three-stdlib 2.35.4 → 2.35.5

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Files changed (514) hide show
  1. package/_polyfill/CapsuleGeometry.cjs +17 -20
  2. package/_polyfill/CapsuleGeometry.cjs.map +1 -1
  3. package/_polyfill/CapsuleGeometry.js +17 -20
  4. package/_polyfill/CapsuleGeometry.js.map +1 -1
  5. package/_polyfill/constants.cjs +1 -1
  6. package/_polyfill/constants.cjs.map +1 -1
  7. package/_polyfill/constants.js +1 -1
  8. package/_polyfill/constants.js.map +1 -1
  9. package/animation/AnimationClipCreator.cjs +13 -13
  10. package/animation/AnimationClipCreator.cjs.map +1 -1
  11. package/animation/AnimationClipCreator.js +13 -13
  12. package/animation/AnimationClipCreator.js.map +1 -1
  13. package/animation/CCDIKSolver.cjs +11 -11
  14. package/animation/CCDIKSolver.cjs.map +1 -1
  15. package/animation/CCDIKSolver.js +12 -12
  16. package/animation/CCDIKSolver.js.map +1 -1
  17. package/animation/MMDAnimationHelper.cjs +1 -1
  18. package/animation/MMDAnimationHelper.cjs.map +1 -1
  19. package/animation/MMDAnimationHelper.js +1 -1
  20. package/animation/MMDAnimationHelper.js.map +1 -1
  21. package/animation/MMDPhysics.cjs +4 -4
  22. package/animation/MMDPhysics.cjs.map +1 -1
  23. package/animation/MMDPhysics.js +4 -4
  24. package/animation/MMDPhysics.js.map +1 -1
  25. package/controls/ArcballControls.cjs +2 -2
  26. package/controls/ArcballControls.cjs.map +1 -1
  27. package/controls/ArcballControls.js +3 -3
  28. package/controls/ArcballControls.js.map +1 -1
  29. package/controls/FirstPersonControls.cjs +1 -1
  30. package/controls/FirstPersonControls.cjs.map +1 -1
  31. package/controls/FirstPersonControls.js +1 -1
  32. package/controls/FirstPersonControls.js.map +1 -1
  33. package/controls/OrbitControls.cjs +2 -2
  34. package/controls/OrbitControls.cjs.map +1 -1
  35. package/controls/OrbitControls.js +3 -3
  36. package/controls/OrbitControls.js.map +1 -1
  37. package/controls/PointerLockControls.cjs +2 -2
  38. package/controls/PointerLockControls.cjs.map +1 -1
  39. package/controls/PointerLockControls.js +3 -3
  40. package/controls/PointerLockControls.js.map +1 -1
  41. package/csm/CSM.cjs +4 -4
  42. package/csm/CSM.cjs.map +1 -1
  43. package/csm/CSM.js +5 -5
  44. package/csm/CSM.js.map +1 -1
  45. package/csm/CSMFrustum.cjs +1 -1
  46. package/csm/CSMFrustum.cjs.map +1 -1
  47. package/csm/CSMFrustum.js +2 -2
  48. package/csm/CSMFrustum.js.map +1 -1
  49. package/deprecated/Geometry.cjs +715 -722
  50. package/deprecated/Geometry.cjs.map +1 -1
  51. package/deprecated/Geometry.js +716 -723
  52. package/deprecated/Geometry.js.map +1 -1
  53. package/effects/AnaglyphEffect.cjs +1 -2
  54. package/effects/AnaglyphEffect.cjs.map +1 -1
  55. package/effects/AnaglyphEffect.js +2 -3
  56. package/effects/AnaglyphEffect.js.map +1 -1
  57. package/effects/OutlineEffect.cjs +1 -2
  58. package/effects/OutlineEffect.cjs.map +1 -1
  59. package/effects/OutlineEffect.js +2 -3
  60. package/effects/OutlineEffect.js.map +1 -1
  61. package/effects/ParallaxBarrierEffect.cjs +1 -2
  62. package/effects/ParallaxBarrierEffect.cjs.map +1 -1
  63. package/effects/ParallaxBarrierEffect.js +2 -3
  64. package/effects/ParallaxBarrierEffect.js.map +1 -1
  65. package/exporters/DRACOExporter.cjs +122 -133
  66. package/exporters/DRACOExporter.cjs.map +1 -1
  67. package/exporters/DRACOExporter.d.ts +21 -23
  68. package/exporters/DRACOExporter.js +122 -133
  69. package/exporters/DRACOExporter.js.map +1 -1
  70. package/exporters/GLTFExporter.cjs +167 -170
  71. package/exporters/GLTFExporter.cjs.map +1 -1
  72. package/exporters/GLTFExporter.js +167 -170
  73. package/exporters/GLTFExporter.js.map +1 -1
  74. package/geometries/LightningStrike.cjs +515 -524
  75. package/geometries/LightningStrike.cjs.map +1 -1
  76. package/geometries/LightningStrike.js +515 -524
  77. package/geometries/LightningStrike.js.map +1 -1
  78. package/geometries/RoundedBoxGeometry.cjs +1 -1
  79. package/geometries/RoundedBoxGeometry.cjs.map +1 -1
  80. package/geometries/RoundedBoxGeometry.js +2 -2
  81. package/geometries/RoundedBoxGeometry.js.map +1 -1
  82. package/helpers/RaycasterHelper.cjs +2 -2
  83. package/helpers/RaycasterHelper.cjs.map +1 -1
  84. package/helpers/RaycasterHelper.js +3 -3
  85. package/helpers/RaycasterHelper.js.map +1 -1
  86. package/helpers/VertexNormalsHelper.cjs +3 -3
  87. package/helpers/VertexNormalsHelper.cjs.map +1 -1
  88. package/helpers/VertexNormalsHelper.js +4 -4
  89. package/helpers/VertexNormalsHelper.js.map +1 -1
  90. package/helpers/VertexTangentsHelper.cjs +2 -2
  91. package/helpers/VertexTangentsHelper.cjs.map +1 -1
  92. package/helpers/VertexTangentsHelper.js +3 -3
  93. package/helpers/VertexTangentsHelper.js.map +1 -1
  94. package/interactive/InteractiveGroup.cjs +1 -1
  95. package/interactive/InteractiveGroup.cjs.map +1 -1
  96. package/interactive/InteractiveGroup.js +2 -2
  97. package/interactive/InteractiveGroup.js.map +1 -1
  98. package/interactive/SelectionBox.cjs +15 -15
  99. package/interactive/SelectionBox.cjs.map +1 -1
  100. package/interactive/SelectionBox.js +16 -16
  101. package/interactive/SelectionBox.js.map +1 -1
  102. package/libs/chevrotain.cjs +1 -1
  103. package/libs/chevrotain.cjs.map +1 -1
  104. package/libs/chevrotain.js +1 -1
  105. package/libs/chevrotain.js.map +1 -1
  106. package/libs/lottie.cjs +1 -1
  107. package/libs/lottie.cjs.map +1 -1
  108. package/libs/lottie.js +1 -1
  109. package/libs/lottie.js.map +1 -1
  110. package/libs/opentype.cjs +1 -1
  111. package/libs/opentype.cjs.map +1 -1
  112. package/libs/opentype.js +1 -1
  113. package/libs/opentype.js.map +1 -1
  114. package/lights/LightProbeGenerator.cjs +5 -5
  115. package/lights/LightProbeGenerator.cjs.map +1 -1
  116. package/lights/LightProbeGenerator.js +5 -5
  117. package/lights/LightProbeGenerator.js.map +1 -1
  118. package/lights/RectAreaLightUniformsLib.cjs +3 -3
  119. package/lights/RectAreaLightUniformsLib.cjs.map +1 -1
  120. package/lights/RectAreaLightUniformsLib.js +3 -3
  121. package/lights/RectAreaLightUniformsLib.js.map +1 -1
  122. package/lines/LineMaterial.cjs +1 -2
  123. package/lines/LineMaterial.cjs.map +1 -1
  124. package/lines/LineMaterial.js +2 -3
  125. package/lines/LineMaterial.js.map +1 -1
  126. package/lines/LineSegments2.cjs +13 -13
  127. package/lines/LineSegments2.cjs.map +1 -1
  128. package/lines/LineSegments2.js +14 -14
  129. package/lines/LineSegments2.js.map +1 -1
  130. package/lines/LineSegmentsGeometry.cjs +2 -2
  131. package/lines/LineSegmentsGeometry.cjs.map +1 -1
  132. package/lines/LineSegmentsGeometry.js +3 -3
  133. package/lines/LineSegmentsGeometry.js.map +1 -1
  134. package/lines/Wireframe.cjs +3 -3
  135. package/lines/Wireframe.cjs.map +1 -1
  136. package/lines/Wireframe.js +4 -4
  137. package/lines/Wireframe.js.map +1 -1
  138. package/loaders/BasisTextureLoader.cjs +435 -441
  139. package/loaders/BasisTextureLoader.cjs.map +1 -1
  140. package/loaders/BasisTextureLoader.js +435 -441
  141. package/loaders/BasisTextureLoader.js.map +1 -1
  142. package/loaders/EXRLoader.cjs +1 -2
  143. package/loaders/EXRLoader.cjs.map +1 -1
  144. package/loaders/EXRLoader.js +2 -3
  145. package/loaders/EXRLoader.js.map +1 -1
  146. package/loaders/FBXLoader.cjs +2 -2
  147. package/loaders/FBXLoader.cjs.map +1 -1
  148. package/loaders/FBXLoader.js +2 -2
  149. package/loaders/FBXLoader.js.map +1 -1
  150. package/loaders/FontLoader.cjs +2 -2
  151. package/loaders/FontLoader.cjs.map +1 -1
  152. package/loaders/FontLoader.d.ts +2 -2
  153. package/loaders/FontLoader.js +2 -2
  154. package/loaders/FontLoader.js.map +1 -1
  155. package/loaders/GLTFLoader.cjs +2 -2
  156. package/loaders/GLTFLoader.cjs.map +1 -1
  157. package/loaders/GLTFLoader.js +2 -2
  158. package/loaders/GLTFLoader.js.map +1 -1
  159. package/loaders/KTX2Loader.cjs +374 -377
  160. package/loaders/KTX2Loader.cjs.map +1 -1
  161. package/loaders/KTX2Loader.js +374 -377
  162. package/loaders/KTX2Loader.js.map +1 -1
  163. package/loaders/LDrawLoader.cjs +4 -5
  164. package/loaders/LDrawLoader.cjs.map +1 -1
  165. package/loaders/LDrawLoader.js +5 -6
  166. package/loaders/LDrawLoader.js.map +1 -1
  167. package/loaders/OBJLoader.cjs +5 -5
  168. package/loaders/OBJLoader.cjs.map +1 -1
  169. package/loaders/OBJLoader.js +6 -6
  170. package/loaders/OBJLoader.js.map +1 -1
  171. package/loaders/PRWMLoader.cjs +43 -46
  172. package/loaders/PRWMLoader.cjs.map +1 -1
  173. package/loaders/PRWMLoader.js +43 -46
  174. package/loaders/PRWMLoader.js.map +1 -1
  175. package/loaders/SVGLoader.cjs +1688 -1694
  176. package/loaders/SVGLoader.cjs.map +1 -1
  177. package/loaders/SVGLoader.js +1688 -1694
  178. package/loaders/SVGLoader.js.map +1 -1
  179. package/loaders/XLoader.cjs +1 -1
  180. package/loaders/XLoader.cjs.map +1 -1
  181. package/loaders/XLoader.js +1 -1
  182. package/loaders/XLoader.js.map +1 -1
  183. package/math/Capsule.cjs +3 -3
  184. package/math/Capsule.cjs.map +1 -1
  185. package/math/Capsule.js +3 -3
  186. package/math/Capsule.js.map +1 -1
  187. package/math/ColorConverter.cjs +9 -9
  188. package/math/ColorConverter.cjs.map +1 -1
  189. package/math/ColorConverter.js +9 -9
  190. package/math/ColorConverter.js.map +1 -1
  191. package/math/ConvexHull.cjs +50 -53
  192. package/math/ConvexHull.cjs.map +1 -1
  193. package/math/ConvexHull.js +50 -53
  194. package/math/ConvexHull.js.map +1 -1
  195. package/math/ImprovedNoise.cjs +1 -1
  196. package/math/ImprovedNoise.cjs.map +1 -1
  197. package/math/ImprovedNoise.js +1 -1
  198. package/math/ImprovedNoise.js.map +1 -1
  199. package/math/MeshSurfaceSampler.cjs +2 -2
  200. package/math/MeshSurfaceSampler.cjs.map +1 -1
  201. package/math/MeshSurfaceSampler.js +2 -2
  202. package/math/MeshSurfaceSampler.js.map +1 -1
  203. package/math/OBB.cjs +14 -14
  204. package/math/OBB.cjs.map +1 -1
  205. package/math/OBB.js +15 -15
  206. package/math/OBB.js.map +1 -1
  207. package/math/Octree.cjs +7 -7
  208. package/math/Octree.cjs.map +1 -1
  209. package/math/Octree.js +8 -8
  210. package/math/Octree.js.map +1 -1
  211. package/misc/ConvexObjectBreaker.cjs +268 -271
  212. package/misc/ConvexObjectBreaker.cjs.map +1 -1
  213. package/misc/ConvexObjectBreaker.js +269 -272
  214. package/misc/ConvexObjectBreaker.js.map +1 -1
  215. package/misc/Gyroscope.cjs +6 -6
  216. package/misc/Gyroscope.cjs.map +1 -1
  217. package/misc/Gyroscope.js +7 -7
  218. package/misc/Gyroscope.js.map +1 -1
  219. package/modifiers/CurveModifier.cjs +1 -1
  220. package/modifiers/CurveModifier.cjs.map +1 -1
  221. package/modifiers/CurveModifier.js +2 -2
  222. package/modifiers/CurveModifier.js.map +1 -1
  223. package/modifiers/SimplifyModifier.cjs +2 -2
  224. package/modifiers/SimplifyModifier.cjs.map +1 -1
  225. package/modifiers/SimplifyModifier.js +2 -2
  226. package/modifiers/SimplifyModifier.js.map +1 -1
  227. package/objects/BatchedMesh.cjs +2 -2
  228. package/objects/BatchedMesh.cjs.map +1 -1
  229. package/objects/BatchedMesh.js +3 -3
  230. package/objects/BatchedMesh.js.map +1 -1
  231. package/objects/GroundProjectedEnv.cjs +1 -2
  232. package/objects/GroundProjectedEnv.cjs.map +1 -1
  233. package/objects/GroundProjectedEnv.js +2 -3
  234. package/objects/GroundProjectedEnv.js.map +1 -1
  235. package/objects/Lensflare.cjs +206 -209
  236. package/objects/Lensflare.cjs.map +1 -1
  237. package/objects/Lensflare.js +206 -209
  238. package/objects/Lensflare.js.map +1 -1
  239. package/objects/Reflector.cjs +146 -154
  240. package/objects/Reflector.cjs.map +1 -1
  241. package/objects/Reflector.js +146 -154
  242. package/objects/Reflector.js.map +1 -1
  243. package/objects/ReflectorForSSRPass.cjs +180 -183
  244. package/objects/ReflectorForSSRPass.cjs.map +1 -1
  245. package/objects/ReflectorForSSRPass.js +180 -183
  246. package/objects/ReflectorForSSRPass.js.map +1 -1
  247. package/objects/Refractor.cjs +161 -164
  248. package/objects/Refractor.cjs.map +1 -1
  249. package/objects/Refractor.js +161 -164
  250. package/objects/Refractor.js.map +1 -1
  251. package/objects/ShadowMesh.cjs +1 -1
  252. package/objects/ShadowMesh.cjs.map +1 -1
  253. package/objects/ShadowMesh.js +2 -2
  254. package/objects/ShadowMesh.js.map +1 -1
  255. package/objects/Sky.cjs +32 -35
  256. package/objects/Sky.cjs.map +1 -1
  257. package/objects/Sky.d.ts +6 -100
  258. package/objects/Sky.js +32 -35
  259. package/objects/Sky.js.map +1 -1
  260. package/objects/Water.cjs +1 -2
  261. package/objects/Water.cjs.map +1 -1
  262. package/objects/Water.js +2 -3
  263. package/objects/Water.js.map +1 -1
  264. package/objects/Water2.cjs +140 -143
  265. package/objects/Water2.cjs.map +1 -1
  266. package/objects/Water2.js +140 -143
  267. package/objects/Water2.js.map +1 -1
  268. package/package.json +1 -1
  269. package/postprocessing/SAOPass.cjs +264 -267
  270. package/postprocessing/SAOPass.cjs.map +1 -1
  271. package/postprocessing/SAOPass.js +264 -267
  272. package/postprocessing/SAOPass.js.map +1 -1
  273. package/postprocessing/SSAOPass.cjs +250 -253
  274. package/postprocessing/SSAOPass.cjs.map +1 -1
  275. package/postprocessing/SSAOPass.js +250 -253
  276. package/postprocessing/SSAOPass.js.map +1 -1
  277. package/postprocessing/SSRPass.cjs +376 -379
  278. package/postprocessing/SSRPass.cjs.map +1 -1
  279. package/postprocessing/SSRPass.js +376 -379
  280. package/postprocessing/SSRPass.js.map +1 -1
  281. package/postprocessing/UnrealBloomPass.cjs +202 -205
  282. package/postprocessing/UnrealBloomPass.cjs.map +1 -1
  283. package/postprocessing/UnrealBloomPass.js +202 -205
  284. package/postprocessing/UnrealBloomPass.js.map +1 -1
  285. package/renderers/CSS2DRenderer.cjs +5 -5
  286. package/renderers/CSS2DRenderer.cjs.map +1 -1
  287. package/renderers/CSS2DRenderer.js +5 -5
  288. package/renderers/CSS2DRenderer.js.map +1 -1
  289. package/renderers/CSS3DRenderer.cjs +5 -5
  290. package/renderers/CSS3DRenderer.cjs.map +1 -1
  291. package/renderers/CSS3DRenderer.js +6 -6
  292. package/renderers/CSS3DRenderer.js.map +1 -1
  293. package/shaders/ACESFilmicToneMappingShader.cjs +46 -71
  294. package/shaders/ACESFilmicToneMappingShader.cjs.map +1 -1
  295. package/shaders/ACESFilmicToneMappingShader.js +46 -71
  296. package/shaders/ACESFilmicToneMappingShader.js.map +1 -1
  297. package/shaders/AfterimageShader.cjs +22 -41
  298. package/shaders/AfterimageShader.cjs.map +1 -1
  299. package/shaders/AfterimageShader.js +22 -41
  300. package/shaders/AfterimageShader.js.map +1 -1
  301. package/shaders/BasicShader.cjs +6 -20
  302. package/shaders/BasicShader.cjs.map +1 -1
  303. package/shaders/BasicShader.js +6 -20
  304. package/shaders/BasicShader.js.map +1 -1
  305. package/shaders/BleachBypassShader.cjs +26 -46
  306. package/shaders/BleachBypassShader.cjs.map +1 -1
  307. package/shaders/BleachBypassShader.js +26 -46
  308. package/shaders/BleachBypassShader.js.map +1 -1
  309. package/shaders/BlendShader.cjs +19 -33
  310. package/shaders/BlendShader.cjs.map +1 -1
  311. package/shaders/BlendShader.js +19 -33
  312. package/shaders/BlendShader.js.map +1 -1
  313. package/shaders/BokehShader.cjs +90 -117
  314. package/shaders/BokehShader.cjs.map +1 -1
  315. package/shaders/BokehShader.js +90 -117
  316. package/shaders/BokehShader.js.map +1 -1
  317. package/shaders/BokehShader2.cjs +232 -333
  318. package/shaders/BokehShader2.cjs.map +1 -1
  319. package/shaders/BokehShader2.js +232 -333
  320. package/shaders/BokehShader2.js.map +1 -1
  321. package/shaders/BrightnessContrastShader.cjs +22 -38
  322. package/shaders/BrightnessContrastShader.cjs.map +1 -1
  323. package/shaders/BrightnessContrastShader.js +22 -38
  324. package/shaders/BrightnessContrastShader.js.map +1 -1
  325. package/shaders/ColorCorrectionShader.cjs +21 -35
  326. package/shaders/ColorCorrectionShader.cjs.map +1 -1
  327. package/shaders/ColorCorrectionShader.js +21 -35
  328. package/shaders/ColorCorrectionShader.js.map +1 -1
  329. package/shaders/ColorifyShader.cjs +19 -34
  330. package/shaders/ColorifyShader.cjs.map +1 -1
  331. package/shaders/ColorifyShader.js +19 -34
  332. package/shaders/ColorifyShader.js.map +1 -1
  333. package/shaders/ConvolutionShader.cjs +24 -43
  334. package/shaders/ConvolutionShader.cjs.map +1 -1
  335. package/shaders/ConvolutionShader.js +24 -43
  336. package/shaders/ConvolutionShader.js.map +1 -1
  337. package/shaders/CopyShader.cjs +16 -30
  338. package/shaders/CopyShader.cjs.map +1 -1
  339. package/shaders/CopyShader.js +16 -30
  340. package/shaders/CopyShader.js.map +1 -1
  341. package/shaders/DOFMipMapShader.cjs +21 -38
  342. package/shaders/DOFMipMapShader.cjs.map +1 -1
  343. package/shaders/DOFMipMapShader.js +21 -38
  344. package/shaders/DOFMipMapShader.js.map +1 -1
  345. package/shaders/DepthLimitedBlurShader.cjs +69 -98
  346. package/shaders/DepthLimitedBlurShader.cjs.map +1 -1
  347. package/shaders/DepthLimitedBlurShader.js +69 -98
  348. package/shaders/DepthLimitedBlurShader.js.map +1 -1
  349. package/shaders/DigitalGlitch.cjs +59 -70
  350. package/shaders/DigitalGlitch.cjs.map +1 -1
  351. package/shaders/DigitalGlitch.js +59 -70
  352. package/shaders/DigitalGlitch.js.map +1 -1
  353. package/shaders/DotScreenShader.cjs +28 -49
  354. package/shaders/DotScreenShader.cjs.map +1 -1
  355. package/shaders/DotScreenShader.js +28 -49
  356. package/shaders/DotScreenShader.js.map +1 -1
  357. package/shaders/FXAAShader.cjs +1089 -1098
  358. package/shaders/FXAAShader.cjs.map +1 -1
  359. package/shaders/FXAAShader.js +1089 -1098
  360. package/shaders/FXAAShader.js.map +1 -1
  361. package/shaders/FilmShader.cjs +29 -57
  362. package/shaders/FilmShader.cjs.map +1 -1
  363. package/shaders/FilmShader.js +29 -57
  364. package/shaders/FilmShader.js.map +1 -1
  365. package/shaders/FocusShader.cjs +43 -70
  366. package/shaders/FocusShader.cjs.map +1 -1
  367. package/shaders/FocusShader.js +43 -70
  368. package/shaders/FocusShader.js.map +1 -1
  369. package/shaders/FreiChenShader.cjs +53 -74
  370. package/shaders/FreiChenShader.cjs.map +1 -1
  371. package/shaders/FreiChenShader.js +53 -74
  372. package/shaders/FreiChenShader.js.map +1 -1
  373. package/shaders/FresnelShader.cjs +35 -55
  374. package/shaders/FresnelShader.cjs.map +1 -1
  375. package/shaders/FresnelShader.js +35 -55
  376. package/shaders/FresnelShader.js.map +1 -1
  377. package/shaders/GammaCorrectionShader.cjs +19 -33
  378. package/shaders/GammaCorrectionShader.cjs.map +1 -1
  379. package/shaders/GammaCorrectionShader.js +19 -33
  380. package/shaders/GammaCorrectionShader.js.map +1 -1
  381. package/shaders/GodRaysShader.cjs +116 -193
  382. package/shaders/GodRaysShader.cjs.map +1 -1
  383. package/shaders/GodRaysShader.js +116 -193
  384. package/shaders/GodRaysShader.js.map +1 -1
  385. package/shaders/HalftoneShader.cjs +192 -270
  386. package/shaders/HalftoneShader.cjs.map +1 -1
  387. package/shaders/HalftoneShader.js +192 -270
  388. package/shaders/HalftoneShader.js.map +1 -1
  389. package/shaders/HorizontalTiltShiftShader.cjs +27 -43
  390. package/shaders/HorizontalTiltShiftShader.cjs.map +1 -1
  391. package/shaders/HorizontalTiltShiftShader.js +27 -43
  392. package/shaders/HorizontalTiltShiftShader.js.map +1 -1
  393. package/shaders/HueSaturationShader.cjs +31 -47
  394. package/shaders/HueSaturationShader.cjs.map +1 -1
  395. package/shaders/HueSaturationShader.js +31 -47
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  397. package/shaders/KaleidoShader.cjs +24 -37
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  399. package/shaders/KaleidoShader.js +24 -37
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  401. package/shaders/LuminosityHighPassShader.cjs +24 -43
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  405. package/shaders/LuminosityShader.cjs +17 -34
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  409. package/shaders/MirrorShader.cjs +26 -39
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  413. package/shaders/NormalMapShader.cjs +21 -36
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  417. package/shaders/ParallaxShader.cjs +97 -147
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  424. package/shaders/PixelShader.js.map +1 -1
  425. package/shaders/RGBShiftShader.cjs +20 -33
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  441. package/shaders/SSRShader.cjs +4 -4
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  443. package/shaders/SSRShader.js +4 -4
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  445. package/shaders/SepiaShader.cjs +20 -36
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  447. package/shaders/SepiaShader.js +20 -36
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  449. package/shaders/SobelOperatorShader.cjs +37 -64
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  453. package/shaders/TechnicolorShader.cjs +16 -29
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  457. package/shaders/ToneMapShader.cjs +35 -55
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  466. package/shaders/TriangleBlurShader.cjs.map +1 -1
  467. package/shaders/TriangleBlurShader.js +27 -50
  468. package/shaders/TriangleBlurShader.js.map +1 -1
  469. package/shaders/UnpackDepthRGBAShader.cjs +17 -32
  470. package/shaders/UnpackDepthRGBAShader.cjs.map +1 -1
  471. package/shaders/UnpackDepthRGBAShader.js +17 -32
  472. package/shaders/UnpackDepthRGBAShader.js.map +1 -1
  473. package/shaders/VerticalTiltShiftShader.cjs +27 -43
  474. package/shaders/VerticalTiltShiftShader.cjs.map +1 -1
  475. package/shaders/VerticalTiltShiftShader.js +27 -43
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  479. package/shaders/VignetteShader.js +27 -43
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  487. package/shaders/WaterRefractionShader.js +35 -63
  488. package/shaders/WaterRefractionShader.js.map +1 -1
  489. package/utils/GeometryCompressionUtils.cjs +1 -2
  490. package/utils/GeometryCompressionUtils.cjs.map +1 -1
  491. package/utils/GeometryCompressionUtils.js +2 -3
  492. package/utils/GeometryCompressionUtils.js.map +1 -1
  493. package/utils/RoughnessMipmapper.cjs +3 -3
  494. package/utils/RoughnessMipmapper.cjs.map +1 -1
  495. package/utils/RoughnessMipmapper.js +4 -4
  496. package/utils/RoughnessMipmapper.js.map +1 -1
  497. package/webxr/ARButton.cjs +106 -109
  498. package/webxr/ARButton.cjs.map +1 -1
  499. package/webxr/ARButton.d.ts +3 -4
  500. package/webxr/ARButton.js +106 -109
  501. package/webxr/ARButton.js.map +1 -1
  502. package/webxr/OculusHandPointerModel.cjs +2 -2
  503. package/webxr/OculusHandPointerModel.cjs.map +1 -1
  504. package/webxr/OculusHandPointerModel.js +2 -2
  505. package/webxr/OculusHandPointerModel.js.map +1 -1
  506. package/webxr/VRButton.cjs +95 -98
  507. package/webxr/VRButton.cjs.map +1 -1
  508. package/webxr/VRButton.d.ts +5 -6
  509. package/webxr/VRButton.js +95 -98
  510. package/webxr/VRButton.js.map +1 -1
  511. package/webxr/XRHandPrimitiveModel.cjs +2 -2
  512. package/webxr/XRHandPrimitiveModel.cjs.map +1 -1
  513. package/webxr/XRHandPrimitiveModel.js +3 -3
  514. package/webxr/XRHandPrimitiveModel.js.map +1 -1
@@ -6,557 +6,548 @@ var __publicField = (obj, key, value) => {
6
6
  };
7
7
  import { BufferGeometry, Vector3, Uint32BufferAttribute, Float32BufferAttribute, DynamicDrawUsage, MathUtils } from "three";
8
8
  import { SimplexNoise } from "../math/SimplexNoise.js";
9
- const LightningStrike = /* @__PURE__ */ (() => {
10
- const _LightningStrike = class extends BufferGeometry {
11
- constructor(rayParameters = {}) {
12
- super();
13
- this.isLightningStrike = true;
14
- this.type = "LightningStrike";
15
- this.init(_LightningStrike.copyParameters(rayParameters, rayParameters));
16
- this.createMesh();
9
+ const _LightningStrike = class extends BufferGeometry {
10
+ constructor(rayParameters = {}) {
11
+ super();
12
+ this.isLightningStrike = true;
13
+ this.type = "LightningStrike";
14
+ this.init(_LightningStrike.copyParameters(rayParameters, rayParameters));
15
+ this.createMesh();
16
+ }
17
+ static createRandomGenerator() {
18
+ const numSeeds = 2053;
19
+ const seeds = [];
20
+ for (let i = 0; i < numSeeds; i++) {
21
+ seeds.push(Math.random());
17
22
  }
18
- static createRandomGenerator() {
19
- const numSeeds = 2053;
20
- const seeds = [];
21
- for (let i = 0; i < numSeeds; i++) {
22
- seeds.push(Math.random());
23
+ const generator = {
24
+ currentSeed: 0,
25
+ random: function() {
26
+ const value = seeds[generator.currentSeed];
27
+ generator.currentSeed = (generator.currentSeed + 1) % numSeeds;
28
+ return value;
29
+ },
30
+ getSeed: function() {
31
+ return generator.currentSeed / numSeeds;
32
+ },
33
+ setSeed: function(seed) {
34
+ generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds;
23
35
  }
24
- const generator = {
25
- currentSeed: 0,
26
- random: function() {
27
- const value = seeds[generator.currentSeed];
28
- generator.currentSeed = (generator.currentSeed + 1) % numSeeds;
29
- return value;
30
- },
31
- getSeed: function() {
32
- return generator.currentSeed / numSeeds;
33
- },
34
- setSeed: function(seed) {
35
- generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds;
36
- }
37
- };
38
- return generator;
39
- }
40
- static copyParameters(dest = {}, source = {}) {
41
- const vecCopy = function(v) {
42
- if (source === dest) {
43
- return v;
44
- } else {
45
- return v.clone();
46
- }
47
- };
48
- dest.sourceOffset = source.sourceOffset !== void 0 ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0), dest.destOffset = source.destOffset !== void 0 ? vecCopy(source.destOffset) : new Vector3(0, 0, 0), dest.timeScale = source.timeScale !== void 0 ? source.timeScale : 1, dest.roughness = source.roughness !== void 0 ? source.roughness : 0.9, dest.straightness = source.straightness !== void 0 ? source.straightness : 0.7, dest.up0 = source.up0 !== void 0 ? vecCopy(source.up0) : new Vector3(0, 0, 1);
49
- dest.up1 = source.up1 !== void 0 ? vecCopy(source.up1) : new Vector3(0, 0, 1), dest.radius0 = source.radius0 !== void 0 ? source.radius0 : 1, dest.radius1 = source.radius1 !== void 0 ? source.radius1 : 1, dest.radius0Factor = source.radius0Factor !== void 0 ? source.radius0Factor : 0.5, dest.radius1Factor = source.radius1Factor !== void 0 ? source.radius1Factor : 0.2, dest.minRadius = source.minRadius !== void 0 ? 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:
50
- dest.isEternal = source.isEternal !== void 0 ? source.isEternal : source.birthTime === void 0 || source.deathTime === void 0, dest.birthTime = source.birthTime, dest.deathTime = source.deathTime, dest.propagationTimeFactor = source.propagationTimeFactor !== void 0 ? source.propagationTimeFactor : 0.1, dest.vanishingTimeFactor = source.vanishingTimeFactor !== void 0 ? source.vanishingTimeFactor : 0.9, dest.subrayPeriod = source.subrayPeriod !== void 0 ? source.subrayPeriod : 4, dest.subrayDutyCycle = source.subrayDutyCycle !== void 0 ? source.subrayDutyCycle : 0.6;
51
- dest.maxIterations = source.maxIterations !== void 0 ? source.maxIterations : 9;
52
- dest.isStatic = source.isStatic !== void 0 ? source.isStatic : false;
53
- dest.ramification = source.ramification !== void 0 ? source.ramification : 5;
54
- dest.maxSubrayRecursion = source.maxSubrayRecursion !== void 0 ? source.maxSubrayRecursion : 3;
55
- dest.recursionProbability = source.recursionProbability !== void 0 ? source.recursionProbability : 0.6;
56
- dest.generateUVs = source.generateUVs !== void 0 ? source.generateUVs : false;
57
- dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
58
- return dest;
59
- }
60
- update(time) {
61
- if (this.isStatic)
62
- return;
63
- if (this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime) {
64
- this.updateMesh(time);
65
- if (time < this.subrays[0].endPropagationTime) {
66
- this.state = _LightningStrike.RAY_PROPAGATING;
67
- } else if (time > this.subrays[0].beginVanishingTime) {
68
- this.state = _LightningStrike.RAY_VANISHING;
69
- } else {
70
- this.state = _LightningStrike.RAY_STEADY;
71
- }
72
- this.visible = true;
36
+ };
37
+ return generator;
38
+ }
39
+ static copyParameters(dest = {}, source = {}) {
40
+ const vecCopy = function(v) {
41
+ if (source === dest) {
42
+ return v;
73
43
  } else {
74
- this.visible = false;
75
- if (time < this.rayParameters.birthTime) {
76
- this.state = _LightningStrike.RAY_UNBORN;
77
- } else {
78
- this.state = _LightningStrike.RAY_EXTINGUISHED;
79
- }
44
+ return v.clone();
80
45
  }
81
- }
82
- init(rayParameters) {
83
- this.rayParameters = rayParameters;
84
- this.maxIterations = rayParameters.maxIterations !== void 0 ? Math.floor(rayParameters.maxIterations) : 9;
85
- rayParameters.maxIterations = this.maxIterations;
86
- this.isStatic = rayParameters.isStatic !== void 0 ? rayParameters.isStatic : false;
87
- rayParameters.isStatic = this.isStatic;
88
- this.ramification = rayParameters.ramification !== void 0 ? Math.floor(rayParameters.ramification) : 5;
89
- rayParameters.ramification = this.ramification;
90
- this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== void 0 ? Math.floor(rayParameters.maxSubrayRecursion) : 3;
91
- rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
92
- this.recursionProbability = rayParameters.recursionProbability !== void 0 ? rayParameters.recursionProbability : 0.6;
93
- rayParameters.recursionProbability = this.recursionProbability;
94
- this.generateUVs = rayParameters.generateUVs !== void 0 ? rayParameters.generateUVs : false;
95
- rayParameters.generateUVs = this.generateUVs;
96
- if (rayParameters.randomGenerator !== void 0) {
97
- this.randomGenerator = rayParameters.randomGenerator;
98
- this.seedGenerator = rayParameters.randomGenerator;
99
- if (rayParameters.noiseSeed !== void 0) {
100
- this.seedGenerator.setSeed(rayParameters.noiseSeed);
101
- }
46
+ };
47
+ dest.sourceOffset = source.sourceOffset !== void 0 ? vecCopy(source.sourceOffset) : new Vector3(0, 100, 0), dest.destOffset = source.destOffset !== void 0 ? vecCopy(source.destOffset) : new Vector3(0, 0, 0), dest.timeScale = source.timeScale !== void 0 ? source.timeScale : 1, dest.roughness = source.roughness !== void 0 ? source.roughness : 0.9, dest.straightness = source.straightness !== void 0 ? source.straightness : 0.7, dest.up0 = source.up0 !== void 0 ? vecCopy(source.up0) : new Vector3(0, 0, 1);
48
+ dest.up1 = source.up1 !== void 0 ? vecCopy(source.up1) : new Vector3(0, 0, 1), dest.radius0 = source.radius0 !== void 0 ? source.radius0 : 1, dest.radius1 = source.radius1 !== void 0 ? source.radius1 : 1, dest.radius0Factor = source.radius0Factor !== void 0 ? source.radius0Factor : 0.5, dest.radius1Factor = source.radius1Factor !== void 0 ? source.radius1Factor : 0.2, dest.minRadius = source.minRadius !== void 0 ? 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:
49
+ dest.isEternal = source.isEternal !== void 0 ? source.isEternal : source.birthTime === void 0 || source.deathTime === void 0, dest.birthTime = source.birthTime, dest.deathTime = source.deathTime, dest.propagationTimeFactor = source.propagationTimeFactor !== void 0 ? source.propagationTimeFactor : 0.1, dest.vanishingTimeFactor = source.vanishingTimeFactor !== void 0 ? source.vanishingTimeFactor : 0.9, dest.subrayPeriod = source.subrayPeriod !== void 0 ? source.subrayPeriod : 4, dest.subrayDutyCycle = source.subrayDutyCycle !== void 0 ? source.subrayDutyCycle : 0.6;
50
+ dest.maxIterations = source.maxIterations !== void 0 ? source.maxIterations : 9;
51
+ dest.isStatic = source.isStatic !== void 0 ? source.isStatic : false;
52
+ dest.ramification = source.ramification !== void 0 ? source.ramification : 5;
53
+ dest.maxSubrayRecursion = source.maxSubrayRecursion !== void 0 ? source.maxSubrayRecursion : 3;
54
+ dest.recursionProbability = source.recursionProbability !== void 0 ? source.recursionProbability : 0.6;
55
+ dest.generateUVs = source.generateUVs !== void 0 ? source.generateUVs : false;
56
+ dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
57
+ return dest;
58
+ }
59
+ update(time) {
60
+ if (this.isStatic)
61
+ return;
62
+ if (this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime) {
63
+ this.updateMesh(time);
64
+ if (time < this.subrays[0].endPropagationTime) {
65
+ this.state = _LightningStrike.RAY_PROPAGATING;
66
+ } else if (time > this.subrays[0].beginVanishingTime) {
67
+ this.state = _LightningStrike.RAY_VANISHING;
102
68
  } else {
103
- this.randomGenerator = _LightningStrike.createRandomGenerator();
104
- this.seedGenerator = Math;
69
+ this.state = _LightningStrike.RAY_STEADY;
105
70
  }
106
- if (rayParameters.onDecideSubrayCreation !== void 0) {
107
- this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
71
+ this.visible = true;
72
+ } else {
73
+ this.visible = false;
74
+ if (time < this.rayParameters.birthTime) {
75
+ this.state = _LightningStrike.RAY_UNBORN;
108
76
  } else {
109
- this.createDefaultSubrayCreationCallbacks();
110
- if (rayParameters.onSubrayCreation !== void 0) {
111
- this.onSubrayCreation = rayParameters.onSubrayCreation;
112
- }
77
+ this.state = _LightningStrike.RAY_EXTINGUISHED;
113
78
  }
114
- this.state = _LightningStrike.RAY_INITIALIZED;
115
- this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)));
116
- rayParameters.maxSubrays = this.maxSubrays;
117
- this.maxRaySegments = 2 * (1 << this.maxIterations);
118
- this.subrays = [];
119
- for (let i = 0; i < this.maxSubrays; i++) {
120
- this.subrays.push(this.createSubray());
121
- }
122
- this.raySegments = [];
123
- for (let i = 0; i < this.maxRaySegments; i++) {
124
- this.raySegments.push(this.createSegment());
125
- }
126
- this.time = 0;
127
- this.timeFraction = 0;
128
- this.currentSegmentCallback = null;
129
- this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
130
- this.numSubrays = 0;
131
- this.currentSubray = null;
132
- this.currentSegmentIndex = 0;
133
- this.isInitialSegment = false;
134
- this.subrayProbability = 0;
135
- this.currentVertex = 0;
136
- this.currentIndex = 0;
137
- this.currentCoordinate = 0;
138
- this.currentUVCoordinate = 0;
139
- this.vertices = null;
140
- this.uvs = null;
141
- this.indices = null;
142
- this.positionAttribute = null;
143
- this.uvsAttribute = null;
144
- this.simplexX = new SimplexNoise(this.seedGenerator);
145
- this.simplexY = new SimplexNoise(this.seedGenerator);
146
- this.simplexZ = new SimplexNoise(this.seedGenerator);
147
- this.forwards = new Vector3();
148
- this.forwardsFill = new Vector3();
149
- this.side = new Vector3();
150
- this.down = new Vector3();
151
- this.middlePos = new Vector3();
152
- this.middleLinPos = new Vector3();
153
- this.newPos = new Vector3();
154
- this.vPos = new Vector3();
155
- this.cross1 = new Vector3();
156
79
  }
157
- createMesh() {
158
- const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
159
- const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays;
160
- const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
161
- this.vertices = new Float32Array(maxVerts * 3);
162
- this.indices = new Uint32Array(maxIndices);
163
- if (this.generateUVs) {
164
- this.uvs = new Float32Array(maxVerts * 2);
165
- }
166
- this.fillMesh(0);
167
- this.setIndex(new Uint32BufferAttribute(this.indices, 1));
168
- this.positionAttribute = new Float32BufferAttribute(this.vertices, 3);
169
- this.setAttribute("position", this.positionAttribute);
170
- if (this.generateUVs) {
171
- this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2);
172
- this.setAttribute("uv", this.uvsAttribute);
173
- }
174
- if (!this.isStatic) {
175
- this.index.usage = DynamicDrawUsage;
176
- this.positionAttribute.usage = DynamicDrawUsage;
177
- if (this.generateUVs) {
178
- this.uvsAttribute.usage = DynamicDrawUsage;
179
- }
180
- }
181
- this.vertices = this.positionAttribute.array;
182
- this.indices = this.index.array;
183
- if (this.generateUVs) {
184
- this.uvs = this.uvsAttribute.array;
80
+ }
81
+ init(rayParameters) {
82
+ this.rayParameters = rayParameters;
83
+ this.maxIterations = rayParameters.maxIterations !== void 0 ? Math.floor(rayParameters.maxIterations) : 9;
84
+ rayParameters.maxIterations = this.maxIterations;
85
+ this.isStatic = rayParameters.isStatic !== void 0 ? rayParameters.isStatic : false;
86
+ rayParameters.isStatic = this.isStatic;
87
+ this.ramification = rayParameters.ramification !== void 0 ? Math.floor(rayParameters.ramification) : 5;
88
+ rayParameters.ramification = this.ramification;
89
+ this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== void 0 ? Math.floor(rayParameters.maxSubrayRecursion) : 3;
90
+ rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
91
+ this.recursionProbability = rayParameters.recursionProbability !== void 0 ? rayParameters.recursionProbability : 0.6;
92
+ rayParameters.recursionProbability = this.recursionProbability;
93
+ this.generateUVs = rayParameters.generateUVs !== void 0 ? rayParameters.generateUVs : false;
94
+ rayParameters.generateUVs = this.generateUVs;
95
+ if (rayParameters.randomGenerator !== void 0) {
96
+ this.randomGenerator = rayParameters.randomGenerator;
97
+ this.seedGenerator = rayParameters.randomGenerator;
98
+ if (rayParameters.noiseSeed !== void 0) {
99
+ this.seedGenerator.setSeed(rayParameters.noiseSeed);
185
100
  }
101
+ } else {
102
+ this.randomGenerator = _LightningStrike.createRandomGenerator();
103
+ this.seedGenerator = Math;
186
104
  }
187
- updateMesh(time) {
188
- this.fillMesh(time);
189
- this.drawRange.count = this.currentIndex;
190
- this.index.needsUpdate = true;
191
- this.positionAttribute.needsUpdate = true;
192
- if (this.generateUVs) {
193
- this.uvsAttribute.needsUpdate = true;
105
+ if (rayParameters.onDecideSubrayCreation !== void 0) {
106
+ this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
107
+ } else {
108
+ this.createDefaultSubrayCreationCallbacks();
109
+ if (rayParameters.onSubrayCreation !== void 0) {
110
+ this.onSubrayCreation = rayParameters.onSubrayCreation;
194
111
  }
195
112
  }
196
- fillMesh(time) {
197
- const scope = this;
198
- this.currentVertex = 0;
199
- this.currentIndex = 0;
200
- this.currentCoordinate = 0;
201
- this.currentUVCoordinate = 0;
202
- this.fractalRay(time, function fillVertices(segment) {
203
- const subray = scope.currentSubray;
204
- if (time < subray.birthTime) {
205
- return;
206
- } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {
207
- scope.createPrism(segment);
208
- scope.onDecideSubrayCreation(segment, scope);
209
- } else if (time < subray.endPropagationTime) {
210
- if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {
211
- scope.createPrism(segment);
212
- scope.onDecideSubrayCreation(segment, scope);
213
- }
214
- } else if (time < subray.beginVanishingTime) {
215
- scope.createPrism(segment);
216
- scope.onDecideSubrayCreation(segment, scope);
217
- } else {
218
- if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {
219
- scope.createPrism(segment);
220
- }
221
- scope.onDecideSubrayCreation(segment, scope);
222
- }
223
- });
113
+ this.state = _LightningStrike.RAY_INITIALIZED;
114
+ this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)));
115
+ rayParameters.maxSubrays = this.maxSubrays;
116
+ this.maxRaySegments = 2 * (1 << this.maxIterations);
117
+ this.subrays = [];
118
+ for (let i = 0; i < this.maxSubrays; i++) {
119
+ this.subrays.push(this.createSubray());
224
120
  }
225
- addNewSubray() {
226
- return this.subrays[this.numSubrays++];
121
+ this.raySegments = [];
122
+ for (let i = 0; i < this.maxRaySegments; i++) {
123
+ this.raySegments.push(this.createSegment());
227
124
  }
228
- initSubray(subray, rayParameters) {
229
- subray.pos0.copy(rayParameters.sourceOffset);
230
- subray.pos1.copy(rayParameters.destOffset);
231
- subray.up0.copy(rayParameters.up0);
232
- subray.up1.copy(rayParameters.up1);
233
- subray.radius0 = rayParameters.radius0;
234
- subray.radius1 = rayParameters.radius1;
235
- subray.birthTime = rayParameters.birthTime;
236
- subray.deathTime = rayParameters.deathTime;
237
- subray.timeScale = rayParameters.timeScale;
238
- subray.roughness = rayParameters.roughness;
239
- subray.straightness = rayParameters.straightness;
240
- subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
241
- subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
242
- subray.maxIterations = this.maxIterations;
243
- subray.seed = rayParameters.noiseSeed !== void 0 ? rayParameters.noiseSeed : 0;
244
- subray.recursion = 0;
245
- }
246
- fractalRay(time, segmentCallback) {
247
- this.time = time;
248
- this.currentSegmentCallback = segmentCallback;
249
- this.numSubrays = 0;
250
- this.initSubray(this.addNewSubray(), this.rayParameters);
251
- for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {
252
- const subray = this.subrays[subrayIndex];
253
- this.currentSubray = subray;
254
- this.randomGenerator.setSeed(subray.seed);
255
- subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor);
256
- subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor);
257
- const random1 = this.randomGenerator.random;
258
- subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1e3);
259
- subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
260
- this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime);
261
- this.currentSegmentIndex = 0;
262
- this.isInitialSegment = true;
263
- const segment = this.getNewSegment();
264
- segment.iteration = 0;
265
- segment.pos0.copy(subray.pos0);
266
- segment.pos1.copy(subray.pos1);
267
- segment.linPos0.copy(subray.linPos0);
268
- segment.linPos1.copy(subray.linPos1);
269
- segment.up0.copy(subray.up0);
270
- segment.up1.copy(subray.up1);
271
- segment.radius0 = subray.radius0;
272
- segment.radius1 = subray.radius1;
273
- segment.fraction0 = 0;
274
- segment.fraction1 = 1;
275
- segment.positionVariationFactor = 1 - subray.straightness;
276
- this.subrayProbability = this.ramification * Math.pow(this.recursionProbability, subray.recursion) / (1 << subray.maxIterations);
277
- this.fractalRayRecursive(segment);
278
- }
279
- this.currentSegmentCallback = null;
280
- this.currentSubray = null;
125
+ this.time = 0;
126
+ this.timeFraction = 0;
127
+ this.currentSegmentCallback = null;
128
+ this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
129
+ this.numSubrays = 0;
130
+ this.currentSubray = null;
131
+ this.currentSegmentIndex = 0;
132
+ this.isInitialSegment = false;
133
+ this.subrayProbability = 0;
134
+ this.currentVertex = 0;
135
+ this.currentIndex = 0;
136
+ this.currentCoordinate = 0;
137
+ this.currentUVCoordinate = 0;
138
+ this.vertices = null;
139
+ this.uvs = null;
140
+ this.indices = null;
141
+ this.positionAttribute = null;
142
+ this.uvsAttribute = null;
143
+ this.simplexX = new SimplexNoise(this.seedGenerator);
144
+ this.simplexY = new SimplexNoise(this.seedGenerator);
145
+ this.simplexZ = new SimplexNoise(this.seedGenerator);
146
+ this.forwards = new Vector3();
147
+ this.forwardsFill = new Vector3();
148
+ this.side = new Vector3();
149
+ this.down = new Vector3();
150
+ this.middlePos = new Vector3();
151
+ this.middleLinPos = new Vector3();
152
+ this.newPos = new Vector3();
153
+ this.vPos = new Vector3();
154
+ this.cross1 = new Vector3();
155
+ }
156
+ createMesh() {
157
+ const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
158
+ const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays;
159
+ const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
160
+ this.vertices = new Float32Array(maxVerts * 3);
161
+ this.indices = new Uint32Array(maxIndices);
162
+ if (this.generateUVs) {
163
+ this.uvs = new Float32Array(maxVerts * 2);
281
164
  }
282
- fractalRayRecursive(segment) {
283
- if (segment.iteration >= this.currentSubray.maxIterations) {
284
- this.currentSegmentCallback(segment);
285
- return;
286
- }
287
- this.forwards.subVectors(segment.pos1, segment.pos0);
288
- let lForwards = this.forwards.length();
289
- if (lForwards < 1e-6) {
290
- this.forwards.set(0, 0, 0.01);
291
- lForwards = this.forwards.length();
292
- }
293
- const middleRadius = (segment.radius0 + segment.radius1) * 0.5;
294
- const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5;
295
- const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration);
296
- this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5);
297
- this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5);
298
- const p = this.middleLinPos;
299
- this.newPos.set(
300
- this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),
301
- this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),
302
- this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension)
303
- );
304
- this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards);
305
- this.newPos.add(this.middlePos);
306
- const newSegment1 = this.getNewSegment();
307
- newSegment1.pos0.copy(segment.pos0);
308
- newSegment1.pos1.copy(this.newPos);
309
- newSegment1.linPos0.copy(segment.linPos0);
310
- newSegment1.linPos1.copy(this.middleLinPos);
311
- newSegment1.up0.copy(segment.up0);
312
- newSegment1.up1.copy(segment.up1);
313
- newSegment1.radius0 = segment.radius0;
314
- newSegment1.radius1 = middleRadius;
315
- newSegment1.fraction0 = segment.fraction0;
316
- newSegment1.fraction1 = middleFraction;
317
- newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
318
- newSegment1.iteration = segment.iteration + 1;
319
- const newSegment2 = this.getNewSegment();
320
- newSegment2.pos0.copy(this.newPos);
321
- newSegment2.pos1.copy(segment.pos1);
322
- newSegment2.linPos0.copy(this.middleLinPos);
323
- newSegment2.linPos1.copy(segment.linPos1);
324
- this.cross1.crossVectors(segment.up0, this.forwards.normalize());
325
- newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize();
326
- newSegment2.up1.copy(segment.up1);
327
- newSegment2.radius0 = middleRadius;
328
- newSegment2.radius1 = segment.radius1;
329
- newSegment2.fraction0 = middleFraction;
330
- newSegment2.fraction1 = segment.fraction1;
331
- newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
332
- newSegment2.iteration = segment.iteration + 1;
333
- this.fractalRayRecursive(newSegment1);
334
- this.fractalRayRecursive(newSegment2);
165
+ this.fillMesh(0);
166
+ this.setIndex(new Uint32BufferAttribute(this.indices, 1));
167
+ this.positionAttribute = new Float32BufferAttribute(this.vertices, 3);
168
+ this.setAttribute("position", this.positionAttribute);
169
+ if (this.generateUVs) {
170
+ this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2);
171
+ this.setAttribute("uv", this.uvsAttribute);
335
172
  }
336
- createPrism(segment) {
337
- this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize();
338
- if (this.isInitialSegment) {
339
- this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0);
340
- this.isInitialSegment = false;
173
+ if (!this.isStatic) {
174
+ this.index.usage = DynamicDrawUsage;
175
+ this.positionAttribute.usage = DynamicDrawUsage;
176
+ if (this.generateUVs) {
177
+ this.uvsAttribute.usage = DynamicDrawUsage;
341
178
  }
342
- this.currentCreateTriangleVertices(
343
- segment.pos1,
344
- segment.up0,
345
- this.forwardsFill,
346
- segment.radius1,
347
- segment.fraction1
348
- );
349
- this.createPrismFaces();
350
- }
351
- createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {
352
- this.side.crossVectors(up, forwards).multiplyScalar(radius * _LightningStrike.COS30DEG);
353
- this.down.copy(up).multiplyScalar(-radius * _LightningStrike.SIN30DEG);
354
- const p = this.vPos;
355
- const v = this.vertices;
356
- p.copy(pos).sub(this.side).add(this.down);
357
- v[this.currentCoordinate++] = p.x;
358
- v[this.currentCoordinate++] = p.y;
359
- v[this.currentCoordinate++] = p.z;
360
- p.copy(pos).add(this.side).add(this.down);
361
- v[this.currentCoordinate++] = p.x;
362
- v[this.currentCoordinate++] = p.y;
363
- v[this.currentCoordinate++] = p.z;
364
- p.copy(up).multiplyScalar(radius).add(pos);
365
- v[this.currentCoordinate++] = p.x;
366
- v[this.currentCoordinate++] = p.y;
367
- v[this.currentCoordinate++] = p.z;
368
- this.currentVertex += 3;
369
179
  }
370
- createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {
371
- this.side.crossVectors(up, forwards).multiplyScalar(radius * _LightningStrike.COS30DEG);
372
- this.down.copy(up).multiplyScalar(-radius * _LightningStrike.SIN30DEG);
373
- const p = this.vPos;
374
- const v = this.vertices;
375
- const uv = this.uvs;
376
- p.copy(pos).sub(this.side).add(this.down);
377
- v[this.currentCoordinate++] = p.x;
378
- v[this.currentCoordinate++] = p.y;
379
- v[this.currentCoordinate++] = p.z;
380
- uv[this.currentUVCoordinate++] = u;
381
- uv[this.currentUVCoordinate++] = 0;
382
- p.copy(pos).add(this.side).add(this.down);
383
- v[this.currentCoordinate++] = p.x;
384
- v[this.currentCoordinate++] = p.y;
385
- v[this.currentCoordinate++] = p.z;
386
- uv[this.currentUVCoordinate++] = u;
387
- uv[this.currentUVCoordinate++] = 0.5;
388
- p.copy(up).multiplyScalar(radius).add(pos);
389
- v[this.currentCoordinate++] = p.x;
390
- v[this.currentCoordinate++] = p.y;
391
- v[this.currentCoordinate++] = p.z;
392
- uv[this.currentUVCoordinate++] = u;
393
- uv[this.currentUVCoordinate++] = 1;
394
- this.currentVertex += 3;
180
+ this.vertices = this.positionAttribute.array;
181
+ this.indices = this.index.array;
182
+ if (this.generateUVs) {
183
+ this.uvs = this.uvsAttribute.array;
395
184
  }
396
- createPrismFaces(vertex) {
397
- const indices = this.indices;
398
- vertex = this.currentVertex - 6;
399
- indices[this.currentIndex++] = vertex + 1;
400
- indices[this.currentIndex++] = vertex + 2;
401
- indices[this.currentIndex++] = vertex + 5;
402
- indices[this.currentIndex++] = vertex + 1;
403
- indices[this.currentIndex++] = vertex + 5;
404
- indices[this.currentIndex++] = vertex + 4;
405
- indices[this.currentIndex++] = vertex + 0;
406
- indices[this.currentIndex++] = vertex + 1;
407
- indices[this.currentIndex++] = vertex + 4;
408
- indices[this.currentIndex++] = vertex + 0;
409
- indices[this.currentIndex++] = vertex + 4;
410
- indices[this.currentIndex++] = vertex + 3;
411
- indices[this.currentIndex++] = vertex + 2;
412
- indices[this.currentIndex++] = vertex + 0;
413
- indices[this.currentIndex++] = vertex + 3;
414
- indices[this.currentIndex++] = vertex + 2;
415
- indices[this.currentIndex++] = vertex + 3;
416
- indices[this.currentIndex++] = vertex + 5;
185
+ }
186
+ updateMesh(time) {
187
+ this.fillMesh(time);
188
+ this.drawRange.count = this.currentIndex;
189
+ this.index.needsUpdate = true;
190
+ this.positionAttribute.needsUpdate = true;
191
+ if (this.generateUVs) {
192
+ this.uvsAttribute.needsUpdate = true;
417
193
  }
418
- createDefaultSubrayCreationCallbacks() {
419
- const random1 = this.randomGenerator.random;
420
- this.onDecideSubrayCreation = function(segment, lightningStrike) {
421
- const subray = lightningStrike.currentSubray;
422
- const period = lightningStrike.rayParameters.subrayPeriod;
423
- const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
424
- const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? -random1() * period : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period;
425
- const phase = lightningStrike.time - phase0;
426
- const currentCycle = Math.floor(phase / period);
427
- const childSubraySeed = random1() * (currentCycle + 1);
428
- const isActive = phase % period <= dutyCycle * period;
429
- let probability = 0;
430
- if (isActive) {
431
- probability = lightningStrike.subrayProbability;
194
+ }
195
+ fillMesh(time) {
196
+ const scope = this;
197
+ this.currentVertex = 0;
198
+ this.currentIndex = 0;
199
+ this.currentCoordinate = 0;
200
+ this.currentUVCoordinate = 0;
201
+ this.fractalRay(time, function fillVertices(segment) {
202
+ const subray = scope.currentSubray;
203
+ if (time < subray.birthTime) {
204
+ return;
205
+ } else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {
206
+ scope.createPrism(segment);
207
+ scope.onDecideSubrayCreation(segment, scope);
208
+ } else if (time < subray.endPropagationTime) {
209
+ if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {
210
+ scope.createPrism(segment);
211
+ scope.onDecideSubrayCreation(segment, scope);
432
212
  }
433
- if (subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability) {
434
- const childSubray = lightningStrike.addNewSubray();
435
- const parentSeed = lightningStrike.randomGenerator.getSeed();
436
- childSubray.seed = childSubraySeed;
437
- lightningStrike.randomGenerator.setSeed(childSubraySeed);
438
- childSubray.recursion = subray.recursion + 1;
439
- childSubray.maxIterations = Math.max(1, subray.maxIterations - 1);
440
- childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1e3);
441
- childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
442
- childSubray.up0.copy(subray.up0);
443
- childSubray.up1.copy(subray.up1);
444
- childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
445
- childSubray.radius1 = Math.min(
446
- lightningStrike.rayParameters.minRadius,
447
- segment.radius1 * lightningStrike.rayParameters.radius1Factor
448
- );
449
- childSubray.birthTime = phase0 + currentCycle * period;
450
- childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
451
- if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {
452
- childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime);
453
- childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime);
454
- }
455
- childSubray.timeScale = subray.timeScale * 2;
456
- childSubray.roughness = subray.roughness;
457
- childSubray.straightness = subray.straightness;
458
- childSubray.propagationTimeFactor = subray.propagationTimeFactor;
459
- childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
460
- lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike);
461
- lightningStrike.randomGenerator.setSeed(parentSeed);
213
+ } else if (time < subray.beginVanishingTime) {
214
+ scope.createPrism(segment);
215
+ scope.onDecideSubrayCreation(segment, scope);
216
+ } else {
217
+ if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {
218
+ scope.createPrism(segment);
462
219
  }
463
- };
464
- const vec1Pos = new Vector3();
465
- const vec2Forward = new Vector3();
466
- const vec3Side = new Vector3();
467
- const vec4Up = new Vector3();
468
- this.onSubrayCreation = function(segment, parentSubray, childSubray, lightningStrike) {
469
- lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2);
470
- };
471
- this.subrayConePosition = function(segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
472
- childSubray.pos0.copy(segment.pos0);
473
- vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
474
- vec2Forward.copy(vec1Pos).normalize();
475
- vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor));
476
- const length = vec1Pos.length();
477
- vec3Side.crossVectors(parentSubray.up0, vec2Forward);
478
- const angle = 2 * Math.PI * random1();
479
- vec3Side.multiplyScalar(Math.cos(angle));
480
- vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
481
- childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
482
- };
483
- this.subrayCylinderPosition = function(segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
484
- childSubray.pos0.copy(segment.pos0);
485
- vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
486
- vec2Forward.copy(vec1Pos).normalize();
487
- vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor));
488
- const length = vec1Pos.length();
489
- vec3Side.crossVectors(parentSubray.up0, vec2Forward);
490
- const angle = 2 * Math.PI * random1();
491
- vec3Side.multiplyScalar(Math.cos(angle));
492
- vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
493
- childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
494
- };
495
- }
496
- createSubray() {
497
- return {
498
- seed: 0,
499
- maxIterations: 0,
500
- recursion: 0,
501
- pos0: new Vector3(),
502
- pos1: new Vector3(),
503
- linPos0: new Vector3(),
504
- linPos1: new Vector3(),
505
- up0: new Vector3(),
506
- up1: new Vector3(),
507
- radius0: 0,
508
- radius1: 0,
509
- birthTime: 0,
510
- deathTime: 0,
511
- timeScale: 0,
512
- roughness: 0,
513
- straightness: 0,
514
- propagationTimeFactor: 0,
515
- vanishingTimeFactor: 0,
516
- endPropagationTime: 0,
517
- beginVanishingTime: 0
518
- };
519
- }
520
- createSegment() {
521
- return {
522
- iteration: 0,
523
- pos0: new Vector3(),
524
- pos1: new Vector3(),
525
- linPos0: new Vector3(),
526
- linPos1: new Vector3(),
527
- up0: new Vector3(),
528
- up1: new Vector3(),
529
- radius0: 0,
530
- radius1: 0,
531
- fraction0: 0,
532
- fraction1: 0,
533
- positionVariationFactor: 0
534
- };
220
+ scope.onDecideSubrayCreation(segment, scope);
221
+ }
222
+ });
223
+ }
224
+ addNewSubray() {
225
+ return this.subrays[this.numSubrays++];
226
+ }
227
+ initSubray(subray, rayParameters) {
228
+ subray.pos0.copy(rayParameters.sourceOffset);
229
+ subray.pos1.copy(rayParameters.destOffset);
230
+ subray.up0.copy(rayParameters.up0);
231
+ subray.up1.copy(rayParameters.up1);
232
+ subray.radius0 = rayParameters.radius0;
233
+ subray.radius1 = rayParameters.radius1;
234
+ subray.birthTime = rayParameters.birthTime;
235
+ subray.deathTime = rayParameters.deathTime;
236
+ subray.timeScale = rayParameters.timeScale;
237
+ subray.roughness = rayParameters.roughness;
238
+ subray.straightness = rayParameters.straightness;
239
+ subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
240
+ subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
241
+ subray.maxIterations = this.maxIterations;
242
+ subray.seed = rayParameters.noiseSeed !== void 0 ? rayParameters.noiseSeed : 0;
243
+ subray.recursion = 0;
244
+ }
245
+ fractalRay(time, segmentCallback) {
246
+ this.time = time;
247
+ this.currentSegmentCallback = segmentCallback;
248
+ this.numSubrays = 0;
249
+ this.initSubray(this.addNewSubray(), this.rayParameters);
250
+ for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {
251
+ const subray = this.subrays[subrayIndex];
252
+ this.currentSubray = subray;
253
+ this.randomGenerator.setSeed(subray.seed);
254
+ subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor);
255
+ subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor);
256
+ const random1 = this.randomGenerator.random;
257
+ subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1e3);
258
+ subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
259
+ this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime);
260
+ this.currentSegmentIndex = 0;
261
+ this.isInitialSegment = true;
262
+ const segment = this.getNewSegment();
263
+ segment.iteration = 0;
264
+ segment.pos0.copy(subray.pos0);
265
+ segment.pos1.copy(subray.pos1);
266
+ segment.linPos0.copy(subray.linPos0);
267
+ segment.linPos1.copy(subray.linPos1);
268
+ segment.up0.copy(subray.up0);
269
+ segment.up1.copy(subray.up1);
270
+ segment.radius0 = subray.radius0;
271
+ segment.radius1 = subray.radius1;
272
+ segment.fraction0 = 0;
273
+ segment.fraction1 = 1;
274
+ segment.positionVariationFactor = 1 - subray.straightness;
275
+ this.subrayProbability = this.ramification * Math.pow(this.recursionProbability, subray.recursion) / (1 << subray.maxIterations);
276
+ this.fractalRayRecursive(segment);
535
277
  }
536
- getNewSegment() {
537
- return this.raySegments[this.currentSegmentIndex++];
278
+ this.currentSegmentCallback = null;
279
+ this.currentSubray = null;
280
+ }
281
+ fractalRayRecursive(segment) {
282
+ if (segment.iteration >= this.currentSubray.maxIterations) {
283
+ this.currentSegmentCallback(segment);
284
+ return;
538
285
  }
539
- copy(source) {
540
- super.copy(source);
541
- this.init(_LightningStrike.copyParameters({}, source.rayParameters));
542
- return this;
286
+ this.forwards.subVectors(segment.pos1, segment.pos0);
287
+ let lForwards = this.forwards.length();
288
+ if (lForwards < 1e-6) {
289
+ this.forwards.set(0, 0, 0.01);
290
+ lForwards = this.forwards.length();
543
291
  }
544
- clone() {
545
- return new this.constructor(_LightningStrike.copyParameters({}, this.rayParameters));
292
+ const middleRadius = (segment.radius0 + segment.radius1) * 0.5;
293
+ const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5;
294
+ const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration);
295
+ this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5);
296
+ this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5);
297
+ const p = this.middleLinPos;
298
+ this.newPos.set(
299
+ this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),
300
+ this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),
301
+ this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension)
302
+ );
303
+ this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards);
304
+ this.newPos.add(this.middlePos);
305
+ const newSegment1 = this.getNewSegment();
306
+ newSegment1.pos0.copy(segment.pos0);
307
+ newSegment1.pos1.copy(this.newPos);
308
+ newSegment1.linPos0.copy(segment.linPos0);
309
+ newSegment1.linPos1.copy(this.middleLinPos);
310
+ newSegment1.up0.copy(segment.up0);
311
+ newSegment1.up1.copy(segment.up1);
312
+ newSegment1.radius0 = segment.radius0;
313
+ newSegment1.radius1 = middleRadius;
314
+ newSegment1.fraction0 = segment.fraction0;
315
+ newSegment1.fraction1 = middleFraction;
316
+ newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
317
+ newSegment1.iteration = segment.iteration + 1;
318
+ const newSegment2 = this.getNewSegment();
319
+ newSegment2.pos0.copy(this.newPos);
320
+ newSegment2.pos1.copy(segment.pos1);
321
+ newSegment2.linPos0.copy(this.middleLinPos);
322
+ newSegment2.linPos1.copy(segment.linPos1);
323
+ this.cross1.crossVectors(segment.up0, this.forwards.normalize());
324
+ newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize();
325
+ newSegment2.up1.copy(segment.up1);
326
+ newSegment2.radius0 = middleRadius;
327
+ newSegment2.radius1 = segment.radius1;
328
+ newSegment2.fraction0 = middleFraction;
329
+ newSegment2.fraction1 = segment.fraction1;
330
+ newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
331
+ newSegment2.iteration = segment.iteration + 1;
332
+ this.fractalRayRecursive(newSegment1);
333
+ this.fractalRayRecursive(newSegment2);
334
+ }
335
+ createPrism(segment) {
336
+ this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize();
337
+ if (this.isInitialSegment) {
338
+ this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0);
339
+ this.isInitialSegment = false;
546
340
  }
547
- };
548
- let LightningStrike2 = _LightningStrike;
549
- // Ray states
550
- __publicField(LightningStrike2, "RAY_INITIALIZED", 0);
551
- __publicField(LightningStrike2, "RAY_UNBORN", 1);
552
- __publicField(LightningStrike2, "RAY_PROPAGATING", 2);
553
- __publicField(LightningStrike2, "RAY_STEADY", 3);
554
- __publicField(LightningStrike2, "RAY_VANISHING", 4);
555
- __publicField(LightningStrike2, "RAY_EXTINGUISHED", 5);
556
- __publicField(LightningStrike2, "COS30DEG", Math.cos(30 * Math.PI / 180));
557
- __publicField(LightningStrike2, "SIN30DEG", Math.sin(30 * Math.PI / 180));
558
- return LightningStrike2;
559
- })();
341
+ this.currentCreateTriangleVertices(segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1);
342
+ this.createPrismFaces();
343
+ }
344
+ createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {
345
+ this.side.crossVectors(up, forwards).multiplyScalar(radius * _LightningStrike.COS30DEG);
346
+ this.down.copy(up).multiplyScalar(-radius * _LightningStrike.SIN30DEG);
347
+ const p = this.vPos;
348
+ const v = this.vertices;
349
+ p.copy(pos).sub(this.side).add(this.down);
350
+ v[this.currentCoordinate++] = p.x;
351
+ v[this.currentCoordinate++] = p.y;
352
+ v[this.currentCoordinate++] = p.z;
353
+ p.copy(pos).add(this.side).add(this.down);
354
+ v[this.currentCoordinate++] = p.x;
355
+ v[this.currentCoordinate++] = p.y;
356
+ v[this.currentCoordinate++] = p.z;
357
+ p.copy(up).multiplyScalar(radius).add(pos);
358
+ v[this.currentCoordinate++] = p.x;
359
+ v[this.currentCoordinate++] = p.y;
360
+ v[this.currentCoordinate++] = p.z;
361
+ this.currentVertex += 3;
362
+ }
363
+ createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {
364
+ this.side.crossVectors(up, forwards).multiplyScalar(radius * _LightningStrike.COS30DEG);
365
+ this.down.copy(up).multiplyScalar(-radius * _LightningStrike.SIN30DEG);
366
+ const p = this.vPos;
367
+ const v = this.vertices;
368
+ const uv = this.uvs;
369
+ p.copy(pos).sub(this.side).add(this.down);
370
+ v[this.currentCoordinate++] = p.x;
371
+ v[this.currentCoordinate++] = p.y;
372
+ v[this.currentCoordinate++] = p.z;
373
+ uv[this.currentUVCoordinate++] = u;
374
+ uv[this.currentUVCoordinate++] = 0;
375
+ p.copy(pos).add(this.side).add(this.down);
376
+ v[this.currentCoordinate++] = p.x;
377
+ v[this.currentCoordinate++] = p.y;
378
+ v[this.currentCoordinate++] = p.z;
379
+ uv[this.currentUVCoordinate++] = u;
380
+ uv[this.currentUVCoordinate++] = 0.5;
381
+ p.copy(up).multiplyScalar(radius).add(pos);
382
+ v[this.currentCoordinate++] = p.x;
383
+ v[this.currentCoordinate++] = p.y;
384
+ v[this.currentCoordinate++] = p.z;
385
+ uv[this.currentUVCoordinate++] = u;
386
+ uv[this.currentUVCoordinate++] = 1;
387
+ this.currentVertex += 3;
388
+ }
389
+ createPrismFaces(vertex) {
390
+ const indices = this.indices;
391
+ vertex = this.currentVertex - 6;
392
+ indices[this.currentIndex++] = vertex + 1;
393
+ indices[this.currentIndex++] = vertex + 2;
394
+ indices[this.currentIndex++] = vertex + 5;
395
+ indices[this.currentIndex++] = vertex + 1;
396
+ indices[this.currentIndex++] = vertex + 5;
397
+ indices[this.currentIndex++] = vertex + 4;
398
+ indices[this.currentIndex++] = vertex + 0;
399
+ indices[this.currentIndex++] = vertex + 1;
400
+ indices[this.currentIndex++] = vertex + 4;
401
+ indices[this.currentIndex++] = vertex + 0;
402
+ indices[this.currentIndex++] = vertex + 4;
403
+ indices[this.currentIndex++] = vertex + 3;
404
+ indices[this.currentIndex++] = vertex + 2;
405
+ indices[this.currentIndex++] = vertex + 0;
406
+ indices[this.currentIndex++] = vertex + 3;
407
+ indices[this.currentIndex++] = vertex + 2;
408
+ indices[this.currentIndex++] = vertex + 3;
409
+ indices[this.currentIndex++] = vertex + 5;
410
+ }
411
+ createDefaultSubrayCreationCallbacks() {
412
+ const random1 = this.randomGenerator.random;
413
+ this.onDecideSubrayCreation = function(segment, lightningStrike) {
414
+ const subray = lightningStrike.currentSubray;
415
+ const period = lightningStrike.rayParameters.subrayPeriod;
416
+ const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
417
+ const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? -random1() * period : MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period;
418
+ const phase = lightningStrike.time - phase0;
419
+ const currentCycle = Math.floor(phase / period);
420
+ const childSubraySeed = random1() * (currentCycle + 1);
421
+ const isActive = phase % period <= dutyCycle * period;
422
+ let probability = 0;
423
+ if (isActive) {
424
+ probability = lightningStrike.subrayProbability;
425
+ }
426
+ if (subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability) {
427
+ const childSubray = lightningStrike.addNewSubray();
428
+ const parentSeed = lightningStrike.randomGenerator.getSeed();
429
+ childSubray.seed = childSubraySeed;
430
+ lightningStrike.randomGenerator.setSeed(childSubraySeed);
431
+ childSubray.recursion = subray.recursion + 1;
432
+ childSubray.maxIterations = Math.max(1, subray.maxIterations - 1);
433
+ childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1e3);
434
+ childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
435
+ childSubray.up0.copy(subray.up0);
436
+ childSubray.up1.copy(subray.up1);
437
+ childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
438
+ childSubray.radius1 = Math.min(
439
+ lightningStrike.rayParameters.minRadius,
440
+ segment.radius1 * lightningStrike.rayParameters.radius1Factor
441
+ );
442
+ childSubray.birthTime = phase0 + currentCycle * period;
443
+ childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
444
+ if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {
445
+ childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime);
446
+ childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime);
447
+ }
448
+ childSubray.timeScale = subray.timeScale * 2;
449
+ childSubray.roughness = subray.roughness;
450
+ childSubray.straightness = subray.straightness;
451
+ childSubray.propagationTimeFactor = subray.propagationTimeFactor;
452
+ childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
453
+ lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike);
454
+ lightningStrike.randomGenerator.setSeed(parentSeed);
455
+ }
456
+ };
457
+ const vec1Pos = new Vector3();
458
+ const vec2Forward = new Vector3();
459
+ const vec3Side = new Vector3();
460
+ const vec4Up = new Vector3();
461
+ this.onSubrayCreation = function(segment, parentSubray, childSubray, lightningStrike) {
462
+ lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2);
463
+ };
464
+ this.subrayConePosition = function(segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
465
+ childSubray.pos0.copy(segment.pos0);
466
+ vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
467
+ vec2Forward.copy(vec1Pos).normalize();
468
+ vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor));
469
+ const length = vec1Pos.length();
470
+ vec3Side.crossVectors(parentSubray.up0, vec2Forward);
471
+ const angle = 2 * Math.PI * random1();
472
+ vec3Side.multiplyScalar(Math.cos(angle));
473
+ vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
474
+ childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
475
+ };
476
+ this.subrayCylinderPosition = function(segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
477
+ childSubray.pos0.copy(segment.pos0);
478
+ vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
479
+ vec2Forward.copy(vec1Pos).normalize();
480
+ vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor));
481
+ const length = vec1Pos.length();
482
+ vec3Side.crossVectors(parentSubray.up0, vec2Forward);
483
+ const angle = 2 * Math.PI * random1();
484
+ vec3Side.multiplyScalar(Math.cos(angle));
485
+ vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
486
+ childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
487
+ };
488
+ }
489
+ createSubray() {
490
+ return {
491
+ seed: 0,
492
+ maxIterations: 0,
493
+ recursion: 0,
494
+ pos0: new Vector3(),
495
+ pos1: new Vector3(),
496
+ linPos0: new Vector3(),
497
+ linPos1: new Vector3(),
498
+ up0: new Vector3(),
499
+ up1: new Vector3(),
500
+ radius0: 0,
501
+ radius1: 0,
502
+ birthTime: 0,
503
+ deathTime: 0,
504
+ timeScale: 0,
505
+ roughness: 0,
506
+ straightness: 0,
507
+ propagationTimeFactor: 0,
508
+ vanishingTimeFactor: 0,
509
+ endPropagationTime: 0,
510
+ beginVanishingTime: 0
511
+ };
512
+ }
513
+ createSegment() {
514
+ return {
515
+ iteration: 0,
516
+ pos0: new Vector3(),
517
+ pos1: new Vector3(),
518
+ linPos0: new Vector3(),
519
+ linPos1: new Vector3(),
520
+ up0: new Vector3(),
521
+ up1: new Vector3(),
522
+ radius0: 0,
523
+ radius1: 0,
524
+ fraction0: 0,
525
+ fraction1: 0,
526
+ positionVariationFactor: 0
527
+ };
528
+ }
529
+ getNewSegment() {
530
+ return this.raySegments[this.currentSegmentIndex++];
531
+ }
532
+ copy(source) {
533
+ super.copy(source);
534
+ this.init(_LightningStrike.copyParameters({}, source.rayParameters));
535
+ return this;
536
+ }
537
+ clone() {
538
+ return new this.constructor(_LightningStrike.copyParameters({}, this.rayParameters));
539
+ }
540
+ };
541
+ let LightningStrike = _LightningStrike;
542
+ // Ray states
543
+ __publicField(LightningStrike, "RAY_INITIALIZED", 0);
544
+ __publicField(LightningStrike, "RAY_UNBORN", 1);
545
+ __publicField(LightningStrike, "RAY_PROPAGATING", 2);
546
+ __publicField(LightningStrike, "RAY_STEADY", 3);
547
+ __publicField(LightningStrike, "RAY_VANISHING", 4);
548
+ __publicField(LightningStrike, "RAY_EXTINGUISHED", 5);
549
+ __publicField(LightningStrike, "COS30DEG", Math.cos(30 * Math.PI / 180));
550
+ __publicField(LightningStrike, "SIN30DEG", Math.sin(30 * Math.PI / 180));
560
551
  export {
561
552
  LightningStrike
562
553
  };