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mirror of https://github.com/beestat/app.git synced 2026-02-26 13:10:23 -05:00
beestat/js/component/scene/weather.js
Jon Ziebell 6e8fc47a15 Cleanup
2026-02-22 14:13:53 -05:00

1126 lines
38 KiB
JavaScript

/**
* Scene methods split from scene.js.
*/
/**
* Get design count at density 1 for a weather channel.
*
* @param {string} density_key
*
* @return {number}
*/
beestat.component.scene.prototype.get_weather_design_count_ = function(density_key) {
switch (density_key) {
case 'cloud_density':
return Math.max(1, Number(beestat.component.scene.weather_cloud_max_count || 1));
case 'rain_density':
return Math.max(1, Number(beestat.component.scene.weather_rain_max_count || 1));
case 'snow_density':
return Math.max(1, Number(beestat.component.scene.weather_snow_max_count || 1));
case 'fog_density':
return Math.max(1, Number(beestat.component.scene.weather_fog_max_count || 1));
default:
return 1;
}
};
/**
* Get design capacity count (density 1) for a weather channel and area.
*
* @param {string} density_key
* @param {number=} opt_area
*
* @return {number}
*/
beestat.component.scene.prototype.get_weather_design_capacity_count_ = function(density_key, opt_area) {
const design_count = this.get_weather_design_count_(density_key);
const area = Math.max(
1,
Number(opt_area || this.weather_area_ || beestat.component.scene.weather_density_unit_area)
);
const unit_area = Math.max(1, Number(beestat.component.scene.weather_density_unit_area || 1));
return Math.max(0, Math.round(design_count * (area / unit_area)));
};
/**
* Convert density setting to particle count using scene area.
*
* @param {string} density_key
* @param {number=} opt_area
*
* @return {number}
*/
beestat.component.scene.prototype.get_weather_count_from_density_ = function(density_key, opt_area) {
const density = Math.max(0, Number(this.get_scene_setting_(density_key) || 0));
const design_count = this.get_weather_design_count_(density_key);
const area = Math.max(
1,
Number(opt_area || this.weather_area_ || beestat.component.scene.weather_density_unit_area)
);
const unit_area = Math.max(1, Number(beestat.component.scene.weather_density_unit_area || 1));
return Math.max(0, Math.round(design_count * density * (area / unit_area)));
};
/**
* Get weather transition profile for visuals.
*
* @return {object}
*/
beestat.component.scene.prototype.get_weather_profile_ = function() {
return {
'cloud_count': this.get_weather_count_from_density_('cloud_density'),
// Fog uses fixed sprite population; density controls opacity.
'fog_count': this.get_weather_design_capacity_count_('fog_density'),
'fog_density': Math.max(0, Math.min(2, Number(this.get_scene_setting_('fog_density') || 0))),
'rain_count': this.get_weather_count_from_density_('rain_density'),
'snow_count': this.get_weather_count_from_density_('snow_density')
};
};
/**
* Get dimming multiplier from active cloud density for sun/moon brightness.
*
* @return {number}
*/
beestat.component.scene.prototype.get_cloud_dimming_factor_ = function() {
const configured_cloud_count = Math.max(
1,
this.get_weather_design_capacity_count_('cloud_density')
);
const current_cloud_count = this.current_cloud_count_ === undefined
? 0
: this.current_cloud_count_;
const cloud_density = Math.max(
0,
Math.min(
1,
current_cloud_count / configured_cloud_count
)
);
return 1 - (cloud_density * 0.92);
};
/**
* Get cloud sprite color based on cloud darkness setting.
*
* @return {THREE.Color}
*/
beestat.component.scene.prototype.get_cloud_color_ = function() {
const darkness = Math.max(0, Math.min(2, Number(this.get_scene_setting_('cloud_darkness') || 0)));
const blend = darkness / 2;
const base_color = new THREE.Color(0xdce3ee);
const dark_gray_color = new THREE.Color(0x67717b);
return base_color.lerp(dark_gray_color, blend);
};
/**
* Get low-altitude fog volume sprite tint color.
*
* @return {THREE.Color}
*/
beestat.component.scene.prototype.get_fog_color_ = function() {
const fog_color = this.get_scene_setting_('fog_color');
if (
typeof fog_color === 'string' ||
typeof fog_color === 'number'
) {
return new THREE.Color(fog_color);
}
return new THREE.Color(beestat.component.scene.default_settings.fog_color);
};
/**
* Update weather transition targets based on appearance weather.
*/
beestat.component.scene.prototype.update_weather_targets_ = function() {
this.weather_profile_target_ = this.get_weather_profile_();
this.weather_transition_start_profile_ = {
'cloud_count': this.current_cloud_count_ === undefined ? 0 : this.current_cloud_count_,
'fog_count': this.current_fog_count_ === undefined ? 0 : this.current_fog_count_,
'fog_density': this.current_fog_density_ === undefined ? 0 : this.current_fog_density_,
'rain_count': this.current_rain_count_ === undefined ? 0 : this.current_rain_count_,
'snow_count': this.current_snow_count_ === undefined ? 0 : this.current_snow_count_
};
this.weather_transition_start_ms_ = window.performance.now();
};
/**
* Get current snow cover blend amount (0-2) from precipitation transition.
*
* @return {number}
*/
beestat.component.scene.prototype.get_snow_cover_blend_ = function() {
const configured_snow_count = this.get_weather_design_capacity_count_('snow_density');
if (
this.current_snow_count_ === undefined ||
configured_snow_count <= 0
) {
return 0;
}
return Math.max(
0,
Math.min(
2,
this.current_snow_count_ / configured_snow_count
)
);
};
/**
* Blend roof, ground, and floor-plan surface materials toward snow white.
*
* @param {number} snow_blend
*/
beestat.component.scene.prototype.update_snow_surface_colors_ = function(snow_blend) {
if (this.layers_ === undefined) {
return;
}
// Keep a small amount of base color visible at peak snow for definition.
const normalized_blend = Math.max(0, Math.min(1, snow_blend));
const grass_normalized_blend = Math.max(0, Math.min(1, snow_blend * 0.5));
const blend = normalized_blend * 0.9;
const grass_blend = grass_normalized_blend * 0.9;
const foliage_blend = normalized_blend * 0.75;
const snow_color = new THREE.Color(beestat.component.scene.snow_surface_color);
const base_roof_color = new THREE.Color(this.get_appearance_value_('roof_color'));
const base_ground_color = new THREE.Color(this.get_appearance_value_('ground_color'));
const roof_color = base_roof_color.clone().lerp(snow_color, blend);
const ground_color = base_ground_color.clone().lerp(snow_color, grass_blend);
if (this.layers_.roof !== undefined) {
this.layers_.roof.traverse(function(object) {
if (
object.userData !== undefined &&
object.userData.is_roof === true &&
object.material !== undefined &&
object.material.color !== undefined
) {
object.material.color.copy(roof_color);
}
});
}
if (this.layers_.environment !== undefined) {
this.layers_.environment.traverse(function(object) {
if (
object.userData !== undefined &&
object.userData.is_ground === true &&
object.material !== undefined &&
object.material.color !== undefined
) {
object.material.color.copy(ground_color);
}
if (
object.userData !== undefined &&
object.userData.is_surface === true &&
object.material !== undefined &&
object.material.color !== undefined
) {
const base_surface_color = new THREE.Color(
object.userData.base_surface_color || object.material.color.getHex()
);
const surface_color = base_surface_color.clone().lerp(snow_color, blend);
object.material.color.copy(surface_color);
}
if (
object.userData !== undefined &&
object.userData.is_tree_foliage === true &&
object.material !== undefined &&
object.material.color !== undefined
) {
const base_foliage_color = new THREE.Color(
object.userData.base_tree_foliage_color || object.material.color.getHex()
);
const foliage_color = base_foliage_color.clone().lerp(snow_color, foliage_blend);
object.material.color.copy(foliage_color);
}
});
}
};
/**
* Create a precipitation particle system with static particle properties.
*
* @param {object} bounds
* @param {number} max_count
* @param {object} config
*
* @return {object}
*/
beestat.component.scene.prototype.create_precipitation_system_ = function(bounds, max_count, config) {
const positions = new Float32Array(max_count * 3);
const speeds = new Float32Array(max_count);
const drift_x = new Float32Array(max_count);
const drift_y = new Float32Array(max_count);
const span_x = bounds.max_x - bounds.min_x;
const span_y = bounds.max_y - bounds.min_y;
const span_z = bounds.max_z - bounds.min_z;
for (let i = 0; i < max_count; i++) {
const offset = i * 3;
positions[offset] = bounds.min_x + Math.random() * span_x;
positions[offset + 1] = bounds.min_y + Math.random() * span_y;
positions[offset + 2] = bounds.min_z + Math.random() * span_z;
speeds[i] = config.speed_min + Math.random() * (config.speed_max - config.speed_min);
drift_x[i] = (Math.random() - 0.5) * config.drift;
drift_y[i] = (Math.random() - 0.5) * config.drift;
}
const geometry = new THREE.BufferGeometry();
geometry.setAttribute('position', new THREE.Float32BufferAttribute(positions, 3));
geometry.setDrawRange(0, 0);
const material = new THREE.PointsMaterial({
'size': config.size,
'color': config.color,
'transparent': true,
'opacity': 0,
'depthWrite': false,
'blending': THREE.NormalBlending,
'map': config.texture
});
const points = new THREE.Points(geometry, material);
points.layers.set(beestat.component.scene.layer_visible);
points.userData.is_environment = true;
return {
'points': points,
'bounds': bounds,
'speeds': speeds,
'drift_x': drift_x,
'drift_y': drift_y,
'max_count': max_count,
'target_opacity': config.opacity,
'static_opacity': config.static_opacity === true,
'max_wind_angle': config.max_wind_angle || 0,
'max_wind_speed_scale': config.max_wind_speed_scale || 2,
'wind_motion_multiplier': config.wind_motion_multiplier || 1,
'wind_speed_curve': config.wind_speed_curve || 'linear'
};
};
/**
* Update a precipitation system by particle volume only.
*
* @param {object} precipitation
* @param {number} target_count
* @param {number} delta_seconds
* @param {number} wind_speed
* @param {number} wind_direction
*/
beestat.component.scene.prototype.update_precipitation_system_ = function(
precipitation,
target_count,
delta_seconds,
wind_speed,
wind_direction
) {
if (
precipitation === undefined ||
precipitation.points === undefined ||
precipitation.points.geometry === undefined ||
precipitation.points.material === undefined
) {
return;
}
const clamped_count = Math.max(
0,
Math.min(precipitation.max_count, Math.round(target_count))
);
precipitation.points.geometry.setDrawRange(0, clamped_count);
if (precipitation.static_opacity === true) {
precipitation.points.material.opacity = precipitation.target_opacity;
} else if (precipitation.max_count > 0) {
precipitation.points.material.opacity =
precipitation.target_opacity * (clamped_count / precipitation.max_count);
} else {
precipitation.points.material.opacity = 0;
}
if (clamped_count === 0) {
return;
}
const bounds = precipitation.bounds;
const span_x = bounds.max_x - bounds.min_x;
const span_y = bounds.max_y - bounds.min_y;
const span_z = bounds.max_z - bounds.min_z;
const positions = precipitation.points.geometry.attributes.position.array;
const clamped_wind_speed = Math.max(0, Math.min(2, Number(wind_speed || 0)));
const clamped_wind_direction = Math.max(0, Math.min(360, Number(wind_direction || 0)));
const wind_direction_radians = THREE.MathUtils.degToRad(clamped_wind_direction);
const wind_x = Math.cos(wind_direction_radians);
const wind_y = Math.sin(wind_direction_radians);
const max_wind_angle = Number(precipitation.max_wind_angle || 0);
const wind_angle = (clamped_wind_speed / 2) * max_wind_angle;
const wind_angle_radians = THREE.MathUtils.degToRad(wind_angle);
const vertical_scale = Math.cos(wind_angle_radians);
const horizontal_scale = Math.sin(wind_angle_radians);
const max_wind_speed_scale = Math.max(
1,
Number(precipitation.max_wind_speed_scale || 2)
);
const wind_speed_scale = 1 + ((clamped_wind_speed / 2) * (max_wind_speed_scale - 1));
const wind_motion_multiplier = Math.max(0, Number(precipitation.wind_motion_multiplier || 1));
const wind_speed_curve_scale = precipitation.wind_speed_curve === 'half_same_double'
? Math.pow(2, clamped_wind_speed - 1)
: 1;
const direction_velocity_x = horizontal_scale * wind_x;
const direction_velocity_y = horizontal_scale * wind_y;
const direction_velocity_z = vertical_scale;
for (let i = 0; i < clamped_count; i++) {
const offset = i * 3;
const speed =
precipitation.speeds[i] *
delta_seconds *
wind_speed_scale *
wind_motion_multiplier *
wind_speed_curve_scale;
positions[offset + 2] += speed * direction_velocity_z;
positions[offset] += speed * direction_velocity_x;
positions[offset + 1] += speed * direction_velocity_y;
positions[offset] += precipitation.drift_x[i] * delta_seconds;
positions[offset + 1] += precipitation.drift_y[i] * delta_seconds;
if (
positions[offset] < bounds.min_x ||
positions[offset] > bounds.max_x ||
positions[offset + 1] < bounds.min_y ||
positions[offset + 1] > bounds.max_y ||
positions[offset + 2] > bounds.max_z
) {
positions[offset] = bounds.min_x + Math.random() * span_x;
positions[offset + 1] = bounds.min_y + Math.random() * span_y;
positions[offset + 2] = bounds.min_z + Math.random() * span_z;
}
}
precipitation.points.geometry.attributes.position.needsUpdate = true;
};
/**
* Ensure the lightning flash light exists in the weather group.
*/
beestat.component.scene.prototype.ensure_lightning_flash_light_ = function() {
if (this.weather_group_ === undefined) {
return;
}
if (this.lightning_flash_light_ !== undefined) {
return;
}
this.lightning_flash_light_ = new THREE.PointLight(0xe7f0ff, 0, 7000, 2);
this.lightning_flash_light_.castShadow = false;
this.lightning_flash_light_.userData.is_environment = true;
this.weather_group_.add(this.lightning_flash_light_);
};
/**
* Schedule the next lightning strike-cluster timestamp.
*
* @param {number} now_ms
* @param {number} lightning_frequency
*/
beestat.component.scene.prototype.schedule_next_lightning_cluster_ = function(now_ms, lightning_frequency) {
if (lightning_frequency <= 0) {
this.lightning_next_strike_ms_ = undefined;
return;
}
const base_interval_ms = 15000 / lightning_frequency;
const jitter_ratio = 0.25;
const jitter = ((Math.random() * 2) - 1) * base_interval_ms * jitter_ratio;
const next_interval_ms = Math.max(300, base_interval_ms + jitter);
this.lightning_next_strike_ms_ = now_ms + next_interval_ms;
};
/**
* Sync lightning timing state after lightning frequency changes without rerender.
*
* @param {number} previous_frequency
* @param {number} current_frequency
*/
beestat.component.scene.prototype.sync_lightning_schedule_for_frequency_change_ = function(
previous_frequency,
current_frequency
) {
const previous = Math.max(0, Math.min(2, Number(previous_frequency || 0)));
const current = Math.max(0, Math.min(2, Number(current_frequency || 0)));
const now_ms = window.performance.now();
if (current <= 0) {
if (this.lightning_flash_light_ !== undefined) {
this.lightning_flash_light_.intensity = 0;
}
this.lightning_flash_remaining_s_ = 0;
this.lightning_next_strike_ms_ = undefined;
this.lightning_next_pulse_ms_ = undefined;
this.lightning_cluster_pulses_remaining_ = 0;
this.lightning_cluster_anchor_ = null;
return;
}
// Turning lightning on should feel immediate even though strike cadence is stochastic.
if (previous <= 0 && current > 0) {
this.lightning_next_strike_ms_ = now_ms + (120 + (Math.random() * 420));
this.lightning_next_pulse_ms_ = undefined;
this.lightning_cluster_pulses_remaining_ = 0;
this.lightning_cluster_anchor_ = null;
this.lightning_cluster_frequency_ = current;
return;
}
// For active lightning, apply new frequency promptly rather than waiting for old cadence.
if (Math.abs(current - previous) > 0.0001) {
this.lightning_cluster_frequency_ = current;
this.schedule_next_lightning_cluster_(now_ms, current);
if (this.lightning_next_strike_ms_ !== undefined) {
this.lightning_next_strike_ms_ = Math.min(
this.lightning_next_strike_ms_,
now_ms + (350 + (Math.random() * 650))
);
}
}
};
/**
* Trigger one lightning pulse.
*
* @param {number} now_ms
* @param {number} lightning_frequency
*/
beestat.component.scene.prototype.trigger_lightning_pulse_ = function(now_ms, lightning_frequency) {
this.ensure_lightning_flash_light_();
if (this.lightning_flash_light_ === undefined) {
return;
}
// First pulse in a cluster chooses the strike anchor; follow-up pulses jitter
// around it to mimic rapid branch/fork illumination.
if (this.lightning_cluster_anchor_ === undefined || this.lightning_cluster_anchor_ === null) {
let anchor_x = 0;
let anchor_y = 0;
let anchor_z = -700;
if (this.cloud_bounds_ !== undefined) {
anchor_x = this.cloud_bounds_.min_x + (Math.random() * (this.cloud_bounds_.max_x - this.cloud_bounds_.min_x));
anchor_y = this.cloud_bounds_.min_y + (Math.random() * (this.cloud_bounds_.max_y - this.cloud_bounds_.min_y));
anchor_z = Number(this.cloud_bounds_.z || -700) + (Math.random() * 90);
}
this.lightning_cluster_anchor_ = {
'x': anchor_x,
'y': anchor_y,
'z': anchor_z
};
}
const jitter_radius = 60;
const anchor = this.lightning_cluster_anchor_;
const x = anchor.x + ((Math.random() * 2 - 1) * jitter_radius);
const y = anchor.y + ((Math.random() * 2 - 1) * jitter_radius);
const z = anchor.z + ((Math.random() * 2 - 1) * 18);
this.lightning_flash_light_.position.set(x, y, z);
const total_pulses = Math.max(1, Number(this.lightning_cluster_total_pulses_ || 1));
const remaining_pulses = Math.max(0, Number(this.lightning_cluster_pulses_remaining_ || 0));
const pulse_index = Math.max(1, total_pulses - remaining_pulses);
const sequence_fade = Math.max(0.52, 1 - ((pulse_index - 1) * 0.08));
const cluster_peak_scale = Number(this.lightning_cluster_peak_scale_ === undefined
? 1
: this.lightning_cluster_peak_scale_);
const pulse_variation = 0.58 + (Math.random() * 1.0);
this.lightning_flash_duration_s_ = 0.045 + (Math.random() * 0.095);
this.lightning_flash_remaining_s_ = this.lightning_flash_duration_s_;
this.lightning_flash_peak_intensity_ =
(8.5 + (Math.random() * 7.5)) *
(0.8 + (0.28 * lightning_frequency)) *
cluster_peak_scale *
pulse_variation *
sequence_fade;
};
/**
* Start a lightning strike cluster (1-3 rapid pulses).
*
* @param {number} now_ms
* @param {number} lightning_frequency
*/
beestat.component.scene.prototype.start_lightning_cluster_ = function(now_ms, lightning_frequency) {
const pulse_roll = Math.random();
let pulse_count;
// Most strikes are multi-pulse, with occasional 5-6 pulse storms.
if (pulse_roll < 0.1) {
pulse_count = 1;
} else if (pulse_roll < 0.45) {
pulse_count = 2;
} else if (pulse_roll < 0.75) {
pulse_count = 3;
} else if (pulse_roll < 0.9) {
pulse_count = 4;
} else if (pulse_roll < 0.97) {
pulse_count = 5;
} else {
pulse_count = 6;
}
this.lightning_cluster_total_pulses_ = pulse_count;
this.lightning_cluster_pulses_remaining_ = pulse_count;
this.lightning_cluster_peak_scale_ = 0.72 + (Math.random() * 0.96);
this.lightning_cluster_anchor_ = null;
this.lightning_next_pulse_ms_ = now_ms;
this.lightning_cluster_frequency_ = lightning_frequency;
};
/**
* Update lightning flash timing and intensity.
*
* @param {number} now_ms
* @param {number} delta_seconds
*/
beestat.component.scene.prototype.update_lightning_ = function(now_ms, delta_seconds) {
const lightning_frequency = Math.max(
0,
Math.min(2, Number(this.get_scene_setting_('lightning_frequency') || 0))
);
if (lightning_frequency <= 0) {
if (this.lightning_flash_light_ !== undefined) {
this.lightning_flash_light_.intensity = 0;
}
this.lightning_flash_remaining_s_ = 0;
this.lightning_next_strike_ms_ = undefined;
this.lightning_next_pulse_ms_ = undefined;
this.lightning_cluster_pulses_remaining_ = 0;
this.lightning_cluster_anchor_ = null;
return;
}
if (this.lightning_next_strike_ms_ === undefined) {
this.schedule_next_lightning_cluster_(now_ms, lightning_frequency);
}
this.ensure_lightning_flash_light_();
if (this.lightning_flash_light_ === undefined) {
return;
}
if (
this.lightning_flash_remaining_s_ !== undefined &&
this.lightning_flash_remaining_s_ > 0
) {
this.lightning_flash_remaining_s_ = Math.max(
0,
this.lightning_flash_remaining_s_ - delta_seconds
);
const duration = Math.max(0.001, Number(this.lightning_flash_duration_s_ || 0.2));
const progress = 1 - (this.lightning_flash_remaining_s_ / duration);
const decay = Math.pow(Math.max(0, 1 - progress), 2.3);
const micro_flicker = 0.86 + (Math.random() * 0.28);
this.lightning_flash_light_.intensity =
Math.max(0, Number(this.lightning_flash_peak_intensity_ || 0)) * decay * micro_flicker;
if (this.lightning_flash_remaining_s_ <= 0) {
this.lightning_flash_light_.intensity = 0;
if (
this.lightning_cluster_pulses_remaining_ !== undefined &&
this.lightning_cluster_pulses_remaining_ > 0
) {
const intra_cluster_gap_ms = 45 + (Math.random() * 160);
this.lightning_next_pulse_ms_ = now_ms + intra_cluster_gap_ms;
}
}
return;
}
this.lightning_flash_light_.intensity = 0;
if (now_ms >= this.lightning_next_strike_ms_) {
this.start_lightning_cluster_(now_ms, lightning_frequency);
this.schedule_next_lightning_cluster_(now_ms, lightning_frequency);
}
if (
this.lightning_cluster_pulses_remaining_ !== undefined &&
this.lightning_cluster_pulses_remaining_ > 0 &&
this.lightning_next_pulse_ms_ !== undefined &&
now_ms >= this.lightning_next_pulse_ms_
) {
this.lightning_cluster_pulses_remaining_--;
this.trigger_lightning_pulse_(
now_ms,
this.lightning_cluster_frequency_ === undefined
? lightning_frequency
: this.lightning_cluster_frequency_
);
if (this.lightning_cluster_pulses_remaining_ <= 0) {
this.lightning_cluster_anchor_ = null;
}
}
};
/**
* Add procedural weather particles based on floor plan appearance.
*
* @param {number} center_x
* @param {number} center_y
* @param {number} plan_width
* @param {number} plan_height
*/
beestat.component.scene.prototype.add_weather_ = function(center_x, center_y, plan_width, plan_height) {
// Compute world-space weather bounds from floor-plan extents.
const padding = beestat.component.scene.environment_padding + 120;
const weather_span_multiplier = 1.25;
const weather_width = (plan_width + (padding * 2)) * weather_span_multiplier;
const weather_height = (plan_height + (padding * 2)) * weather_span_multiplier;
const bounds = {
'min_x': center_x - (weather_width / 2),
'max_x': center_x + (weather_width / 2),
'min_y': center_y - (weather_height / 2),
'max_y': center_y + (weather_height / 2),
'min_z': -780,
'max_z': 140
};
this.weather_area_ = Math.max(
1,
(bounds.max_x - bounds.min_x) * (bounds.max_y - bounds.min_y)
);
// Create the root weather group attached to the environment.
this.weather_group_ = new THREE.Group();
this.weather_group_.userData.is_environment = true;
this.environment_group_.add(this.weather_group_);
// Lazily create shared particle/sprite textures.
if (this.cloud_texture_ === undefined) {
this.cloud_texture_ = this.create_cloud_texture_();
}
if (this.fog_volume_texture_ === undefined) {
this.fog_volume_texture_ = this.create_fog_volume_texture_();
}
if (this.snow_particle_texture_ === undefined) {
this.snow_particle_texture_ = this.create_snow_particle_texture_();
}
if (this.rain_particle_texture_ === undefined) {
this.rain_particle_texture_ = this.create_rain_particle_texture_();
}
const configured_cloud_count = this.get_weather_count_from_density_(
'cloud_density',
this.weather_area_
);
const cloud_capacity = Math.max(
this.get_weather_design_capacity_count_('cloud_density', this.weather_area_),
configured_cloud_count
);
const cloud_opacity = 0.2;
const cloud_bounds = {
'min_x': bounds.min_x - 260,
'max_x': bounds.max_x + 260,
'min_y': bounds.min_y - 260,
'max_y': bounds.max_y + 260,
'z': -760
};
this.cloud_bounds_ = cloud_bounds;
this.cloud_sprites_ = [];
this.cloud_motion_ = [];
// Pre-build cloud sprites and motion profiles.
for (let i = 0; i < cloud_capacity; i++) {
const cloud_material = new THREE.SpriteMaterial({
'map': this.cloud_texture_,
'color': 0xdce3ee,
'transparent': true,
'opacity': 0,
'depthWrite': false,
'depthTest': true
});
const cloud = new THREE.Sprite(cloud_material);
cloud.position.set(
cloud_bounds.min_x + Math.random() * (cloud_bounds.max_x - cloud_bounds.min_x),
cloud_bounds.min_y + Math.random() * (cloud_bounds.max_y - cloud_bounds.min_y),
cloud_bounds.z + (Math.random() * 130)
);
const cloud_size = 520 + Math.random() * 560;
cloud.scale.set(cloud_size, cloud_size * 0.6, 1);
cloud.layers.set(beestat.component.scene.layer_visible);
cloud.userData.is_environment = true;
this.weather_group_.add(cloud);
this.cloud_sprites_.push(cloud);
this.cloud_motion_.push({
'base_x': cloud.position.x,
'base_y': cloud.position.y,
'base_z': cloud.position.z,
'base_scale_x': cloud.scale.x,
'base_scale_y': cloud.scale.y,
'base_opacity': cloud_opacity,
'phase': Math.random() * Math.PI * 2,
'pulse_speed': 0.36 + (Math.random() * 0.32),
'scale_wobble_x': 0.03 + (Math.random() * 0.03),
'scale_wobble_y': 0.025 + (Math.random() * 0.025),
'opacity_wobble': 0.05 + (Math.random() * 0.05),
'wiggle_x': 10 + (Math.random() * 16),
'wiggle_y': 8 + (Math.random() * 14),
'wiggle_z': 3 + (Math.random() * 5),
'wiggle_freq_x': 1.8 + (Math.random() * 1.6),
'wiggle_freq_y': 1.5 + (Math.random() * 1.3),
'wiggle_freq_z': 1.2 + (Math.random() * 1.1)
});
}
const fog_capacity = this.get_weather_design_capacity_count_('fog_density', this.weather_area_);
const fog_bounds = {
'min_x': bounds.min_x - 140,
'max_x': bounds.max_x + 140,
'min_y': bounds.min_y - 140,
'max_y': bounds.max_y + 140,
// Keep fog cards well above the ground plane to avoid seam artifacts.
'min_z': -420,
'max_z': -120
};
this.fog_bounds_ = fog_bounds;
this.fog_sprites_ = [];
this.fog_motion_ = [];
// Pre-build low-altitude volumetric fog sprites.
for (let i = 0; i < fog_capacity; i++) {
const fog_material = new THREE.SpriteMaterial({
'map': this.fog_volume_texture_,
'color': 0xd6dde8,
'transparent': true,
'opacity': 0,
'depthWrite': false,
'depthTest': true
});
const fog = new THREE.Sprite(fog_material);
fog.position.set(
fog_bounds.min_x + Math.random() * (fog_bounds.max_x - fog_bounds.min_x),
fog_bounds.min_y + Math.random() * (fog_bounds.max_y - fog_bounds.min_y),
fog_bounds.min_z + Math.random() * (fog_bounds.max_z - fog_bounds.min_z)
);
const fog_size = 680 + Math.random() * 980;
fog.scale.set(fog_size * 1.7, fog_size * 0.45, 1);
fog.layers.set(beestat.component.scene.layer_visible);
fog.userData.is_environment = true;
this.weather_group_.add(fog);
this.fog_sprites_.push(fog);
this.fog_motion_.push({
'base_x': fog.position.x,
'base_y': fog.position.y,
'base_z': fog.position.z,
'base_scale_x': fog.scale.x,
'base_scale_y': fog.scale.y,
'base_opacity': 0.34 + (Math.random() * 0.12),
'phase': Math.random() * Math.PI * 2,
'pulse_speed': 0.12 + (Math.random() * 0.1),
'scale_wobble_x': 0.03 + (Math.random() * 0.02),
'scale_wobble_y': 0.02 + (Math.random() * 0.02),
'opacity_wobble': 0.04 + (Math.random() * 0.03),
'wiggle_x': 18 + (Math.random() * 26),
'wiggle_y': 16 + (Math.random() * 24),
'wiggle_z': 4 + (Math.random() * 8),
'wiggle_freq_x': 0.55 + (Math.random() * 0.4),
'wiggle_freq_y': 0.45 + (Math.random() * 0.35),
'wiggle_freq_z': 0.35 + (Math.random() * 0.3)
});
}
// Build precipitation systems (rain and snow) at design-capacity scale.
this.rain_particles_ = this.create_precipitation_system_(
bounds,
Math.max(
this.get_weather_design_capacity_count_('rain_density', this.weather_area_),
this.get_weather_count_from_density_('rain_density', this.weather_area_)
),
{
'size': 11,
'color': 0xa8c7ff,
'opacity': 0.5,
'static_opacity': true,
'speed_min': 560,
'speed_max': 860,
'drift': 28,
'texture': this.rain_particle_texture_,
'max_wind_angle': 45,
'max_wind_speed_scale': 2
}
);
this.weather_group_.add(this.rain_particles_.points);
this.snow_particles_ = this.create_precipitation_system_(
bounds,
Math.max(
this.get_weather_design_capacity_count_('snow_density', this.weather_area_),
this.get_weather_count_from_density_('snow_density', this.weather_area_)
),
{
'size': 10,
'color': 0xffffff,
'opacity': 0.75,
'speed_min': 18,
'speed_max': 44,
'drift': 12,
'texture': this.snow_particle_texture_,
'max_wind_angle': 75,
'max_wind_speed_scale': 3,
'wind_motion_multiplier': 2.5,
'wind_speed_curve': 'half_same_double'
}
);
this.weather_group_.add(this.snow_particles_.points);
// Pre-create lightning resources and initialize weather transition state.
// Pre-create lightning light so the first strike doesn't hitch on creation.
this.ensure_lightning_flash_light_();
if (this.lightning_flash_light_ !== undefined) {
this.lightning_flash_light_.intensity = 0;
}
this.weather_last_update_ms_ = window.performance.now();
const initial_weather_profile = this.get_weather_profile_();
this.weather_profile_target_ = initial_weather_profile;
this.current_cloud_count_ = initial_weather_profile.cloud_count;
this.current_fog_count_ = initial_weather_profile.fog_count;
this.current_fog_density_ = initial_weather_profile.fog_density;
this.current_rain_count_ = initial_weather_profile.rain_count;
this.current_snow_count_ = initial_weather_profile.snow_count;
this.update_weather_targets_();
this.update_snow_surface_colors_(this.get_snow_cover_blend_());
};
/**
* Animate weather particles (snow/rain) each frame.
*/
beestat.component.scene.prototype.update_weather_ = function() {
// Resolve frame delta and exit early on invalid/zero elapsed time.
const now_ms = window.performance.now();
if (this.weather_last_update_ms_ === undefined) {
this.weather_last_update_ms_ = now_ms;
return;
}
const delta_seconds = Math.min(0.05, (now_ms - this.weather_last_update_ms_) / 1000);
this.weather_last_update_ms_ = now_ms;
if (delta_seconds <= 0) {
return;
}
// Read wind controls from scene settings.
const wind_speed = Math.max(0, Math.min(2, Number(this.get_scene_setting_('wind_speed') || 0)));
const wind_direction = Math.max(0, Math.min(360, Number(this.get_scene_setting_('wind_direction') || 0)));
// Initialize weather transition targets and lerp state.
if (this.weather_profile_target_ === undefined) {
this.update_weather_targets_();
}
if (this.weather_transition_start_profile_ === undefined) {
this.weather_transition_start_profile_ = {
'cloud_count': this.current_cloud_count_ === undefined ? 0 : this.current_cloud_count_,
'fog_count': this.current_fog_count_ === undefined ? 0 : this.current_fog_count_,
'fog_density': this.current_fog_density_ === undefined ? 0 : this.current_fog_density_,
'rain_count': this.current_rain_count_ === undefined ? 0 : this.current_rain_count_,
'snow_count': this.current_snow_count_ === undefined ? 0 : this.current_snow_count_
};
}
if (this.weather_transition_start_ms_ === undefined) {
this.weather_transition_start_ms_ = now_ms;
}
const transition_duration_ms = Math.max(
1,
beestat.component.scene.weather_transition_seconds * 1000
);
const transition_t = Math.max(
0,
Math.min(
1,
(now_ms - this.weather_transition_start_ms_) / transition_duration_ms
)
);
const transition = function(start, target) {
return start + ((target - start) * transition_t);
};
this.current_cloud_count_ = transition(
this.weather_transition_start_profile_.cloud_count,
this.weather_profile_target_.cloud_count
);
this.current_fog_count_ = transition(
this.weather_transition_start_profile_.fog_count,
this.weather_profile_target_.fog_count
);
this.current_fog_density_ = transition(
this.weather_transition_start_profile_.fog_density,
this.weather_profile_target_.fog_density
);
this.current_rain_count_ = transition(
this.weather_transition_start_profile_.rain_count,
this.weather_profile_target_.rain_count
);
this.current_snow_count_ = transition(
this.weather_transition_start_profile_.snow_count,
this.weather_profile_target_.snow_count
);
// Update cloud sprites (density, color, scale breathing, and positional wiggle).
if (this.cloud_sprites_ !== undefined && this.cloud_motion_ !== undefined) {
const now_seconds = now_ms / 1000;
const cloud_color = this.get_cloud_color_();
const cloud_normalization_count = Math.max(
1,
this.get_weather_design_capacity_count_('cloud_density')
);
const cloud_density = Math.max(
0,
Math.min(
1,
this.current_cloud_count_ / cloud_normalization_count
)
);
for (let i = 0; i < this.cloud_sprites_.length; i++) {
const sprite = this.cloud_sprites_[i];
const motion = this.cloud_motion_[i];
const phase = now_seconds * motion.pulse_speed + motion.phase;
// Shape/size breathing plus transition growth/shrink.
const scale_x_wobble = 1 + (Math.sin(phase) * motion.scale_wobble_x);
const scale_y_wobble = 1 + (Math.cos(phase * 0.87) * motion.scale_wobble_y);
const cloud_scale_transition = 0.72 + (0.28 * cloud_density);
sprite.scale.set(
motion.base_scale_x * scale_x_wobble * cloud_scale_transition,
motion.base_scale_y * scale_y_wobble * cloud_scale_transition,
1
);
// Subtle random-looking positional wiggle.
sprite.position.x = motion.base_x + Math.sin(phase * motion.wiggle_freq_x) * motion.wiggle_x;
sprite.position.y = motion.base_y + Math.cos(phase * motion.wiggle_freq_y) * motion.wiggle_y;
sprite.position.z = motion.base_z + Math.sin(phase * motion.wiggle_freq_z) * motion.wiggle_z;
// Slight opacity shifting.
if (sprite.material !== undefined) {
if (sprite.material.color !== undefined) {
sprite.material.color.copy(cloud_color);
}
sprite.material.opacity = Math.max(
0,
Math.min(
1,
(motion.base_opacity + Math.sin(phase * 0.72) * motion.opacity_wobble) * cloud_density
)
);
}
}
}
// Update low-altitude volumetric fog sprites.
if (this.fog_sprites_ !== undefined && this.fog_motion_ !== undefined) {
const now_seconds = now_ms / 1000;
const fog_color = this.get_fog_color_();
const fog_density = Math.max(
0,
Math.min(
1,
(this.current_fog_density_ === undefined ? 0 : this.current_fog_density_) / 2
)
);
for (let i = 0; i < this.fog_sprites_.length; i++) {
const sprite = this.fog_sprites_[i];
const motion = this.fog_motion_[i];
const phase = now_seconds * motion.pulse_speed + motion.phase;
const scale_x_wobble = 1 + (Math.sin(phase) * motion.scale_wobble_x);
const scale_y_wobble = 1 + (Math.cos(phase * 0.88) * motion.scale_wobble_y);
const fog_scale_transition = 0.62 + (0.38 * fog_density);
sprite.scale.set(
motion.base_scale_x * scale_x_wobble * fog_scale_transition,
motion.base_scale_y * scale_y_wobble * fog_scale_transition,
1
);
sprite.position.x = motion.base_x + Math.sin(phase * motion.wiggle_freq_x) * motion.wiggle_x;
sprite.position.y = motion.base_y + Math.cos(phase * motion.wiggle_freq_y) * motion.wiggle_y;
sprite.position.z = motion.base_z + Math.sin(phase * motion.wiggle_freq_z) * motion.wiggle_z;
if (sprite.material !== undefined) {
if (sprite.material.color !== undefined) {
sprite.material.color.copy(fog_color);
}
sprite.material.opacity = Math.max(
0,
Math.min(
1,
(motion.base_opacity + Math.sin(phase * 0.61) * motion.opacity_wobble) * fog_density
)
);
}
}
}
// Update precipitation + lightning systems, then re-apply snow cover tinting.
this.update_precipitation_system_(
this.rain_particles_,
this.current_rain_count_,
delta_seconds,
wind_speed,
wind_direction
);
this.update_precipitation_system_(
this.snow_particles_,
this.current_snow_count_,
delta_seconds,
wind_speed,
wind_direction
);
this.update_lightning_(now_ms, delta_seconds);
this.update_snow_surface_colors_(this.get_snow_cover_blend_());
// Keep sun/moon lighting aligned with current date/location in environment mode.
if (
this.date_ !== undefined &&
this.latitude_ !== undefined &&
this.longitude_ !== undefined &&
this.sun_light_ !== undefined &&
this.moon_light_ !== undefined
) {
this.update_celestial_lights_(this.date_, this.latitude_, this.longitude_);
}
};