vertices = null;
213
- this.uvs = null;
214
- this.indices = null;
215
- this.positionAttribute = null;
216
- this.uvsAttribute = null;
217
- this.simplexX = new SimplexNoise(this.seedGenerator);
218
- this.simplexY = new SimplexNoise(this.seedGenerator);
219
- this.simplexZ = new SimplexNoise(this.seedGenerator); // Temp vectors
220
-
221
- this.forwards = new Vector3();
222
- this.forwardsFill = new Vector3();
223
- this.side = new Vector3();
224
- this.down = new Vector3();
225
- this.middlePos = new Vector3();
226
- this.middleLinPos = new Vector3();
227
- this.newPos = new Vector3();
228
- this.vPos = new Vector3();
229
- this.cross1 = new Vector3();
230
- }
231
-
232
- createMesh() {
233
- const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
234
- const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays;
235
- const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
236
- this.vertices = new Float32Array(maxVerts * 3);
237
- this.indices = new Uint32Array(maxIndices);
238
-
239
- if (this.generateUVs) {
240
- this.uvs = new Float32Array(maxVerts * 2);
241
- } // Populate the mesh
242
-
243
-
244
- this.fillMesh(0);
245
- this.setIndex(new Uint32BufferAttribute(this.indices, 1));
246
- this.positionAttribute = new Float32BufferAttribute(this.vertices, 3);
247
- this.setAttribute('position', this.positionAttribute);
248
-
249
- if (this.generateUVs) {
250
- this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2);
251
- this.setAttribute('uv', this.uvsAttribute);
252
- }
253
-
254
- if (!this.isStatic) {
255
- this.index.usage = DynamicDrawUsage;
256
- this.positionAttribute.usage = DynamicDrawUsage;
257
-
258
- if (this.generateUVs) {
259
- this.uvsAttribute.usage = DynamicDrawUsage;
260
- }
261
- } // Store buffers for later modification
262
-
263
-
264
- this.vertices = this.positionAttribute.array;
265
- this.indices = this.index.array;
266
-
267
- if (this.generateUVs) {
268
- this.uvs = this.uvsAttribute.array;
269
- }
270
- }
271
-
272
- updateMesh(time) {
273
- this.fillMesh(time);
274
- this.drawRange.count = this.currentIndex;
275
- this.index.needsUpdate = true;
276
- this.positionAttribute.needsUpdate = true;
277
-
278
- if (this.generateUVs) {
279
- this.uvsAttribute.needsUpdate = true;
280
- }
281
- }
282
-
283
- fillMesh(time) {
284
- const scope = this;
285
- this.currentVertex = 0;
286
- this.currentIndex = 0;
287
- this.currentCoordinate = 0;
288
- this.currentUVCoordinate = 0;
289
- this.fractalRay(time, function fillVertices(segment) {
290
- const subray = scope.currentSubray;
291
-
292
- if (time < subray.birthTime) {
293
- //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
294
- return;
295
- } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {
296
- // Eternal rays don't propagate nor vanish, but its subrays do
297
- scope.createPrism(segment);
298
- scope.onDecideSubrayCreation(segment, scope);
299
- } else if (time < subray.endPropagationTime) {
300
- if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {
301
- // Ray propagation has arrived to this segment
302
- scope.createPrism(segment);
303
- scope.onDecideSubrayCreation(segment, scope);
304
- }
305
- } else if (time < subray.beginVanishingTime) {
306
- // Ray is steady (nor propagating nor vanishing)
307
- scope.createPrism(segment);
308
- scope.onDecideSubrayCreation(segment, scope);
309
- } else {
310
- if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {
311
- // Segment has not yet vanished
312
- scope.createPrism(segment);
313
- }
314
-
315
- scope.onDecideSubrayCreation(segment, scope);
316
- }
317
- });
318
- }
319
-
320
- addNewSubray()
321
- /*rayParameters*/
322
- {
323
- return this.subrays[this.numSubrays++];
324
- }
325
-
326
- initSubray(subray, rayParameters) {
327
- subray.pos0.copy(rayParameters.sourceOffset);
328
- subray.pos1.copy(rayParameters.destOffset);
329
- subray.up0.copy(rayParameters.up0);
330
- subray.up1.copy(rayParameters.up1);
331
- subray.radius0 = rayParameters.radius0;
332
- subray.radius1 = rayParameters.radius1;
333
- subray.birthTime = rayParameters.birthTime;
334
- subray.deathTime = rayParameters.deathTime;
335
- subray.timeScale = rayParameters.timeScale;
336
- subray.roughness = rayParameters.roughness;
337
- subray.straightness = rayParameters.straightness;
338
- subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
339
- subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
340
- subray.maxIterations = this.maxIterations;
341
- subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
342
- subray.recursion = 0;
343
- }
344
-
345
- fractalRay(time, segmentCallback) {
346
- this.time = time;
347
- this.currentSegmentCallback = segmentCallback;
348
- this.numSubrays = 0; // Add the top level subray
349
-
350
- this.initSubray(this.addNewSubray(), this.rayParameters); // Process all subrays that are being generated until consuming all of them
351
-
352
- for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {
353
- const subray = this.subrays[subrayIndex];
354
- this.currentSubray = subray;
355
- this.randomGenerator.setSeed(subray.seed);
356
- subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor);
357
- subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor);
358
- const random1 = this.randomGenerator.random;
359
- subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000);
360
- subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000);
361
- this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime);
362
- this.currentSegmentIndex = 0;
363
- this.isInitialSegment = true;
364
- const segment = this.getNewSegment();
365
- segment.iteration = 0;
366
- segment.pos0.copy(subray.pos0);
367
- segment.pos1.copy(subray.pos1);
368
- segment.linPos0.copy(subray.linPos0);
369
- segment.linPos1.copy(subray.linPos1);
370
- segment.up0.copy(subray.up0);
371
- segment.up1.copy(subray.up1);
372
- segment.radius0 = subray.radius0;
373
- segment.radius1 = subray.radius1;
374
- segment.fraction0 = 0;
375
- segment.fraction1 = 1;
376
- segment.positionVariationFactor = 1 - subray.straightness;
377
- this.subrayProbability = this.ramification * Math.pow(this.recursionProbability, subray.recursion) / (1 << subray.maxIterations);
378
- this.fractalRayRecursive(segment);
379
- }
380
-
381
- this.currentSegmentCallback = null;
382
- this.currentSubray = null;
383
- }
384
-
385
- fractalRayRecursive(segment) {
386
- // Leave recursion condition
387
- if (segment.iteration >= this.currentSubray.maxIterations) {
388
- this.currentSegmentCallback(segment);
389
- return;
390
- } // Interpolation
391
-
392
-
393
- this.forwards.subVectors(segment.pos1, segment.pos0);
394
- let lForwards = this.forwards.length();
395
-
396
- if (lForwards < 0.000001) {
397
- this.forwards.set(0, 0, 0.01);
398
- lForwards = this.forwards.length();
399
- }
400
-
401
- const middleRadius = (segment.radius0 + segment.radius1) * 0.5;
402
- const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5;
403
- const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration);
404
- this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5);
405
- this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5);
406
- const p = this.middleLinPos; // Noise
407
-
408
- 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));
409
- this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards);
410
- this.newPos.add(this.middlePos); // Recursion
411
-
412
- const newSegment1 = this.getNewSegment();
413
- newSegment1.pos0.copy(segment.pos0);
414
- newSegment1.pos1.copy(this.newPos);
415
- newSegment1.linPos0.copy(segment.linPos0);
416
- newSegment1.linPos1.copy(this.middleLinPos);
417
- newSegment1.up0.copy(segment.up0);
418
- newSegment1.up1.copy(segment.up1);
419
- newSegment1.radius0 = segment.radius0;
420
- newSegment1.radius1 = middleRadius;
421
- newSegment1.fraction0 = segment.fraction0;
422
- newSegment1.fraction1 = middleFraction;
423
- newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
424
- newSegment1.iteration = segment.iteration + 1;
425
- const newSegment2 = this.getNewSegment();
426
- newSegment2.pos0.copy(this.newPos);
427
- newSegment2.pos1.copy(segment.pos1);
428
- newSegment2.linPos0.copy(this.middleLinPos);
429
- newSegment2.linPos1.copy(segment.linPos1);
430
- this.cross1.crossVectors(segment.up0, this.forwards.normalize());
431
- newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize();
432
- newSegment2.up1.copy(segment.up1);
433
- newSegment2.radius0 = middleRadius;
434
- newSegment2.radius1 = segment.radius1;
435
- newSegment2.fraction0 = middleFraction;
436
- newSegment2.fraction1 = segment.fraction1;
437
- newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
438
- newSegment2.iteration = segment.iteration + 1;
439
- this.fractalRayRecursive(newSegment1);
440
- this.fractalRayRecursive(newSegment2);
441
- }
442
-
443
- createPrism(segment) {
444
- // Creates one triangular prism and its vertices at the segment
445
- this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize();
446
-
447
- if (this.isInitialSegment) {
448
- this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0);
449
- this.isInitialSegment = false;
450
- }
451
-
452
- this.currentCreateTriangleVertices(segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1);
453
- this.createPrismFaces();
454
- }
455
-
456
- createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {
457
- // Create an equilateral triangle (only vertices)
458
- this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG);
459
- this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG);
460
- const p = this.vPos;
461
- const v = this.vertices;
462
- p.copy(pos).sub(this.side).add(this.down);
463
- v[this.currentCoordinate++] = p.x;
464
- v[this.currentCoordinate++] = p.y;
465
- v[this.currentCoordinate++] = p.z;
466
- p.copy(pos).add(this.side).add(this.down);
467
- v[this.currentCoordinate++] = p.x;
468
- v[this.currentCoordinate++] = p.y;
469
- v[this.currentCoordinate++] = p.z;
470
- p.copy(up).multiplyScalar(radius).add(pos);
471
- v[this.currentCoordinate++] = p.x;
472
- v[this.currentCoordinate++] = p.y;
473
- v[this.currentCoordinate++] = p.z;
474
- this.currentVertex += 3;
475
- }
476
-
477
- createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {
478
- // Create an equilateral triangle (only vertices)
479
- this.side.crossVectors(up, forwards).multiplyScalar(radius * LightningStrike.COS30DEG);
480
- this.down.copy(up).multiplyScalar(-radius * LightningStrike.SIN30DEG);
481
- const p = this.vPos;
482
- const v = this.vertices;
483
- const uv = this.uvs;
484
- p.copy(pos).sub(this.side).add(this.down);
485
- v[this.currentCoordinate++] = p.x;
486
- v[this.currentCoordinate++] = p.y;
487
- v[this.currentCoordinate++] = p.z;
488
- uv[this.currentUVCoordinate++] = u;
489
- uv[this.currentUVCoordinate++] = 0;
490
- p.copy(pos).add(this.side).add(this.down);
491
- v[this.currentCoordinate++] = p.x;
492
- v[this.currentCoordinate++] = p.y;
493
- v[this.currentCoordinate++] = p.z;
494
- uv[this.currentUVCoordinate++] = u;
495
- uv[this.currentUVCoordinate++] = 0.5;
496
- p.copy(up).multiplyScalar(radius).add(pos);
497
- v[this.currentCoordinate++] = p.x;
498
- v[this.currentCoordinate++] = p.y;
499
- v[this.currentCoordinate++] = p.z;
500
- uv[this.currentUVCoordinate++] = u;
501
- uv[this.currentUVCoordinate++] = 1;
502
- this.currentVertex += 3;
503
- }
504
-
505
- createPrismFaces(vertex
506
- /*, index*/
507
- ) {
508
- const indices = this.indices;
509
- var vertex = this.currentVertex - 6;
510
- indices[this.currentIndex++] = vertex + 1;
511
- indices[this.currentIndex++] = vertex + 2;
512
- indices[this.currentIndex++] = vertex + 5;
513
- indices[this.currentIndex++] = vertex + 1;
514
- indices[this.currentIndex++] = vertex + 5;
515
- indices[this.currentIndex++] = vertex + 4;
516
- indices[this.currentIndex++] = vertex + 0;
517
- indices[this.currentIndex++] = vertex + 1;
518
- indices[this.currentIndex++] = vertex + 4;
519
- indices[this.currentIndex++] = vertex + 0;
520
- indices[this.currentIndex++] = vertex + 4;
521
- indices[this.currentIndex++] = vertex + 3;
522
- indices[this.currentIndex++] = vertex + 2;
523
- indices[this.currentIndex++] = vertex + 0;
524
- indices[this.currentIndex++] = vertex + 3;
525
- indices[this.currentIndex++] = vertex + 2;
526
- indices[this.currentIndex++] = vertex + 3;
527
- indices[this.currentIndex++] = vertex + 5;
528
- }
529
-
530
- createDefaultSubrayCreationCallbacks() {
531
- const random1 = this.randomGenerator.random;
532
-
533
- this.onDecideSubrayCreation = (segment, lightningStrike) => {
534
- // Decide subrays creation at parent (sub)ray segment
535
- const subray = lightningStrike.currentSubray;
536
- const period = lightningStrike.rayParameters.subrayPeriod;
537
- const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
538
- const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? -random1() * period : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period;
539
- const phase = lightningStrike.time - phase0;
540
- const currentCycle = Math.floor(phase / period);
541
- const childSubraySeed = random1() * (currentCycle + 1);
542
- const isActive = phase % period <= dutyCycle * period;
543
- let probability = 0;
544
-
545
- if (isActive) {
546
- probability = lightningStrike.subrayProbability; // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
547
- }
548
-
549
- if (subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability) {
550
- const childSubray = lightningStrike.addNewSubray();
551
- const parentSeed = lightningStrike.randomGenerator.getSeed();
552
- childSubray.seed = childSubraySeed;
553
- lightningStrike.randomGenerator.setSeed(childSubraySeed);
554
- childSubray.recursion = subray.recursion + 1;
555
- childSubray.maxIterations = Math.max(1, subray.maxIterations - 1);
556
- childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000);
557
- childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000);
558
- childSubray.up0.copy(subray.up0);
559
- childSubray.up1.copy(subray.up1);
560
- childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
561
- childSubray.radius1 = Math.min(lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor);
562
- childSubray.birthTime = phase0 + currentCycle * period;
563
- childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
564
-
565
- if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {
566
- childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime);
567
- childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime);
568
- }
569
-
570
- childSubray.timeScale = subray.timeScale * 2;
571
- childSubray.roughness = subray.roughness;
572
- childSubray.straightness = subray.straightness;
573
- childSubray.propagationTimeFactor = subray.propagationTimeFactor;
574
- childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
575
- lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike);
576
- lightningStrike.randomGenerator.setSeed(parentSeed);
577
- }
578
- };
579
-
580
- const vec1Pos = new Vector3();
581
- const vec2Forward = new Vector3();
582
- const vec3Side = new Vector3();
583
- const vec4Up = new Vector3();
584
-
585
- this.onSubrayCreation = (segment, parentSubray, childSubray, lightningStrike) => {
586
- // Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
587
- // Just use the default cone position generator
588
- lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2);
589
- };
590
-
591
- this.subrayConePosition = (segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) => {
592
- // Sets childSubray pos0 and pos1 in a cone
593
- childSubray.pos0.copy(segment.pos0);
594
- vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
595
- vec2Forward.copy(vec1Pos).normalize();
596
- vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor));
597
- const length = vec1Pos.length();
598
- vec3Side.crossVectors(parentSubray.up0, vec2Forward);
599
- const angle = 2 * Math.PI * random1();
600
- vec3Side.multiplyScalar(Math.cos(angle));
601
- vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
602
- childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
603
- };
604
-
605
- this.subrayCylinderPosition = (segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) => {
606
- // Sets childSubray pos0 and pos1 in a cylinder
607
- childSubray.pos0.copy(segment.pos0);
608
- vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
609
- vec2Forward.copy(vec1Pos).normalize();
610
- vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor));
611
- const length = vec1Pos.length();
612
- vec3Side.crossVectors(parentSubray.up0, vec2Forward);
613
- const angle = 2 * Math.PI * random1();
614
- vec3Side.multiplyScalar(Math.cos(angle));
615
- vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
616
- childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
617
- };
618
- }
619
-
620
- createSubray() {
621
- return {
622
- seed: 0,
623
- maxIterations: 0,
624
- recursion: 0,
625
- pos0: new Vector3(),
626
- pos1: new Vector3(),
627
- linPos0: new Vector3(),
628
- linPos1: new Vector3(),
629
- up0: new Vector3(),
630
- up1: new Vector3(),
631
- radius0: 0,
632
- radius1: 0,
633
- birthTime: 0,
634
- deathTime: 0,
635
- timeScale: 0,
636
- roughness: 0,
637
- straightness: 0,
638
- propagationTimeFactor: 0,
639
- vanishingTimeFactor: 0,
640
- endPropagationTime: 0,
641
- beginVanishingTime: 0
642
- };
643
- }
644
-
645
- createSegment() {
646
- return {
647
- iteration: 0,
648
- pos0: new Vector3(),
649
- pos1: new Vector3(),
650
- linPos0: new Vector3(),
651
- linPos1: new Vector3(),
652
- up0: new Vector3(),
653
- up1: new Vector3(),
654
- radius0: 0,
655
- radius1: 0,
656
- fraction0: 0,
657
- fraction1: 0,
658
- positionVariationFactor: 0
659
- };
660
- }
661
-
662
- getNewSegment() {
663
- return this.raySegments[this.currentSegmentIndex++];
664
- }
665
-
666
- copy(source) {
667
- super.copy(source);
668
- this.init(LightningStrike.copyParameters({}, source.rayParameters));
669
- return this;
670
- }
671
-
672
- clone() {
673
- return new this.constructor(LightningStrike.copyParameters({}, this.rayParameters));
674
- }
675
-
676
- }
677
-
678
- LightningStrike.prototype.isLightningStrike = true; // Ray states
679
-
680
- LightningStrike.RAY_INITIALIZED = 0;
681
- LightningStrike.RAY_UNBORN = 1;
682
- LightningStrike.RAY_PROPAGATING = 2;
683
- LightningStrike.RAY_STEADY = 3;
684
- LightningStrike.RAY_VANISHING = 4;
685
- LightningStrike.RAY_EXTINGUISHED = 5;
686
- LightningStrike.COS30DEG = Math.cos(30 * Math.PI / 180);
687
- LightningStrike.SIN30DEG = Math.sin(30 * Math.PI / 180);
688
-
689
- LightningStrike.createRandomGenerator = () => {
690
- const numSeeds = 2053;
691
- const seeds = [];
692
-
693
- for (let i = 0; i < numSeeds; i++) {
694
- seeds.push(Math.random());
695
- }
696
-
697
- const generator = {
698
- currentSeed: 0,
699
- random: function () {
700
- const value = seeds[generator.currentSeed];
701
- generator.currentSeed = (generator.currentSeed + 1) % numSeeds;
702
- return value;
703
- },
704
- getSeed: function () {
705
- return generator.currentSeed / numSeeds;
706
- },
707
- setSeed: function (seed) {
708
- generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds;
709
- }
710
- };
711
- return generator;
712
- };
713
-
714
- LightningStrike.copyParameters = (dest, source) => {
715
- source = source || {};
716
- dest = dest || {};
717
-
718
- const vecCopy = v => {
719
- if (source === dest) {
720
- return v;
721
- } else {
722
- return v.clone();
723
- }
724
- };
725
-
726
- dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0), dest.destOffset = source.destOffset !== undefined ? vecCopy(source.destOffset) : new 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 Vector3(0, 0, 1);
727
- dest.up1 = source.up1 !== undefined ? vecCopy(source.up1) : new 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:
728
- 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:
729
-
730
- dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
731
- dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
732
- dest.ramification = source.ramification !== undefined ? source.ramification : 5;
733
- dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
734
- dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
735
- dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
736
- dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
737
- return dest;
738
- };
739
-
740
- export { LightningStrike };