bytev-charts
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基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
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JavaScript
import "core-js/modules/es.array.iterator.js";
import "core-js/modules/es.array-buffer.slice.js";
import "core-js/modules/es.object.to-string.js";
import "core-js/modules/es.typed-array.float32-array.js";
import "core-js/modules/es.typed-array.copy-within.js";
import "core-js/modules/es.typed-array.every.js";
import "core-js/modules/es.typed-array.fill.js";
import "core-js/modules/es.typed-array.filter.js";
import "core-js/modules/es.typed-array.find.js";
import "core-js/modules/es.typed-array.find-index.js";
import "core-js/modules/es.typed-array.for-each.js";
import "core-js/modules/es.typed-array.includes.js";
import "core-js/modules/es.typed-array.index-of.js";
import "core-js/modules/es.typed-array.iterator.js";
import "core-js/modules/es.typed-array.join.js";
import "core-js/modules/es.typed-array.last-index-of.js";
import "core-js/modules/es.typed-array.map.js";
import "core-js/modules/es.typed-array.reduce.js";
import "core-js/modules/es.typed-array.reduce-right.js";
import "core-js/modules/es.typed-array.reverse.js";
import "core-js/modules/es.typed-array.set.js";
import "core-js/modules/es.typed-array.slice.js";
import "core-js/modules/es.typed-array.some.js";
import "core-js/modules/es.typed-array.sort.js";
import "core-js/modules/es.typed-array.subarray.js";
import "core-js/modules/es.typed-array.to-locale-string.js";
import "core-js/modules/es.typed-array.to-string.js";
import "core-js/modules/es.typed-array.uint32-array.js";
import "core-js/modules/es.string.sub.js";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
console.warn("THREE.LightningStrike: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs.
*
*
* Usage
*
* var myRay = new THREE.LightningStrike( paramsObject );
* var myRayMesh = new THREE.Mesh( myRay, myMaterial );
* scene.add( myRayMesh );
* ...
* myRay.update( currentTime );
*
* The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative.
*
* You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters.
*
*
* LightningStrike parameters
*
* The paramsObject can contain any of the following parameters.
*
* Legend:
* 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters.
* 'Subray': A ramification of the ray. It is not a LightningStrike object.
* 'Segment': A linear segment piece of a subray.
* 'Leaf segment': A ray segment which cannot be smaller.
*
*
* The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly:
*
* @param {Vector3} sourceOffset The point where the ray starts.
*
* @param {Vector3} destOffset The point where the ray ends.
*
* @param {double} timeScale The rate at wich the ray form changes in time. Default: 1
*
* @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9
*
* @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7
*
* @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.
*
* @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized.
*
* @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1
*
* @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1
*
* @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5
*
* @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2
*
* @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1
*
*
* The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
*
* @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.
*
* @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None.
*
* @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None.
*
* @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
*
* @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
*
* @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4
*
* @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6
*
*
* These parameters cannot change after lightning creation:
*
* @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9
*
* @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.
*
* @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5
*
* @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3
*
* @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
*
* @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.
*
* @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation.
* 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.
* The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable.
* 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.
* The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied)
*
* @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator)
*
* @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.
*
* @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.
*
*
*/
THREE.LightningStrike = function (rayParameters) {
THREE.BufferGeometry.call(this);
this.type = 'LightningStrike'; // Set parameters, and set undefined parameters to default values
rayParameters = rayParameters || {};
this.init(THREE.LightningStrike.copyParameters(rayParameters, rayParameters)); // Creates and populates the mesh
this.createMesh();
};
THREE.LightningStrike.prototype = _Object$create(THREE.BufferGeometry.prototype);
THREE.LightningStrike.prototype.constructor = THREE.LightningStrike;
THREE.LightningStrike.prototype.isLightningStrike = true; // Ray states
THREE.LightningStrike.RAY_INITIALIZED = 0;
THREE.LightningStrike.RAY_UNBORN = 1;
THREE.LightningStrike.RAY_PROPAGATING = 2;
THREE.LightningStrike.RAY_STEADY = 3;
THREE.LightningStrike.RAY_VANISHING = 4;
THREE.LightningStrike.RAY_EXTINGUISHED = 5;
THREE.LightningStrike.COS30DEG = Math.cos(30 * Math.PI / 180);
THREE.LightningStrike.SIN30DEG = Math.sin(30 * Math.PI / 180);
THREE.LightningStrike.createRandomGenerator = function () {
var numSeeds = 2053;
var seeds = [];
for (var i = 0; i < numSeeds; i++) {
seeds.push(Math.random());
}
var generator = {
currentSeed: 0,
random: function random() {
var value = seeds[generator.currentSeed];
generator.currentSeed = (generator.currentSeed + 1) % numSeeds;
return value;
},
getSeed: function getSeed() {
return generator.currentSeed / numSeeds;
},
setSeed: function setSeed(seed) {
generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds;
}
};
return generator;
};
THREE.LightningStrike.copyParameters = function (dest, source) {
source = source || {};
dest = dest || {};
var vecCopy = function vecCopy(v) {
if (source === dest) {
return v;
} else {
return v.clone();
}
};
dest.sourceOffset = source.sourceOffset !== undefined ? vecCopy(source.sourceOffset) : new THREE.Vector3(0, 100, 0), dest.destOffset = source.destOffset !== undefined ? vecCopy(source.destOffset) : new THREE.Vector3(0, 0, 0), dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1, dest.roughness = source.roughness !== undefined ? source.roughness : 0.9, dest.straightness = source.straightness !== undefined ? source.straightness : 0.7, dest.up0 = source.up0 !== undefined ? vecCopy(source.up0) : new THREE.Vector3(0, 0, 1);
dest.up1 = source.up1 !== undefined ? vecCopy(source.up1) : new THREE.Vector3(0, 0, 1), dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1, dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1, dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5, dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2, dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2, // These parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly:
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:
dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9;
dest.isStatic = source.isStatic !== undefined ? source.isStatic : false;
dest.ramification = source.ramification !== undefined ? source.ramification : 5;
dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3;
dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6;
dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false;
dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
return dest;
};
THREE.LightningStrike.prototype.update = function (time) {
if (this.isStatic) return;
if (this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime) {
this.updateMesh(time);
if (time < this.subrays[0].endPropagationTime) {
this.state = THREE.LightningStrike.RAY_PROPAGATING;
} else if (time > this.subrays[0].beginVanishingTime) {
this.state = THREE.LightningStrike.RAY_VANISHING;
} else {
this.state = THREE.LightningStrike.RAY_STEADY;
}
this.visible = true;
} else {
this.visible = false;
if (time < this.rayParameters.birthTime) {
this.state = THREE.LightningStrike.RAY_UNBORN;
} else {
this.state = THREE.LightningStrike.RAY_EXTINGUISHED;
}
}
};
THREE.LightningStrike.prototype.init = function (rayParameters) {
// Init all the state from the parameters
this.rayParameters = rayParameters; // These parameters cannot change after lightning creation:
this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor(rayParameters.maxIterations) : 9;
rayParameters.maxIterations = this.maxIterations;
this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false;
rayParameters.isStatic = this.isStatic;
this.ramification = rayParameters.ramification !== undefined ? Math.floor(rayParameters.ramification) : 5;
rayParameters.ramification = this.ramification;
this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor(rayParameters.maxSubrayRecursion) : 3;
rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6;
rayParameters.recursionProbability = this.recursionProbability;
this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false;
rayParameters.generateUVs = this.generateUVs; // Random generator
if (rayParameters.randomGenerator !== undefined) {
this.randomGenerator = rayParameters.randomGenerator;
this.seedGenerator = rayParameters.randomGenerator;
if (rayParameters.noiseSeed !== undefined) {
this.seedGenerator.setSeed(rayParameters.noiseSeed);
}
} else {
this.randomGenerator = THREE.LightningStrike.createRandomGenerator();
this.seedGenerator = Math;
} // Ray creation callbacks
if (rayParameters.onDecideSubrayCreation !== undefined) {
this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
} else {
this.createDefaultSubrayCreationCallbacks();
if (rayParameters.onSubrayCreation !== undefined) {
this.onSubrayCreation = rayParameters.onSubrayCreation;
}
} // Internal state
this.state = THREE.LightningStrike.RAY_INITIALIZED;
this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)));
rayParameters.maxSubrays = this.maxSubrays;
this.maxRaySegments = 2 * (1 << this.maxIterations);
this.subrays = [];
for (var i = 0; i < this.maxSubrays; i++) {
this.subrays.push(this.createSubray());
}
this.raySegments = [];
for (var i = 0; i < this.maxRaySegments; i++) {
this.raySegments.push(this.createSegment());
}
this.time = 0;
this.timeFraction = 0;
this.currentSegmentCallback = null;
this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
this.numSubrays = 0;
this.currentSubray = null;
this.currentSegmentIndex = 0;
this.isInitialSegment = false;
this.subrayProbability = 0;
this.currentVertex = 0;
this.currentIndex = 0;
this.currentCoordinate = 0;
this.currentUVCoordinate = 0;
this.vertices = null;
this.uvs = null;
this.indices = null;
this.positionAttribute = null;
this.uvsAttribute = null;
this.simplexX = new THREE.SimplexNoise(this.seedGenerator);
this.simplexY = new THREE.SimplexNoise(this.seedGenerator);
this.simplexZ = new THREE.SimplexNoise(this.seedGenerator); // Temp vectors
this.forwards = new THREE.Vector3();
this.forwardsFill = new THREE.Vector3();
this.side = new THREE.Vector3();
this.down = new THREE.Vector3();
this.middlePos = new THREE.Vector3();
this.middleLinPos = new THREE.Vector3();
this.newPos = new THREE.Vector3();
this.vPos = new THREE.Vector3();
this.cross1 = new THREE.Vector3();
};
THREE.LightningStrike.prototype.createMesh = function () {
var maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
var maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays;
var maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
this.vertices = new Float32Array(maxVerts * 3);
this.indices = new Uint32Array(maxIndices);
if (this.generateUVs) {
this.uvs = new Float32Array(maxVerts * 2);
} // Populate the mesh
this.fillMesh(0);
this.setIndex(new THREE.Uint32BufferAttribute(this.indices, 1));
this.positionAttribute = new THREE.Float32BufferAttribute(this.vertices, 3);
this.setAttribute('position', this.positionAttribute);
if (this.generateUVs) {
this.uvsAttribute = new THREE.Float32BufferAttribute(new Float32Array(this.uvs), 2);
this.setAttribute('uv', this.uvsAttribute);
}
if (!this.isStatic) {
this.index.usage = THREE.DynamicDrawUsage;
this.positionAttribute.usage = THREE.DynamicDrawUsage;
if (this.generateUVs) {
this.uvsAttribute.usage = THREE.DynamicDrawUsage;
}
} // Store buffers for later modification
this.vertices = this.positionAttribute.array;
this.indices = this.index.array;
if (this.generateUVs) {
this.uvs = this.uvsAttribute.array;
}
};
THREE.LightningStrike.prototype.updateMesh = function (time) {
this.fillMesh(time);
this.drawRange.count = this.currentIndex;
this.index.needsUpdate = true;
this.positionAttribute.needsUpdate = true;
if (this.generateUVs) {
this.uvsAttribute.needsUpdate = true;
}
};
THREE.LightningStrike.prototype.fillMesh = function (time) {
var scope = this;
this.currentVertex = 0;
this.currentIndex = 0;
this.currentCoordinate = 0;
this.currentUVCoordinate = 0;
this.fractalRay(time, function fillVertices(segment) {
var subray = scope.currentSubray;
if (time < subray.birthTime) {
//&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) {
return;
} else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {
// Eternal rays don't propagate nor vanish, but its subrays do
scope.createPrism(segment);
scope.onDecideSubrayCreation(segment, scope);
} else if (time < subray.endPropagationTime) {
if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {
// Ray propagation has arrived to this segment
scope.createPrism(segment);
scope.onDecideSubrayCreation(segment, scope);
}
} else if (time < subray.beginVanishingTime) {
// Ray is steady (nor propagating nor vanishing)
scope.createPrism(segment);
scope.onDecideSubrayCreation(segment, scope);
} else {
if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {
// Segment has not yet vanished
scope.createPrism(segment);
}
scope.onDecideSubrayCreation(segment, scope);
}
});
};
THREE.LightningStrike.prototype.addNewSubray = function
/*rayParameters*/
() {
return this.subrays[this.numSubrays++];
};
THREE.LightningStrike.prototype.initSubray = function (subray, rayParameters) {
subray.pos0.copy(rayParameters.sourceOffset);
subray.pos1.copy(rayParameters.destOffset);
subray.up0.copy(rayParameters.up0);
subray.up1.copy(rayParameters.up1);
subray.radius0 = rayParameters.radius0;
subray.radius1 = rayParameters.radius1;
subray.birthTime = rayParameters.birthTime;
subray.deathTime = rayParameters.deathTime;
subray.timeScale = rayParameters.timeScale;
subray.roughness = rayParameters.roughness;
subray.straightness = rayParameters.straightness;
subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
subray.maxIterations = this.maxIterations;
subray.seed = rayParameters.noiseSeed !== undefined ? rayParameters.noiseSeed : 0;
subray.recursion = 0;
};
THREE.LightningStrike.prototype.fractalRay = function (time, segmentCallback) {
this.time = time;
this.currentSegmentCallback = segmentCallback;
this.numSubrays = 0; // Add the top level subray
this.initSubray(this.addNewSubray(), this.rayParameters); // Process all subrays that are being generated until consuming all of them
for (var subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {
var subray = this.subrays[subrayIndex];
this.currentSubray = subray;
this.randomGenerator.setSeed(subray.seed);
subray.endPropagationTime = THREE.MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor);
subray.beginVanishingTime = THREE.MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor);
var random1 = this.randomGenerator.random;
subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000);
subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000);
this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime);
this.currentSegmentIndex = 0;
this.isInitialSegment = true;
var segment = this.getNewSegment();
segment.iteration = 0;
segment.pos0.copy(subray.pos0);
segment.pos1.copy(subray.pos1);
segment.linPos0.copy(subray.linPos0);
segment.linPos1.copy(subray.linPos1);
segment.up0.copy(subray.up0);
segment.up1.copy(subray.up1);
segment.radius0 = subray.radius0;
segment.radius1 = subray.radius1;
segment.fraction0 = 0;
segment.fraction1 = 1;
segment.positionVariationFactor = 1 - subray.straightness;
this.subrayProbability = this.ramification * Math.pow(this.recursionProbability, subray.recursion) / (1 << subray.maxIterations);
this.fractalRayRecursive(segment);
}
this.currentSegmentCallback = null;
this.currentSubray = null;
};
THREE.LightningStrike.prototype.fractalRayRecursive = function (segment) {
// Leave recursion condition
if (segment.iteration >= this.currentSubray.maxIterations) {
this.currentSegmentCallback(segment);
return;
} // Interpolation
this.forwards.subVectors(segment.pos1, segment.pos0);
var lForwards = this.forwards.length();
if (lForwards < 0.000001) {
this.forwards.set(0, 0, 0.01);
lForwards = this.forwards.length();
}
var middleRadius = (segment.radius0 + segment.radius1) * 0.5;
var middleFraction = (segment.fraction0 + segment.fraction1) * 0.5;
var timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration);
this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5);
this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5);
var p = this.middleLinPos; // Noise
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));
this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards);
this.newPos.add(this.middlePos); // Recursion
var newSegment1 = this.getNewSegment();
newSegment1.pos0.copy(segment.pos0);
newSegment1.pos1.copy(this.newPos);
newSegment1.linPos0.copy(segment.linPos0);
newSegment1.linPos1.copy(this.middleLinPos);
newSegment1.up0.copy(segment.up0);
newSegment1.up1.copy(segment.up1);
newSegment1.radius0 = segment.radius0;
newSegment1.radius1 = middleRadius;
newSegment1.fraction0 = segment.fraction0;
newSegment1.fraction1 = middleFraction;
newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
newSegment1.iteration = segment.iteration + 1;
var newSegment2 = this.getNewSegment();
newSegment2.pos0.copy(this.newPos);
newSegment2.pos1.copy(segment.pos1);
newSegment2.linPos0.copy(this.middleLinPos);
newSegment2.linPos1.copy(segment.linPos1);
this.cross1.crossVectors(segment.up0, this.forwards.normalize());
newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize();
newSegment2.up1.copy(segment.up1);
newSegment2.radius0 = middleRadius;
newSegment2.radius1 = segment.radius1;
newSegment2.fraction0 = middleFraction;
newSegment2.fraction1 = segment.fraction1;
newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness;
newSegment2.iteration = segment.iteration + 1;
this.fractalRayRecursive(newSegment1);
this.fractalRayRecursive(newSegment2);
};
THREE.LightningStrike.prototype.createPrism = function (segment) {
// Creates one triangular prism and its vertices at the segment
this.forwardsFill.subVectors(segment.pos1, segment.pos0).normalize();
if (this.isInitialSegment) {
this.currentCreateTriangleVertices(segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0);
this.isInitialSegment = false;
}
this.currentCreateTriangleVertices(segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1);
this.createPrismFaces();
};
THREE.LightningStrike.prototype.createTriangleVerticesWithoutUVs = function (pos, up, forwards, radius) {
// Create an equilateral triangle (only vertices)
this.side.crossVectors(up, forwards).multiplyScalar(radius * THREE.LightningStrike.COS30DEG);
this.down.copy(up).multiplyScalar(-radius * THREE.LightningStrike.SIN30DEG);
var p = this.vPos;
var v = this.vertices;
p.copy(pos).sub(this.side).add(this.down);
v[this.currentCoordinate++] = p.x;
v[this.currentCoordinate++] = p.y;
v[this.currentCoordinate++] = p.z;
p.copy(pos).add(this.side).add(this.down);
v[this.currentCoordinate++] = p.x;
v[this.currentCoordinate++] = p.y;
v[this.currentCoordinate++] = p.z;
p.copy(up).multiplyScalar(radius).add(pos);
v[this.currentCoordinate++] = p.x;
v[this.currentCoordinate++] = p.y;
v[this.currentCoordinate++] = p.z;
this.currentVertex += 3;
};
THREE.LightningStrike.prototype.createTriangleVerticesWithUVs = function (pos, up, forwards, radius, u) {
// Create an equilateral triangle (only vertices)
this.side.crossVectors(up, forwards).multiplyScalar(radius * THREE.LightningStrike.COS30DEG);
this.down.copy(up).multiplyScalar(-radius * THREE.LightningStrike.SIN30DEG);
var p = this.vPos;
var v = this.vertices;
var uv = this.uvs;
p.copy(pos).sub(this.side).add(this.down);
v[this.currentCoordinate++] = p.x;
v[this.currentCoordinate++] = p.y;
v[this.currentCoordinate++] = p.z;
uv[this.currentUVCoordinate++] = u;
uv[this.currentUVCoordinate++] = 0;
p.copy(pos).add(this.side).add(this.down);
v[this.currentCoordinate++] = p.x;
v[this.currentCoordinate++] = p.y;
v[this.currentCoordinate++] = p.z;
uv[this.currentUVCoordinate++] = u;
uv[this.currentUVCoordinate++] = 0.5;
p.copy(up).multiplyScalar(radius).add(pos);
v[this.currentCoordinate++] = p.x;
v[this.currentCoordinate++] = p.y;
v[this.currentCoordinate++] = p.z;
uv[this.currentUVCoordinate++] = u;
uv[this.currentUVCoordinate++] = 1;
this.currentVertex += 3;
};
THREE.LightningStrike.prototype.createPrismFaces = function (vertex
/*, index*/
) {
var indices = this.indices;
var vertex = this.currentVertex - 6;
indices[this.currentIndex++] = vertex + 1;
indices[this.currentIndex++] = vertex + 2;
indices[this.currentIndex++] = vertex + 5;
indices[this.currentIndex++] = vertex + 1;
indices[this.currentIndex++] = vertex + 5;
indices[this.currentIndex++] = vertex + 4;
indices[this.currentIndex++] = vertex + 0;
indices[this.currentIndex++] = vertex + 1;
indices[this.currentIndex++] = vertex + 4;
indices[this.currentIndex++] = vertex + 0;
indices[this.currentIndex++] = vertex + 4;
indices[this.currentIndex++] = vertex + 3;
indices[this.currentIndex++] = vertex + 2;
indices[this.currentIndex++] = vertex + 0;
indices[this.currentIndex++] = vertex + 3;
indices[this.currentIndex++] = vertex + 2;
indices[this.currentIndex++] = vertex + 3;
indices[this.currentIndex++] = vertex + 5;
};
THREE.LightningStrike.prototype.createDefaultSubrayCreationCallbacks = function () {
var random1 = this.randomGenerator.random;
this.onDecideSubrayCreation = function (segment, lightningStrike) {
// Decide subrays creation at parent (sub)ray segment
var subray = lightningStrike.currentSubray;
var period = lightningStrike.rayParameters.subrayPeriod;
var dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
var phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? -random1() * period : THREE.MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period;
var phase = lightningStrike.time - phase0;
var currentCycle = Math.floor(phase / period);
var childSubraySeed = random1() * (currentCycle + 1);
var isActive = phase % period <= dutyCycle * period;
var probability = 0;
if (isActive) {
probability = lightningStrike.subrayProbability; // Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0;
}
if (subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability) {
var childSubray = lightningStrike.addNewSubray();
var parentSeed = lightningStrike.randomGenerator.getSeed();
childSubray.seed = childSubraySeed;
lightningStrike.randomGenerator.setSeed(childSubraySeed);
childSubray.recursion = subray.recursion + 1;
childSubray.maxIterations = Math.max(1, subray.maxIterations - 1);
childSubray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1000);
childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1000);
childSubray.up0.copy(subray.up0);
childSubray.up1.copy(subray.up1);
childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor;
childSubray.radius1 = Math.min(lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor);
childSubray.birthTime = phase0 + currentCycle * period;
childSubray.deathTime = childSubray.birthTime + period * dutyCycle;
if (!lightningStrike.rayParameters.isEternal && subray.recursion == 0) {
childSubray.birthTime = Math.max(childSubray.birthTime, subray.birthTime);
childSubray.deathTime = Math.min(childSubray.deathTime, subray.deathTime);
}
childSubray.timeScale = subray.timeScale * 2;
childSubray.roughness = subray.roughness;
childSubray.straightness = subray.straightness;
childSubray.propagationTimeFactor = subray.propagationTimeFactor;
childSubray.vanishingTimeFactor = subray.vanishingTimeFactor;
lightningStrike.onSubrayCreation(segment, subray, childSubray, lightningStrike);
lightningStrike.randomGenerator.setSeed(parentSeed);
}
};
var vec1Pos = new THREE.Vector3();
var vec2Forward = new THREE.Vector3();
var vec3Side = new THREE.Vector3();
var vec4Up = new THREE.Vector3();
this.onSubrayCreation = function (segment, parentSubray, childSubray, lightningStrike) {
// Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray
// Just use the default cone position generator
lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2);
};
this.subrayConePosition = function (segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
// Sets childSubray pos0 and pos1 in a cone
childSubray.pos0.copy(segment.pos0);
vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
vec2Forward.copy(vec1Pos).normalize();
vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor));
var length = vec1Pos.length();
vec3Side.crossVectors(parentSubray.up0, vec2Forward);
var angle = 2 * Math.PI * random1();
vec3Side.multiplyScalar(Math.cos(angle));
vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
};
this.subrayCylinderPosition = function (segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
// Sets childSubray pos0 and pos1 in a cylinder
childSubray.pos0.copy(segment.pos0);
vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
vec2Forward.copy(vec1Pos).normalize();
vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * ((2 * random1() - 1) * heightFactor));
var length = vec1Pos.length();
vec3Side.crossVectors(parentSubray.up0, vec2Forward);
var angle = 2 * Math.PI * random1();
vec3Side.multiplyScalar(Math.cos(angle));
vec4Up.copy(parentSubray.up0).multiplyScalar(Math.sin(angle));
childSubray.pos1.copy(vec3Side).add(vec4Up).multiplyScalar(length * sideWidthFactor * (minSideWidthFactor + random1() * (1 - minSideWidthFactor))).add(vec1Pos).add(parentSubray.pos0);
};
};
THREE.LightningStrike.prototype.createSubray = function () {
return {
seed: 0,
maxIterations: 0,
recursion: 0,
pos0: new THREE.Vector3(),
pos1: new THREE.Vector3(),
linPos0: new THREE.Vector3(),
linPos1: new THREE.Vector3(),
up0: new THREE.Vector3(),
up1: new THREE.Vector3(),
radius0: 0,
radius1: 0,
birthTime: 0,
deathTime: 0,
timeScale: 0,
roughness: 0,
straightness: 0,
propagationTimeFactor: 0,
vanishingTimeFactor: 0,
endPropagationTime: 0,
beginVanishingTime: 0
};
};
THREE.LightningStrike.prototype.createSegment = function () {
return {
iteration: 0,
pos0: new THREE.Vector3(),
pos1: new THREE.Vector3(),
linPos0: new THREE.Vector3(),
linPos1: new THREE.Vector3(),
up0: new THREE.Vector3(),
up1: new THREE.Vector3(),
radius0: 0,
radius1: 0,
fraction0: 0,
fraction1: 0,
positionVariationFactor: 0
};
};
THREE.LightningStrike.prototype.getNewSegment = function () {
return this.raySegments[this.currentSegmentIndex++];
};
THREE.LightningStrike.prototype.copy = function (source) {
THREE.BufferGeometry.prototype.copy.call(this, source);
this.init(THREE.LightningStrike.copyParameters({}, source.rayParameters));
return this;
};
THREE.LightningStrike.prototype.clone = function () {
return new this.constructor(THREE.LightningStrike.copyParameters({}, this.rayParameters));
};