three-stdlib
Version:
stand-alone library of threejs examples
564 lines (563 loc) • 27.5 kB
JavaScript
"use strict";
var __defProp = Object.defineProperty;
var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
var __publicField = (obj, key, value) => {
__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
return value;
};
Object.defineProperty(exports, Symbol.toStringTag, { value: "Module" });
const THREE = require("three");
const SimplexNoise = require("../math/SimplexNoise.cjs");
const LightningStrike = /* @__PURE__ */ (() => {
const _LightningStrike = class extends THREE.BufferGeometry {
constructor(rayParameters = {}) {
super();
this.isLightningStrike = true;
this.type = "LightningStrike";
this.init(_LightningStrike.copyParameters(rayParameters, rayParameters));
this.createMesh();
}
static createRandomGenerator() {
const numSeeds = 2053;
const seeds = [];
for (let i = 0; i < numSeeds; i++) {
seeds.push(Math.random());
}
const generator = {
currentSeed: 0,
random: function() {
const value = seeds[generator.currentSeed];
generator.currentSeed = (generator.currentSeed + 1) % numSeeds;
return value;
},
getSeed: function() {
return generator.currentSeed / numSeeds;
},
setSeed: function(seed) {
generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds;
}
};
return generator;
}
static copyParameters(dest = {}, source = {}) {
const vecCopy = function(v) {
if (source === dest) {
return v;
} else {
return v.clone();
}
};
dest.sourceOffset = source.sourceOffset !== void 0 ? vecCopy(source.sourceOffset) : new THREE.Vector3(0, 100, 0), dest.destOffset = source.destOffset !== void 0 ? vecCopy(source.destOffset) : new THREE.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 THREE.Vector3(0, 0, 1);
dest.up1 = source.up1 !== void 0 ? vecCopy(source.up1) : new THREE.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:
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;
dest.maxIterations = source.maxIterations !== void 0 ? source.maxIterations : 9;
dest.isStatic = source.isStatic !== void 0 ? source.isStatic : false;
dest.ramification = source.ramification !== void 0 ? source.ramification : 5;
dest.maxSubrayRecursion = source.maxSubrayRecursion !== void 0 ? source.maxSubrayRecursion : 3;
dest.recursionProbability = source.recursionProbability !== void 0 ? source.recursionProbability : 0.6;
dest.generateUVs = source.generateUVs !== void 0 ? source.generateUVs : false;
dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
return dest;
}
update(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 = _LightningStrike.RAY_PROPAGATING;
} else if (time > this.subrays[0].beginVanishingTime) {
this.state = _LightningStrike.RAY_VANISHING;
} else {
this.state = _LightningStrike.RAY_STEADY;
}
this.visible = true;
} else {
this.visible = false;
if (time < this.rayParameters.birthTime) {
this.state = _LightningStrike.RAY_UNBORN;
} else {
this.state = _LightningStrike.RAY_EXTINGUISHED;
}
}
}
init(rayParameters) {
this.rayParameters = rayParameters;
this.maxIterations = rayParameters.maxIterations !== void 0 ? Math.floor(rayParameters.maxIterations) : 9;
rayParameters.maxIterations = this.maxIterations;
this.isStatic = rayParameters.isStatic !== void 0 ? rayParameters.isStatic : false;
rayParameters.isStatic = this.isStatic;
this.ramification = rayParameters.ramification !== void 0 ? Math.floor(rayParameters.ramification) : 5;
rayParameters.ramification = this.ramification;
this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== void 0 ? Math.floor(rayParameters.maxSubrayRecursion) : 3;
rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
this.recursionProbability = rayParameters.recursionProbability !== void 0 ? rayParameters.recursionProbability : 0.6;
rayParameters.recursionProbability = this.recursionProbability;
this.generateUVs = rayParameters.generateUVs !== void 0 ? rayParameters.generateUVs : false;
rayParameters.generateUVs = this.generateUVs;
if (rayParameters.randomGenerator !== void 0) {
this.randomGenerator = rayParameters.randomGenerator;
this.seedGenerator = rayParameters.randomGenerator;
if (rayParameters.noiseSeed !== void 0) {
this.seedGenerator.setSeed(rayParameters.noiseSeed);
}
} else {
this.randomGenerator = _LightningStrike.createRandomGenerator();
this.seedGenerator = Math;
}
if (rayParameters.onDecideSubrayCreation !== void 0) {
this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
} else {
this.createDefaultSubrayCreationCallbacks();
if (rayParameters.onSubrayCreation !== void 0) {
this.onSubrayCreation = rayParameters.onSubrayCreation;
}
}
this.state = _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 (let i = 0; i < this.maxSubrays; i++) {
this.subrays.push(this.createSubray());
}
this.raySegments = [];
for (let 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 SimplexNoise.SimplexNoise(this.seedGenerator);
this.simplexY = new SimplexNoise.SimplexNoise(this.seedGenerator);
this.simplexZ = new SimplexNoise.SimplexNoise(this.seedGenerator);
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();
}
createMesh() {
const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays;
const 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);
}
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;
}
}
this.vertices = this.positionAttribute.array;
this.indices = this.index.array;
if (this.generateUVs) {
this.uvs = this.uvsAttribute.array;
}
}
updateMesh(time) {
this.fillMesh(time);
this.drawRange.count = this.currentIndex;
this.index.needsUpdate = true;
this.positionAttribute.needsUpdate = true;
if (this.generateUVs) {
this.uvsAttribute.needsUpdate = true;
}
}
fillMesh(time) {
const scope = this;
this.currentVertex = 0;
this.currentIndex = 0;
this.currentCoordinate = 0;
this.currentUVCoordinate = 0;
this.fractalRay(time, function fillVertices(segment) {
const subray = scope.currentSubray;
if (time < subray.birthTime) {
return;
} else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {
scope.createPrism(segment);
scope.onDecideSubrayCreation(segment, scope);
} else if (time < subray.endPropagationTime) {
if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {
scope.createPrism(segment);
scope.onDecideSubrayCreation(segment, scope);
}
} else if (time < subray.beginVanishingTime) {
scope.createPrism(segment);
scope.onDecideSubrayCreation(segment, scope);
} else {
if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {
scope.createPrism(segment);
}
scope.onDecideSubrayCreation(segment, scope);
}
});
}
addNewSubray() {
return this.subrays[this.numSubrays++];
}
initSubray(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 !== void 0 ? rayParameters.noiseSeed : 0;
subray.recursion = 0;
}
fractalRay(time, segmentCallback) {
this.time = time;
this.currentSegmentCallback = segmentCallback;
this.numSubrays = 0;
this.initSubray(this.addNewSubray(), this.rayParameters);
for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {
const 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);
const random1 = this.randomGenerator.random;
subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1e3);
subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime);
this.currentSegmentIndex = 0;
this.isInitialSegment = true;
const 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;
}
fractalRayRecursive(segment) {
if (segment.iteration >= this.currentSubray.maxIterations) {
this.currentSegmentCallback(segment);
return;
}
this.forwards.subVectors(segment.pos1, segment.pos0);
let lForwards = this.forwards.length();
if (lForwards < 1e-6) {
this.forwards.set(0, 0, 0.01);
lForwards = this.forwards.length();
}
const middleRadius = (segment.radius0 + segment.radius1) * 0.5;
const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5;
const 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);
const p = this.middleLinPos;
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);
const 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;
const 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);
}
createPrism(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();
}
createTriangleVerticesWithoutUVs(pos, up, forwards, radius) {
this.side.crossVectors(up, forwards).multiplyScalar(radius * _LightningStrike.COS30DEG);
this.down.copy(up).multiplyScalar(-radius * _LightningStrike.SIN30DEG);
const p = this.vPos;
const 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;
}
createTriangleVerticesWithUVs(pos, up, forwards, radius, u) {
this.side.crossVectors(up, forwards).multiplyScalar(radius * _LightningStrike.COS30DEG);
this.down.copy(up).multiplyScalar(-radius * _LightningStrike.SIN30DEG);
const p = this.vPos;
const v = this.vertices;
const 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;
}
createPrismFaces(vertex) {
const indices = this.indices;
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;
}
createDefaultSubrayCreationCallbacks() {
const random1 = this.randomGenerator.random;
this.onDecideSubrayCreation = function(segment, lightningStrike) {
const subray = lightningStrike.currentSubray;
const period = lightningStrike.rayParameters.subrayPeriod;
const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle;
const phase0 = lightningStrike.rayParameters.isEternal && subray.recursion == 0 ? -random1() * period : THREE.MathUtils.lerp(subray.birthTime, subray.endPropagationTime, segment.fraction0) - random1() * period;
const phase = lightningStrike.time - phase0;
const currentCycle = Math.floor(phase / period);
const childSubraySeed = random1() * (currentCycle + 1);
const isActive = phase % period <= dutyCycle * period;
let probability = 0;
if (isActive) {
probability = lightningStrike.subrayProbability;
}
if (subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability) {
const childSubray = lightningStrike.addNewSubray();
const 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(1e3);
childSubray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
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);
}
};
const vec1Pos = new THREE.Vector3();
const vec2Forward = new THREE.Vector3();
const vec3Side = new THREE.Vector3();
const vec4Up = new THREE.Vector3();
this.onSubrayCreation = function(segment, parentSubray, childSubray, lightningStrike) {
lightningStrike.subrayCylinderPosition(segment, parentSubray, childSubray, 0.5, 0.6, 0.2);
};
this.subrayConePosition = function(segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor) {
childSubray.pos0.copy(segment.pos0);
vec1Pos.subVectors(parentSubray.pos1, parentSubray.pos0);
vec2Forward.copy(vec1Pos).normalize();
vec1Pos.multiplyScalar(segment.fraction0 + (1 - segment.fraction0) * (random1() * heightFactor));
const length = vec1Pos.length();
vec3Side.crossVectors(parentSubray.up0, vec2Forward);
const 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) {
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));
const length = vec1Pos.length();
vec3Side.crossVectors(parentSubray.up0, vec2Forward);
const 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);
};
}
createSubray() {
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
};
}
createSegment() {
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
};
}
getNewSegment() {
return this.raySegments[this.currentSegmentIndex++];
}
copy(source) {
super.copy(source);
this.init(_LightningStrike.copyParameters({}, source.rayParameters));
return this;
}
clone() {
return new this.constructor(_LightningStrike.copyParameters({}, this.rayParameters));
}
};
let LightningStrike2 = _LightningStrike;
// Ray states
__publicField(LightningStrike2, "RAY_INITIALIZED", 0);
__publicField(LightningStrike2, "RAY_UNBORN", 1);
__publicField(LightningStrike2, "RAY_PROPAGATING", 2);
__publicField(LightningStrike2, "RAY_STEADY", 3);
__publicField(LightningStrike2, "RAY_VANISHING", 4);
__publicField(LightningStrike2, "RAY_EXTINGUISHED", 5);
__publicField(LightningStrike2, "COS30DEG", Math.cos(30 * Math.PI / 180));
__publicField(LightningStrike2, "SIN30DEG", Math.sin(30 * Math.PI / 180));
return LightningStrike2;
})();
exports.LightningStrike = LightningStrike;
//# sourceMappingURL=LightningStrike.cjs.map