three-stdlib 2.22.5 → 2.22.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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
  73. package/curves/NURBSCurve.d.ts +0 -11
  74. package/curves/NURBSCurve.js +0 -63
  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
  78. package/curves/NURBSUtils.cjs.js +0 -1
  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
  82. package/custom.d.js +0 -1
  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
  99. package/effects/PeppersGhostEffect.d.ts +0 -10
  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
  108. package/exporters/ColladaExporter.d.ts +0 -39
  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
  111. package/exporters/DRACOExporter.d.ts +0 -23
  112. package/exporters/DRACOExporter.js +0 -186
  113. package/exporters/GLTFExporter.cjs.js +0 -1
  114. package/exporters/GLTFExporter.d.ts +0 -270
  115. package/exporters/GLTFExporter.js +0 -1932
  116. package/exporters/MMDExporter.cjs.js +0 -1
  117. package/exporters/MMDExporter.d.ts +0 -8
  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
  168. package/helpers/VertexNormalsHelper.d.ts +0 -10
  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
  180. package/interactive/InteractiveGroup.d.ts +0 -5
  181. package/interactive/InteractiveGroup.js +0 -87
  182. package/interactive/SelectionBox.cjs.js +0 -1
  183. package/interactive/SelectionBox.d.ts +0 -15
  184. package/interactive/SelectionBox.js +0 -152
  185. package/interactive/SelectionHelper.cjs.js +0 -1
  186. package/interactive/SelectionHelper.d.ts +0 -17
  187. package/interactive/SelectionHelper.js +0 -59
  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
  199. package/lights/RectAreaLightUniformsLib.js +0 -9
  200. package/lines/Line2.cjs.js +0 -1
  201. package/lines/Line2.d.ts +0 -11
  202. package/lines/Line2.js +0 -16
  203. package/lines/LineGeometry.cjs.js +0 -1
  204. package/lines/LineGeometry.d.ts +0 -10
  205. package/lines/LineGeometry.js +0 -56
  206. package/lines/LineMaterial.cjs.js +0 -1
  207. package/lines/LineMaterial.d.ts +0 -31
  208. package/lines/LineMaterial.js +0 -577
  209. package/lines/LineSegments2.cjs.js +0 -1
  210. package/lines/LineSegments2.d.ts +0 -14
  211. package/lines/LineSegments2.js +0 -311
  212. package/lines/LineSegmentsGeometry.cjs.js +0 -1
  213. package/lines/LineSegmentsGeometry.d.ts +0 -23
  214. package/lines/LineSegmentsGeometry.js +0 -166
  215. package/lines/Wireframe.cjs.js +0 -1
  216. package/lines/Wireframe.d.ts +0 -11
  217. package/lines/Wireframe.js +0 -45
  218. package/lines/WireframeGeometry2.cjs.js +0 -1
  219. package/lines/WireframeGeometry2.d.ts +0 -8
  220. package/lines/WireframeGeometry2.js +0 -14
  221. package/loaders/3DMLoader.cjs.js +0 -1
  222. package/loaders/3DMLoader.d.ts +0 -17
  223. package/loaders/3DMLoader.js +0 -1037
  224. package/loaders/3MFLoader.cjs.js +0 -1
  225. package/loaders/3MFLoader.d.ts +0 -16
  226. package/loaders/3MFLoader.js +0 -1053
  227. package/loaders/AMFLoader.cjs.js +0 -1
  228. package/loaders/AMFLoader.d.ts +0 -14
  229. package/loaders/AMFLoader.js +0 -389
  230. package/loaders/AssimpLoader.cjs.js +0 -1
  231. package/loaders/AssimpLoader.js +0 -1793
  232. package/loaders/BVHLoader.cjs.js +0 -1
  233. package/loaders/BVHLoader.d.ts +0 -21
  234. package/loaders/BVHLoader.js +0 -313
  235. package/loaders/BasisTextureLoader.cjs.js +0 -1
  236. package/loaders/BasisTextureLoader.d.ts +0 -32
  237. package/loaders/BasisTextureLoader.js +0 -602
  238. package/loaders/ColladaLoader.cjs.js +0 -1
  239. package/loaders/ColladaLoader.d.ts +0 -20
  240. package/loaders/ColladaLoader.js +0 -2993
  241. package/loaders/DDSLoader.cjs.js +0 -1
  242. package/loaders/DDSLoader.d.ts +0 -16
  243. package/loaders/DDSLoader.js +0 -214
  244. package/loaders/DRACOLoader.cjs.js +0 -1
  245. package/loaders/DRACOLoader.d.ts +0 -18
  246. package/loaders/DRACOLoader.js +0 -447
  247. package/loaders/EXRLoader.cjs.js +0 -1
  248. package/loaders/EXRLoader.d.ts +0 -18
  249. package/loaders/EXRLoader.js +0 -1699
  250. package/loaders/FBXLoader.cjs.js +0 -1
  251. package/loaders/FBXLoader.d.ts +0 -14
  252. package/loaders/FBXLoader.js +0 -2917
  253. package/loaders/FontLoader.cjs.js +0 -1
  254. package/loaders/FontLoader.d.ts +0 -36
  255. package/loaders/FontLoader.js +0 -144
  256. package/loaders/GCodeLoader.cjs.js +0 -1
  257. package/loaders/GCodeLoader.d.ts +0 -15
  258. package/loaders/GCodeLoader.js +0 -189
  259. package/loaders/GLTFLoader.cjs.js +0 -1
  260. package/loaders/GLTFLoader.d.ts +0 -151
  261. package/loaders/GLTFLoader.js +0 -3136
  262. package/loaders/HDRCubeTextureLoader.cjs.js +0 -1
  263. package/loaders/HDRCubeTextureLoader.d.ts +0 -18
  264. package/loaders/HDRCubeTextureLoader.js +0 -77
  265. package/loaders/KMZLoader.cjs.js +0 -1
  266. package/loaders/KMZLoader.d.ts +0 -16
  267. package/loaders/KMZLoader.js +0 -88
  268. package/loaders/KTX2Loader.cjs.js +0 -1
  269. package/loaders/KTX2Loader.d.ts +0 -16
  270. package/loaders/KTX2Loader.js +0 -596
  271. package/loaders/KTXLoader.cjs.js +0 -1
  272. package/loaders/KTXLoader.d.ts +0 -16
  273. package/loaders/KTXLoader.js +0 -149
  274. package/loaders/LDrawLoader.cjs.js +0 -1
  275. package/loaders/LDrawLoader.d.ts +0 -26
  276. package/loaders/LDrawLoader.js +0 -1842
  277. package/loaders/LUT3dlLoader.cjs.js +0 -1
  278. package/loaders/LUT3dlLoader.d.ts +0 -20
  279. package/loaders/LUT3dlLoader.js +0 -115
  280. package/loaders/LUTCubeLoader.cjs.js +0 -1
  281. package/loaders/LUTCubeLoader.d.ts +0 -23
  282. package/loaders/LUTCubeLoader.js +0 -118
  283. package/loaders/LWOLoader.cjs.js +0 -1
  284. package/loaders/LWOLoader.d.ts +0 -26
  285. package/loaders/LWOLoader.js +0 -737
  286. package/loaders/LottieLoader.cjs.js +0 -1
  287. package/loaders/LottieLoader.d.ts +0 -15
  288. package/loaders/LottieLoader.js +0 -49
  289. package/loaders/MD2Loader.cjs.js +0 -1
  290. package/loaders/MD2Loader.d.ts +0 -14
  291. package/loaders/MD2Loader.js +0 -202
  292. package/loaders/MDDLoader.cjs.js +0 -1
  293. package/loaders/MDDLoader.d.ts +0 -19
  294. package/loaders/MDDLoader.js +0 -78
  295. package/loaders/MMDLoader.cjs.js +0 -1
  296. package/loaders/MMDLoader.d.ts +0 -63
  297. package/loaders/MMDLoader.js +0 -1434
  298. package/loaders/MTLLoader.cjs.js +0 -1
  299. package/loaders/MTLLoader.d.ts +0 -112
  300. package/loaders/MTLLoader.js +0 -390
  301. package/loaders/NRRDLoader.cjs.js +0 -1
  302. package/loaders/NRRDLoader.d.ts +0 -21
  303. package/loaders/NRRDLoader.js +0 -482
  304. package/loaders/NodeMaterialLoader.cjs.js +0 -1
  305. package/loaders/NodeMaterialLoader.js +0 -39
  306. package/loaders/OBJLoader.cjs.js +0 -1
  307. package/loaders/OBJLoader.d.ts +0 -17
  308. package/loaders/OBJLoader.js +0 -609
  309. package/loaders/PCDLoader.cjs.js +0 -1
  310. package/loaders/PCDLoader.d.ts +0 -15
  311. package/loaders/PCDLoader.js +0 -267
  312. package/loaders/PDBLoader.cjs.js +0 -1
  313. package/loaders/PDBLoader.d.ts +0 -22
  314. package/loaders/PDBLoader.js +0 -264
  315. package/loaders/PLYLoader.cjs.js +0 -1
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  317. package/loaders/PLYLoader.js +0 -414
  318. package/loaders/PRWMLoader.cjs.js +0 -1
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  321. package/loaders/PVRLoader.cjs.js +0 -1
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  324. package/loaders/RGBELoader.cjs.js +0 -1
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  327. package/loaders/RGBMLoader.cjs.js +0 -1
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  329. package/loaders/RGBMLoader.js +0 -1168
  330. package/loaders/STLLoader.cjs.js +0 -1
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  333. package/loaders/SVGLoader.cjs.js +0 -1
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  336. package/loaders/TDSLoader.cjs.js +0 -1
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  339. package/loaders/TGALoader.cjs.js +0 -1
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  345. package/loaders/TiltLoader.cjs.js +0 -1
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  348. package/loaders/VOXLoader.cjs.js +0 -1
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  351. package/loaders/VRMLLoader.cjs.js +0 -1
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  355. package/loaders/VRMLoader.js +0 -46
  356. package/loaders/VTKLoader.cjs.js +0 -1
  357. package/loaders/VTKLoader.d.ts +0 -14
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  359. package/loaders/XLoader.cjs.js +0 -1
  360. package/loaders/XLoader.js +0 -1434
  361. package/loaders/XYZLoader.cjs.js +0 -1
  362. package/loaders/XYZLoader.d.ts +0 -14
  363. package/loaders/XYZLoader.js +0 -66
  364. package/loaders/lwo/IFFParser.cjs.js +0 -1
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  366. package/loaders/lwo/LWO2Parser.cjs.js +0 -1
  367. package/loaders/lwo/LWO2Parser.js +0 -430
  368. package/loaders/lwo/LWO3Parser.cjs.js +0 -1
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  370. package/math/Capsule.cjs.js +0 -1
  371. package/math/Capsule.d.ts +0 -27
  372. package/math/Capsule.js +0 -87
  373. package/math/ColorConverter.cjs.js +0 -1
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  380. package/math/ImprovedNoise.d.ts +0 -4
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@@ -1,740 +0,0 @@
1
- import { BufferGeometry, Vector3, Uint32BufferAttribute, Float32BufferAttribute, DynamicDrawUsage, MathUtils } from 'three';
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- import { SimplexNoise } from '../math/SimplexNoise.js';
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-
4
- /**
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- * @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
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- *
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- *
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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.
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- *
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- * 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
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- *
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
- *
36
- * @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
49
- *
50
- * @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 };