Initial project import
This commit is contained in:
563
node_modules/three-stdlib/geometries/LightningStrike.js
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vendored
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563
node_modules/three-stdlib/geometries/LightningStrike.js
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vendored
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var __defProp = Object.defineProperty;
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var __defNormalProp = (obj, key, value) => key in obj ? __defProp(obj, key, { enumerable: true, configurable: true, writable: true, value }) : obj[key] = value;
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var __publicField = (obj, key, value) => {
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__defNormalProp(obj, typeof key !== "symbol" ? key + "" : key, value);
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return value;
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};
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import { BufferGeometry, Vector3, Uint32BufferAttribute, Float32BufferAttribute, DynamicDrawUsage, MathUtils } from "three";
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import { SimplexNoise } from "../math/SimplexNoise.js";
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const LightningStrike = /* @__PURE__ */ (() => {
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const _LightningStrike = class extends BufferGeometry {
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constructor(rayParameters = {}) {
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super();
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this.isLightningStrike = true;
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this.type = "LightningStrike";
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this.init(_LightningStrike.copyParameters(rayParameters, rayParameters));
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this.createMesh();
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}
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static createRandomGenerator() {
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const numSeeds = 2053;
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const seeds = [];
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for (let i = 0; i < numSeeds; i++) {
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seeds.push(Math.random());
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}
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const generator = {
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currentSeed: 0,
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random: function() {
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const value = seeds[generator.currentSeed];
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generator.currentSeed = (generator.currentSeed + 1) % numSeeds;
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return value;
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},
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getSeed: function() {
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return generator.currentSeed / numSeeds;
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},
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setSeed: function(seed) {
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generator.currentSeed = Math.floor(seed * numSeeds) % numSeeds;
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}
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};
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return generator;
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}
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static copyParameters(dest = {}, source = {}) {
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const vecCopy = function(v) {
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if (source === dest) {
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return v;
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} else {
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return v.clone();
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}
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};
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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);
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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:
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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;
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dest.maxIterations = source.maxIterations !== void 0 ? source.maxIterations : 9;
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dest.isStatic = source.isStatic !== void 0 ? source.isStatic : false;
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dest.ramification = source.ramification !== void 0 ? source.ramification : 5;
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dest.maxSubrayRecursion = source.maxSubrayRecursion !== void 0 ? source.maxSubrayRecursion : 3;
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dest.recursionProbability = source.recursionProbability !== void 0 ? source.recursionProbability : 0.6;
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dest.generateUVs = source.generateUVs !== void 0 ? source.generateUVs : false;
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dest.randomGenerator = source.randomGenerator, dest.noiseSeed = source.noiseSeed, dest.onDecideSubrayCreation = source.onDecideSubrayCreation, dest.onSubrayCreation = source.onSubrayCreation;
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return dest;
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}
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update(time) {
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if (this.isStatic)
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return;
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if (this.rayParameters.isEternal || this.rayParameters.birthTime <= time && time <= this.rayParameters.deathTime) {
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this.updateMesh(time);
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if (time < this.subrays[0].endPropagationTime) {
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this.state = _LightningStrike.RAY_PROPAGATING;
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} else if (time > this.subrays[0].beginVanishingTime) {
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this.state = _LightningStrike.RAY_VANISHING;
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} else {
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this.state = _LightningStrike.RAY_STEADY;
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}
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this.visible = true;
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} else {
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this.visible = false;
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if (time < this.rayParameters.birthTime) {
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this.state = _LightningStrike.RAY_UNBORN;
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} else {
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this.state = _LightningStrike.RAY_EXTINGUISHED;
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}
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}
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}
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init(rayParameters) {
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this.rayParameters = rayParameters;
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this.maxIterations = rayParameters.maxIterations !== void 0 ? Math.floor(rayParameters.maxIterations) : 9;
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rayParameters.maxIterations = this.maxIterations;
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this.isStatic = rayParameters.isStatic !== void 0 ? rayParameters.isStatic : false;
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rayParameters.isStatic = this.isStatic;
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this.ramification = rayParameters.ramification !== void 0 ? Math.floor(rayParameters.ramification) : 5;
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rayParameters.ramification = this.ramification;
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this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== void 0 ? Math.floor(rayParameters.maxSubrayRecursion) : 3;
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rayParameters.maxSubrayRecursion = this.maxSubrayRecursion;
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this.recursionProbability = rayParameters.recursionProbability !== void 0 ? rayParameters.recursionProbability : 0.6;
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rayParameters.recursionProbability = this.recursionProbability;
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this.generateUVs = rayParameters.generateUVs !== void 0 ? rayParameters.generateUVs : false;
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rayParameters.generateUVs = this.generateUVs;
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if (rayParameters.randomGenerator !== void 0) {
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this.randomGenerator = rayParameters.randomGenerator;
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this.seedGenerator = rayParameters.randomGenerator;
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if (rayParameters.noiseSeed !== void 0) {
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this.seedGenerator.setSeed(rayParameters.noiseSeed);
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}
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} else {
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this.randomGenerator = _LightningStrike.createRandomGenerator();
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this.seedGenerator = Math;
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}
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if (rayParameters.onDecideSubrayCreation !== void 0) {
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this.onDecideSubrayCreation = rayParameters.onDecideSubrayCreation;
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} else {
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this.createDefaultSubrayCreationCallbacks();
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if (rayParameters.onSubrayCreation !== void 0) {
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this.onSubrayCreation = rayParameters.onSubrayCreation;
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}
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}
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this.state = _LightningStrike.RAY_INITIALIZED;
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this.maxSubrays = Math.ceil(1 + Math.pow(this.ramification, Math.max(0, this.maxSubrayRecursion - 1)));
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rayParameters.maxSubrays = this.maxSubrays;
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this.maxRaySegments = 2 * (1 << this.maxIterations);
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this.subrays = [];
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for (let i = 0; i < this.maxSubrays; i++) {
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this.subrays.push(this.createSubray());
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}
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this.raySegments = [];
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for (let i = 0; i < this.maxRaySegments; i++) {
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this.raySegments.push(this.createSegment());
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}
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this.time = 0;
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this.timeFraction = 0;
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this.currentSegmentCallback = null;
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this.currentCreateTriangleVertices = this.generateUVs ? this.createTriangleVerticesWithUVs : this.createTriangleVerticesWithoutUVs;
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this.numSubrays = 0;
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this.currentSubray = null;
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this.currentSegmentIndex = 0;
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this.isInitialSegment = false;
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this.subrayProbability = 0;
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this.currentVertex = 0;
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this.currentIndex = 0;
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this.currentCoordinate = 0;
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this.currentUVCoordinate = 0;
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this.vertices = null;
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this.uvs = null;
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this.indices = null;
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this.positionAttribute = null;
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this.uvsAttribute = null;
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this.simplexX = new SimplexNoise(this.seedGenerator);
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this.simplexY = new SimplexNoise(this.seedGenerator);
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this.simplexZ = new SimplexNoise(this.seedGenerator);
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this.forwards = new Vector3();
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this.forwardsFill = new Vector3();
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this.side = new Vector3();
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this.down = new Vector3();
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this.middlePos = new Vector3();
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this.middleLinPos = new Vector3();
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this.newPos = new Vector3();
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this.vPos = new Vector3();
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this.cross1 = new Vector3();
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}
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createMesh() {
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const maxDrawableSegmentsPerSubRay = 1 << this.maxIterations;
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const maxVerts = 3 * (maxDrawableSegmentsPerSubRay + 1) * this.maxSubrays;
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const maxIndices = 18 * maxDrawableSegmentsPerSubRay * this.maxSubrays;
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this.vertices = new Float32Array(maxVerts * 3);
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this.indices = new Uint32Array(maxIndices);
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if (this.generateUVs) {
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this.uvs = new Float32Array(maxVerts * 2);
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}
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this.fillMesh(0);
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this.setIndex(new Uint32BufferAttribute(this.indices, 1));
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this.positionAttribute = new Float32BufferAttribute(this.vertices, 3);
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this.setAttribute("position", this.positionAttribute);
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if (this.generateUVs) {
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this.uvsAttribute = new Float32BufferAttribute(new Float32Array(this.uvs), 2);
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this.setAttribute("uv", this.uvsAttribute);
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}
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if (!this.isStatic) {
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this.index.usage = DynamicDrawUsage;
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this.positionAttribute.usage = DynamicDrawUsage;
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if (this.generateUVs) {
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this.uvsAttribute.usage = DynamicDrawUsage;
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}
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}
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this.vertices = this.positionAttribute.array;
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this.indices = this.index.array;
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if (this.generateUVs) {
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this.uvs = this.uvsAttribute.array;
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}
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}
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updateMesh(time) {
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this.fillMesh(time);
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this.drawRange.count = this.currentIndex;
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this.index.needsUpdate = true;
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this.positionAttribute.needsUpdate = true;
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if (this.generateUVs) {
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this.uvsAttribute.needsUpdate = true;
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}
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}
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fillMesh(time) {
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const scope = this;
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this.currentVertex = 0;
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this.currentIndex = 0;
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this.currentCoordinate = 0;
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this.currentUVCoordinate = 0;
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this.fractalRay(time, function fillVertices(segment) {
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const subray = scope.currentSubray;
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if (time < subray.birthTime) {
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return;
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} else if (this.rayParameters.isEternal && scope.currentSubray.recursion == 0) {
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scope.createPrism(segment);
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scope.onDecideSubrayCreation(segment, scope);
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} else if (time < subray.endPropagationTime) {
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if (scope.timeFraction >= segment.fraction0 * subray.propagationTimeFactor) {
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scope.createPrism(segment);
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scope.onDecideSubrayCreation(segment, scope);
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}
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} else if (time < subray.beginVanishingTime) {
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scope.createPrism(segment);
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scope.onDecideSubrayCreation(segment, scope);
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} else {
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if (scope.timeFraction <= subray.vanishingTimeFactor + segment.fraction1 * (1 - subray.vanishingTimeFactor)) {
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scope.createPrism(segment);
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}
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scope.onDecideSubrayCreation(segment, scope);
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}
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});
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}
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addNewSubray() {
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return this.subrays[this.numSubrays++];
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}
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initSubray(subray, rayParameters) {
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subray.pos0.copy(rayParameters.sourceOffset);
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subray.pos1.copy(rayParameters.destOffset);
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subray.up0.copy(rayParameters.up0);
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subray.up1.copy(rayParameters.up1);
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subray.radius0 = rayParameters.radius0;
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subray.radius1 = rayParameters.radius1;
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subray.birthTime = rayParameters.birthTime;
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subray.deathTime = rayParameters.deathTime;
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subray.timeScale = rayParameters.timeScale;
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subray.roughness = rayParameters.roughness;
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subray.straightness = rayParameters.straightness;
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subray.propagationTimeFactor = rayParameters.propagationTimeFactor;
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subray.vanishingTimeFactor = rayParameters.vanishingTimeFactor;
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subray.maxIterations = this.maxIterations;
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subray.seed = rayParameters.noiseSeed !== void 0 ? rayParameters.noiseSeed : 0;
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subray.recursion = 0;
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}
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fractalRay(time, segmentCallback) {
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this.time = time;
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this.currentSegmentCallback = segmentCallback;
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this.numSubrays = 0;
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this.initSubray(this.addNewSubray(), this.rayParameters);
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for (let subrayIndex = 0; subrayIndex < this.numSubrays; subrayIndex++) {
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const subray = this.subrays[subrayIndex];
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this.currentSubray = subray;
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this.randomGenerator.setSeed(subray.seed);
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subray.endPropagationTime = MathUtils.lerp(subray.birthTime, subray.deathTime, subray.propagationTimeFactor);
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subray.beginVanishingTime = MathUtils.lerp(subray.deathTime, subray.birthTime, 1 - subray.vanishingTimeFactor);
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const random1 = this.randomGenerator.random;
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subray.linPos0.set(random1(), random1(), random1()).multiplyScalar(1e3);
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subray.linPos1.set(random1(), random1(), random1()).multiplyScalar(1e3);
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this.timeFraction = (time - subray.birthTime) / (subray.deathTime - subray.birthTime);
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this.currentSegmentIndex = 0;
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this.isInitialSegment = true;
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const segment = this.getNewSegment();
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segment.iteration = 0;
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segment.pos0.copy(subray.pos0);
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segment.pos1.copy(subray.pos1);
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segment.linPos0.copy(subray.linPos0);
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segment.linPos1.copy(subray.linPos1);
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segment.up0.copy(subray.up0);
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segment.up1.copy(subray.up1);
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segment.radius0 = subray.radius0;
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segment.radius1 = subray.radius1;
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segment.fraction0 = 0;
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segment.fraction1 = 1;
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segment.positionVariationFactor = 1 - subray.straightness;
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this.subrayProbability = this.ramification * Math.pow(this.recursionProbability, subray.recursion) / (1 << subray.maxIterations);
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this.fractalRayRecursive(segment);
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}
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this.currentSegmentCallback = null;
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this.currentSubray = null;
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}
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fractalRayRecursive(segment) {
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if (segment.iteration >= this.currentSubray.maxIterations) {
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this.currentSegmentCallback(segment);
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return;
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}
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this.forwards.subVectors(segment.pos1, segment.pos0);
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let lForwards = this.forwards.length();
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if (lForwards < 1e-6) {
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this.forwards.set(0, 0, 0.01);
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lForwards = this.forwards.length();
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}
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const middleRadius = (segment.radius0 + segment.radius1) * 0.5;
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const middleFraction = (segment.fraction0 + segment.fraction1) * 0.5;
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const timeDimension = this.time * this.currentSubray.timeScale * Math.pow(2, segment.iteration);
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this.middlePos.lerpVectors(segment.pos0, segment.pos1, 0.5);
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this.middleLinPos.lerpVectors(segment.linPos0, segment.linPos1, 0.5);
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const p = this.middleLinPos;
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this.newPos.set(
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this.simplexX.noise4d(p.x, p.y, p.z, timeDimension),
|
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this.simplexY.noise4d(p.x, p.y, p.z, timeDimension),
|
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this.simplexZ.noise4d(p.x, p.y, p.z, timeDimension)
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);
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this.newPos.multiplyScalar(segment.positionVariationFactor * lForwards);
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this.newPos.add(this.middlePos);
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const newSegment1 = this.getNewSegment();
|
||||
newSegment1.pos0.copy(segment.pos0);
|
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newSegment1.pos1.copy(this.newPos);
|
||||
newSegment1.linPos0.copy(segment.linPos0);
|
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newSegment1.linPos1.copy(this.middleLinPos);
|
||||
newSegment1.up0.copy(segment.up0);
|
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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;
|
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const newSegment2 = this.getNewSegment();
|
||||
newSegment2.pos0.copy(this.newPos);
|
||||
newSegment2.pos1.copy(segment.pos1);
|
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newSegment2.linPos0.copy(this.middleLinPos);
|
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newSegment2.linPos1.copy(segment.linPos1);
|
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this.cross1.crossVectors(segment.up0, this.forwards.normalize());
|
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newSegment2.up0.crossVectors(this.forwards, this.cross1).normalize();
|
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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);
|
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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 : 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 Vector3();
|
||||
const vec2Forward = new Vector3();
|
||||
const vec3Side = new Vector3();
|
||||
const vec4Up = new 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 Vector3(),
|
||||
pos1: new Vector3(),
|
||||
linPos0: new Vector3(),
|
||||
linPos1: new Vector3(),
|
||||
up0: new Vector3(),
|
||||
up1: new 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 Vector3(),
|
||||
pos1: new Vector3(),
|
||||
linPos0: new Vector3(),
|
||||
linPos1: new Vector3(),
|
||||
up0: new Vector3(),
|
||||
up1: new 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;
|
||||
})();
|
||||
export {
|
||||
LightningStrike
|
||||
};
|
||||
//# sourceMappingURL=LightningStrike.js.map
|
||||
Reference in New Issue
Block a user