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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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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)); };