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1017 lines
32 KiB
1017 lines
32 KiB
import { |
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BufferGeometry, |
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DynamicDrawUsage, |
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Float32BufferAttribute, |
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MathUtils, |
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Uint32BufferAttribute, |
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Vector3 |
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} from 'three'; |
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import { SimplexNoise } from '../math/SimplexNoise.js'; |
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/** |
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* @fileoverview LightningStrike object for creating lightning strikes and voltaic arcs. |
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* |
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* |
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* Usage |
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* |
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* var myRay = new LightningStrike( paramsObject ); |
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* var myRayMesh = new THREE.Mesh( myRay, myMaterial ); |
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* scene.add( myRayMesh ); |
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* ... |
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* myRay.update( currentTime ); |
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* |
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* The "currentTime" can vary its rate, go forwards, backwards or even jump, but it cannot be negative. |
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* |
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* You should normally leave the ray position to (0, 0, 0). You should control it by changing the sourceOffset and destOffset parameters. |
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* |
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* |
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* LightningStrike parameters |
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* |
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* The paramsObject can contain any of the following parameters. |
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* |
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* Legend: |
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* 'LightningStrike' (also called 'ray'): An independent voltaic arc with its ramifications and defined with a set of parameters. |
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* 'Subray': A ramification of the ray. It is not a LightningStrike object. |
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* 'Segment': A linear segment piece of a subray. |
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* 'Leaf segment': A ray segment which cannot be smaller. |
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* |
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* |
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* The following parameters can be changed any time and if they vary smoothly, the ray form will also change smoothly: |
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* |
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* @param {Vector3} sourceOffset The point where the ray starts. |
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* |
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* @param {Vector3} destOffset The point where the ray ends. |
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* |
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* @param {double} timeScale The rate at wich the ray form changes in time. Default: 1 |
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* |
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* @param {double} roughness From 0 to 1. The higher the value, the more wrinkled is the ray. Default: 0.9 |
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* |
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* @param {double} straightness From 0 to 1. The higher the value, the more straight will be a subray path. Default: 0.7 |
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* |
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* @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. |
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* |
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* @param {Vector3} up1 Like the up0 parameter but at the end of the ray. Must be normalized. |
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* |
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* @param {double} radius0 Radius of the main ray trunk at the start point. Default: 1 |
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* |
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* @param {double} radius1 Radius of the main ray trunk at the end point. Default: 1 |
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* |
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* @param {double} radius0Factor The radius0 of a subray is this factor times the radius0 of its parent subray. Default: 0.5 |
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* |
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* @param {double} radius1Factor The radius1 of a subray is this factor times the radius1 of its parent subray. Default: 0.2 |
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* |
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* @param {minRadius} Minimum value a subray radius0 or radius1 can get. Default: 0.1 |
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* |
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* |
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* The following parameters should not be changed after lightning creation. They can be changed but the ray will change its form abruptly: |
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* |
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* @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. |
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* |
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* @param {double} birthTime The time at which the ray starts its life and begins propagating. Only if isEternal is false. Default: None. |
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* |
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* @param {double} deathTime The time at which the ray ends vanishing and its life. Only if isEternal is false. Default: None. |
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* |
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* @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 |
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* |
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* @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 |
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* |
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* @param {double} subrayPeriod Subrays cycle periodically. This is their time period. Default: 4 |
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* |
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* @param {double} subrayDutyCycle From 0 to 1. This is the fraction of time a subray is active. Default: 0.6 |
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* |
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* |
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* These parameters cannot change after lightning creation: |
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* |
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* @param {integer} maxIterations: Greater than 0. The number of ray's leaf segments is 2**maxIterations. Default: 9 |
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* |
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* @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. |
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* |
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* @param {integer} ramification Greater than 0. Maximum number of child subrays a subray can have. Default: 5 |
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* |
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* @param {integer} maxSubrayRecursion Greater than 0. Maximum level of recursion (subray descendant generations). Default: 3 |
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* |
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* @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 |
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* |
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* @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. |
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* |
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* @param {Object} randomGenerator Set here your random number generator which will seed the SimplexNoise and other decisions during ray tree creation. |
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* 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. |
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* The randomGenerator parameter should be an object with a random() function similar to Math.random, but seedable. |
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* 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. |
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* The default value is an internal generator for some uses and Math.random for others (It is non-repeatable even if noiseSeed is supplied) |
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* |
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* @param {double} noiseSeed Seed used to make repeatable rays (see the randomGenerator) |
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* |
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* @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. |
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* |
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* @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. |
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* |
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* |
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*/ |
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class LightningStrike extends BufferGeometry { |
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constructor( rayParameters = {} ) { |
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super(); |
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this.type = 'LightningStrike'; |
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// Set parameters, and set undefined parameters to default values |
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this.init( LightningStrike.copyParameters( rayParameters, rayParameters ) ); |
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// Creates and populates the mesh |
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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 !== undefined ? vecCopy( source.sourceOffset ) : new Vector3( 0, 100, 0 ), |
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dest.destOffset = source.destOffset !== undefined ? vecCopy( source.destOffset ) : new Vector3( 0, 0, 0 ), |
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dest.timeScale = source.timeScale !== undefined ? source.timeScale : 1, |
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dest.roughness = source.roughness !== undefined ? source.roughness : 0.9, |
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dest.straightness = source.straightness !== undefined ? source.straightness : 0.7, |
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dest.up0 = source.up0 !== undefined ? vecCopy( source.up0 ) : new Vector3( 0, 0, 1 ); |
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dest.up1 = source.up1 !== undefined ? vecCopy( source.up1 ) : new Vector3( 0, 0, 1 ), |
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dest.radius0 = source.radius0 !== undefined ? source.radius0 : 1, |
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dest.radius1 = source.radius1 !== undefined ? source.radius1 : 1, |
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dest.radius0Factor = source.radius0Factor !== undefined ? source.radius0Factor : 0.5, |
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dest.radius1Factor = source.radius1Factor !== undefined ? source.radius1Factor : 0.2, |
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dest.minRadius = source.minRadius !== undefined ? source.minRadius : 0.2, |
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// 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 !== undefined ? source.isEternal : ( source.birthTime === undefined || source.deathTime === undefined ), |
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dest.birthTime = source.birthTime, |
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dest.deathTime = source.deathTime, |
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dest.propagationTimeFactor = source.propagationTimeFactor !== undefined ? source.propagationTimeFactor : 0.1, |
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dest.vanishingTimeFactor = source.vanishingTimeFactor !== undefined ? source.vanishingTimeFactor : 0.9, |
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dest.subrayPeriod = source.subrayPeriod !== undefined ? source.subrayPeriod : 4, |
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dest.subrayDutyCycle = source.subrayDutyCycle !== undefined ? source.subrayDutyCycle : 0.6; |
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// These parameters cannot change after lightning creation: |
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dest.maxIterations = source.maxIterations !== undefined ? source.maxIterations : 9; |
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dest.isStatic = source.isStatic !== undefined ? source.isStatic : false; |
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dest.ramification = source.ramification !== undefined ? source.ramification : 5; |
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dest.maxSubrayRecursion = source.maxSubrayRecursion !== undefined ? source.maxSubrayRecursion : 3; |
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dest.recursionProbability = source.recursionProbability !== undefined ? source.recursionProbability : 0.6; |
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dest.generateUVs = source.generateUVs !== undefined ? source.generateUVs : false; |
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dest.randomGenerator = source.randomGenerator, |
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dest.noiseSeed = source.noiseSeed, |
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dest.onDecideSubrayCreation = source.onDecideSubrayCreation, |
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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 ) 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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// Init all the state from the parameters |
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this.rayParameters = rayParameters; |
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// These parameters cannot change after lightning creation: |
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this.maxIterations = rayParameters.maxIterations !== undefined ? Math.floor( rayParameters.maxIterations ) : 9; |
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rayParameters.maxIterations = this.maxIterations; |
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this.isStatic = rayParameters.isStatic !== undefined ? rayParameters.isStatic : false; |
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rayParameters.isStatic = this.isStatic; |
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this.ramification = rayParameters.ramification !== undefined ? Math.floor( rayParameters.ramification ) : 5; |
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rayParameters.ramification = this.ramification; |
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this.maxSubrayRecursion = rayParameters.maxSubrayRecursion !== undefined ? Math.floor( rayParameters.maxSubrayRecursion ) : 3; |
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rayParameters.maxSubrayRecursion = this.maxSubrayRecursion; |
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this.recursionProbability = rayParameters.recursionProbability !== undefined ? rayParameters.recursionProbability : 0.6; |
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rayParameters.recursionProbability = this.recursionProbability; |
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this.generateUVs = rayParameters.generateUVs !== undefined ? rayParameters.generateUVs : false; |
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rayParameters.generateUVs = this.generateUVs; |
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// Random generator |
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if ( rayParameters.randomGenerator !== undefined ) { |
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this.randomGenerator = rayParameters.randomGenerator; |
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this.seedGenerator = rayParameters.randomGenerator; |
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if ( rayParameters.noiseSeed !== undefined ) { |
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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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// Ray creation callbacks |
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if ( rayParameters.onDecideSubrayCreation !== undefined ) { |
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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 !== undefined ) { |
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this.onSubrayCreation = rayParameters.onSubrayCreation; |
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} |
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} |
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// Internal state |
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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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// Temp vectors |
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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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// Populate the mesh |
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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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// Store buffers for later modification |
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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 ) { //&& ( ! this.rayParameters.isEternal || scope.currentSubray.recursion > 0 ) ) { |
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return; |
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} else if ( this.rayParameters.isEternal && scope.currentSubray.recursion == 0 ) { |
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// Eternal rays don't propagate nor vanish, but its subrays do |
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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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// Ray propagation has arrived to this segment |
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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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// Ray is steady (nor propagating nor vanishing) |
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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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// Segment has not yet vanished |
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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( /*rayParameters*/ ) { |
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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 !== undefined ? 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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// Add the top level subray |
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this.initSubray( this.addNewSubray(), this.rayParameters ); |
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// Process all subrays that are being generated until consuming all of them |
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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( 1000 ); |
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subray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 ); |
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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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// Leave recursion condition |
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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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// Interpolation |
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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 < 0.000001 ) { |
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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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// Noise |
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this.newPos.set( 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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this.newPos.multiplyScalar( segment.positionVariationFactor * lForwards ); |
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this.newPos.add( this.middlePos ); |
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// Recursion |
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const newSegment1 = this.getNewSegment(); |
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newSegment1.pos0.copy( segment.pos0 ); |
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newSegment1.pos1.copy( this.newPos ); |
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newSegment1.linPos0.copy( segment.linPos0 ); |
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newSegment1.linPos1.copy( this.middleLinPos ); |
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newSegment1.up0.copy( segment.up0 ); |
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newSegment1.up1.copy( segment.up1 ); |
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newSegment1.radius0 = segment.radius0; |
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newSegment1.radius1 = middleRadius; |
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newSegment1.fraction0 = segment.fraction0; |
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newSegment1.fraction1 = middleFraction; |
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newSegment1.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness; |
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newSegment1.iteration = segment.iteration + 1; |
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const newSegment2 = this.getNewSegment(); |
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newSegment2.pos0.copy( this.newPos ); |
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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 ); |
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newSegment2.radius0 = middleRadius; |
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newSegment2.radius1 = segment.radius1; |
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newSegment2.fraction0 = middleFraction; |
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newSegment2.fraction1 = segment.fraction1; |
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newSegment2.positionVariationFactor = segment.positionVariationFactor * this.currentSubray.roughness; |
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newSegment2.iteration = segment.iteration + 1; |
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this.fractalRayRecursive( newSegment1 ); |
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this.fractalRayRecursive( newSegment2 ); |
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} |
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createPrism( segment ) { |
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// Creates one triangular prism and its vertices at the segment |
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this.forwardsFill.subVectors( segment.pos1, segment.pos0 ).normalize(); |
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if ( this.isInitialSegment ) { |
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this.currentCreateTriangleVertices( segment.pos0, segment.up0, this.forwardsFill, segment.radius0, 0 ); |
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this.isInitialSegment = false; |
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} |
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this.currentCreateTriangleVertices( segment.pos1, segment.up0, this.forwardsFill, segment.radius1, segment.fraction1 ); |
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this.createPrismFaces(); |
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} |
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createTriangleVerticesWithoutUVs( pos, up, forwards, radius ) { |
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// Create an equilateral triangle (only vertices) |
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this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG ); |
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this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG ); |
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const p = this.vPos; |
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const v = this.vertices; |
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p.copy( pos ).sub( this.side ).add( this.down ); |
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v[ this.currentCoordinate ++ ] = p.x; |
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v[ this.currentCoordinate ++ ] = p.y; |
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v[ this.currentCoordinate ++ ] = p.z; |
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p.copy( pos ).add( this.side ).add( this.down ); |
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v[ this.currentCoordinate ++ ] = p.x; |
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v[ this.currentCoordinate ++ ] = p.y; |
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v[ this.currentCoordinate ++ ] = p.z; |
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p.copy( up ).multiplyScalar( radius ).add( pos ); |
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v[ this.currentCoordinate ++ ] = p.x; |
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v[ this.currentCoordinate ++ ] = p.y; |
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v[ this.currentCoordinate ++ ] = p.z; |
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this.currentVertex += 3; |
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} |
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createTriangleVerticesWithUVs( pos, up, forwards, radius, u ) { |
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// Create an equilateral triangle (only vertices) |
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this.side.crossVectors( up, forwards ).multiplyScalar( radius * LightningStrike.COS30DEG ); |
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this.down.copy( up ).multiplyScalar( - radius * LightningStrike.SIN30DEG ); |
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const p = this.vPos; |
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const v = this.vertices; |
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const uv = this.uvs; |
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p.copy( pos ).sub( this.side ).add( this.down ); |
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v[ this.currentCoordinate ++ ] = p.x; |
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v[ this.currentCoordinate ++ ] = p.y; |
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v[ this.currentCoordinate ++ ] = p.z; |
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uv[ this.currentUVCoordinate ++ ] = u; |
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uv[ this.currentUVCoordinate ++ ] = 0; |
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p.copy( pos ).add( this.side ).add( this.down ); |
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v[ this.currentCoordinate ++ ] = p.x; |
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v[ this.currentCoordinate ++ ] = p.y; |
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v[ this.currentCoordinate ++ ] = p.z; |
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uv[ this.currentUVCoordinate ++ ] = u; |
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uv[ this.currentUVCoordinate ++ ] = 0.5; |
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p.copy( up ).multiplyScalar( radius ).add( pos ); |
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v[ this.currentCoordinate ++ ] = p.x; |
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v[ this.currentCoordinate ++ ] = p.y; |
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v[ this.currentCoordinate ++ ] = p.z; |
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uv[ this.currentUVCoordinate ++ ] = u; |
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uv[ this.currentUVCoordinate ++ ] = 1; |
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this.currentVertex += 3; |
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} |
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createPrismFaces( vertex/*, index*/ ) { |
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const indices = this.indices; |
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vertex = this.currentVertex - 6; |
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indices[ this.currentIndex ++ ] = vertex + 1; |
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indices[ this.currentIndex ++ ] = vertex + 2; |
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indices[ this.currentIndex ++ ] = vertex + 5; |
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indices[ this.currentIndex ++ ] = vertex + 1; |
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indices[ this.currentIndex ++ ] = vertex + 5; |
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indices[ this.currentIndex ++ ] = vertex + 4; |
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indices[ this.currentIndex ++ ] = vertex + 0; |
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indices[ this.currentIndex ++ ] = vertex + 1; |
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indices[ this.currentIndex ++ ] = vertex + 4; |
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indices[ this.currentIndex ++ ] = vertex + 0; |
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indices[ this.currentIndex ++ ] = vertex + 4; |
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indices[ this.currentIndex ++ ] = vertex + 3; |
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indices[ this.currentIndex ++ ] = vertex + 2; |
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indices[ this.currentIndex ++ ] = vertex + 0; |
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indices[ this.currentIndex ++ ] = vertex + 3; |
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indices[ this.currentIndex ++ ] = vertex + 2; |
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indices[ this.currentIndex ++ ] = vertex + 3; |
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indices[ this.currentIndex ++ ] = vertex + 5; |
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} |
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createDefaultSubrayCreationCallbacks() { |
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const random1 = this.randomGenerator.random; |
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this.onDecideSubrayCreation = function ( segment, lightningStrike ) { |
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// Decide subrays creation at parent (sub)ray segment |
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const subray = lightningStrike.currentSubray; |
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const period = lightningStrike.rayParameters.subrayPeriod; |
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const dutyCycle = lightningStrike.rayParameters.subrayDutyCycle; |
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const phase0 = ( lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) ? - random1() * period : MathUtils.lerp( subray.birthTime, subray.endPropagationTime, segment.fraction0 ) - random1() * period; |
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const phase = lightningStrike.time - phase0; |
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const currentCycle = Math.floor( phase / period ); |
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const childSubraySeed = random1() * ( currentCycle + 1 ); |
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const isActive = phase % period <= dutyCycle * period; |
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let probability = 0; |
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if ( isActive ) { |
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probability = lightningStrike.subrayProbability; |
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// Distribution test: probability *= segment.fraction0 > 0.5 && segment.fraction0 < 0.9 ? 1 / 0.4 : 0; |
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} |
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if ( subray.recursion < lightningStrike.maxSubrayRecursion && lightningStrike.numSubrays < lightningStrike.maxSubrays && random1() < probability ) { |
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const childSubray = lightningStrike.addNewSubray(); |
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const parentSeed = lightningStrike.randomGenerator.getSeed(); |
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childSubray.seed = childSubraySeed; |
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lightningStrike.randomGenerator.setSeed( childSubraySeed ); |
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childSubray.recursion = subray.recursion + 1; |
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childSubray.maxIterations = Math.max( 1, subray.maxIterations - 1 ); |
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childSubray.linPos0.set( random1(), random1(), random1() ).multiplyScalar( 1000 ); |
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childSubray.linPos1.set( random1(), random1(), random1() ).multiplyScalar( 1000 ); |
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childSubray.up0.copy( subray.up0 ); |
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childSubray.up1.copy( subray.up1 ); |
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childSubray.radius0 = segment.radius0 * lightningStrike.rayParameters.radius0Factor; |
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childSubray.radius1 = Math.min( lightningStrike.rayParameters.minRadius, segment.radius1 * lightningStrike.rayParameters.radius1Factor ); |
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childSubray.birthTime = phase0 + ( currentCycle ) * period; |
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childSubray.deathTime = childSubray.birthTime + period * dutyCycle; |
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if ( ! lightningStrike.rayParameters.isEternal && subray.recursion == 0 ) { |
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childSubray.birthTime = Math.max( childSubray.birthTime, subray.birthTime ); |
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childSubray.deathTime = Math.min( childSubray.deathTime, subray.deathTime ); |
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} |
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childSubray.timeScale = subray.timeScale * 2; |
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childSubray.roughness = subray.roughness; |
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childSubray.straightness = subray.straightness; |
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childSubray.propagationTimeFactor = subray.propagationTimeFactor; |
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childSubray.vanishingTimeFactor = subray.vanishingTimeFactor; |
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lightningStrike.onSubrayCreation( segment, subray, childSubray, lightningStrike ); |
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lightningStrike.randomGenerator.setSeed( parentSeed ); |
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} |
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}; |
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const vec1Pos = new Vector3(); |
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const vec2Forward = new Vector3(); |
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const vec3Side = new Vector3(); |
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const vec4Up = new Vector3(); |
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this.onSubrayCreation = function ( segment, parentSubray, childSubray, lightningStrike ) { |
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// Decide childSubray origin and destination positions (pos0 and pos1) and possibly other properties of childSubray |
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|
// Just use the default cone position generator |
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lightningStrike.subrayCylinderPosition( segment, parentSubray, childSubray, 0.5, 0.6, 0.2 ); |
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}; |
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this.subrayConePosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) { |
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// Sets childSubray pos0 and pos1 in a cone |
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childSubray.pos0.copy( segment.pos0 ); |
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vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 ); |
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vec2Forward.copy( vec1Pos ).normalize(); |
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vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( random1() * heightFactor ) ); |
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const length = vec1Pos.length(); |
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vec3Side.crossVectors( parentSubray.up0, vec2Forward ); |
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const angle = 2 * Math.PI * random1(); |
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vec3Side.multiplyScalar( Math.cos( angle ) ); |
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vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) ); |
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childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 ); |
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}; |
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this.subrayCylinderPosition = function ( segment, parentSubray, childSubray, heightFactor, sideWidthFactor, minSideWidthFactor ) { |
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// Sets childSubray pos0 and pos1 in a cylinder |
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childSubray.pos0.copy( segment.pos0 ); |
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vec1Pos.subVectors( parentSubray.pos1, parentSubray.pos0 ); |
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vec2Forward.copy( vec1Pos ).normalize(); |
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vec1Pos.multiplyScalar( segment.fraction0 + ( 1 - segment.fraction0 ) * ( ( 2 * random1() - 1 ) * heightFactor ) ); |
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const length = vec1Pos.length(); |
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vec3Side.crossVectors( parentSubray.up0, vec2Forward ); |
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const angle = 2 * Math.PI * random1(); |
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vec3Side.multiplyScalar( Math.cos( angle ) ); |
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vec4Up.copy( parentSubray.up0 ).multiplyScalar( Math.sin( angle ) ); |
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childSubray.pos1.copy( vec3Side ).add( vec4Up ).multiplyScalar( length * sideWidthFactor * ( minSideWidthFactor + random1() * ( 1 - minSideWidthFactor ) ) ).add( vec1Pos ).add( parentSubray.pos0 ); |
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}; |
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} |
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|
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createSubray() { |
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return { |
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seed: 0, |
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maxIterations: 0, |
|
recursion: 0, |
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pos0: new Vector3(), |
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pos1: new Vector3(), |
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linPos0: new Vector3(), |
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linPos1: new Vector3(), |
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up0: new Vector3(), |
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up1: new Vector3(), |
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radius0: 0, |
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radius1: 0, |
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birthTime: 0, |
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deathTime: 0, |
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timeScale: 0, |
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roughness: 0, |
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straightness: 0, |
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propagationTimeFactor: 0, |
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vanishingTimeFactor: 0, |
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endPropagationTime: 0, |
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beginVanishingTime: 0 |
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}; |
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} |
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|
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createSegment() { |
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|
return { |
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iteration: 0, |
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pos0: new Vector3(), |
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pos1: new Vector3(), |
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linPos0: new Vector3(), |
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linPos1: new Vector3(), |
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up0: new Vector3(), |
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up1: new Vector3(), |
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radius0: 0, |
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radius1: 0, |
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fraction0: 0, |
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fraction1: 0, |
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positionVariationFactor: 0 |
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}; |
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} |
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getNewSegment() { |
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|
return this.raySegments[ this.currentSegmentIndex ++ ]; |
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|
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} |
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copy( source ) { |
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|
|
super.copy( source ); |
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|
this.init( LightningStrike.copyParameters( {}, source.rayParameters ) ); |
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|
return this; |
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} |
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clone() { |
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|
return new this.constructor( LightningStrike.copyParameters( {}, this.rayParameters ) ); |
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|
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} |
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|
|
} |
|
|
|
LightningStrike.prototype.isLightningStrike = true; |
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|
|
// Ray states |
|
LightningStrike.RAY_INITIALIZED = 0; |
|
LightningStrike.RAY_UNBORN = 1; |
|
LightningStrike.RAY_PROPAGATING = 2; |
|
LightningStrike.RAY_STEADY = 3; |
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LightningStrike.RAY_VANISHING = 4; |
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LightningStrike.RAY_EXTINGUISHED = 5; |
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|
|
LightningStrike.COS30DEG = Math.cos( 30 * Math.PI / 180 ); |
|
LightningStrike.SIN30DEG = Math.sin( 30 * Math.PI / 180 ); |
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|
export { LightningStrike };
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