LOD.js 2.9 KB

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  1. import { Vector3 } from '../math/Vector3.js';
  2. import { Object3D } from '../core/Object3D.js';
  3. const _v1 = new Vector3();
  4. const _v2 = new Vector3();
  5. function LOD() {
  6. Object3D.call( this );
  7. this._currentLevel = 0;
  8. this.type = 'LOD';
  9. Object.defineProperties( this, {
  10. levels: {
  11. enumerable: true,
  12. value: []
  13. }
  14. } );
  15. this.autoUpdate = true;
  16. }
  17. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  18. constructor: LOD,
  19. isLOD: true,
  20. copy: function ( source ) {
  21. Object3D.prototype.copy.call( this, source, false );
  22. const levels = source.levels;
  23. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  24. const level = levels[ i ];
  25. this.addLevel( level.object.clone(), level.distance );
  26. }
  27. this.autoUpdate = source.autoUpdate;
  28. return this;
  29. },
  30. addLevel: function ( object, distance ) {
  31. if ( distance === undefined ) distance = 0;
  32. distance = Math.abs( distance );
  33. const levels = this.levels;
  34. let l;
  35. for ( l = 0; l < levels.length; l ++ ) {
  36. if ( distance < levels[ l ].distance ) {
  37. break;
  38. }
  39. }
  40. levels.splice( l, 0, { distance: distance, object: object } );
  41. this.add( object );
  42. return this;
  43. },
  44. getCurrentLevel: function () {
  45. return this._currentLevel;
  46. },
  47. getObjectForDistance: function ( distance ) {
  48. const levels = this.levels;
  49. if ( levels.length > 0 ) {
  50. let i, l;
  51. for ( i = 1, l = levels.length; i < l; i ++ ) {
  52. if ( distance < levels[ i ].distance ) {
  53. break;
  54. }
  55. }
  56. return levels[ i - 1 ].object;
  57. }
  58. return null;
  59. },
  60. raycast: function ( raycaster, intersects ) {
  61. const levels = this.levels;
  62. if ( levels.length > 0 ) {
  63. _v1.setFromMatrixPosition( this.matrixWorld );
  64. const distance = raycaster.ray.origin.distanceTo( _v1 );
  65. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  66. }
  67. },
  68. update: function ( camera ) {
  69. const levels = this.levels;
  70. if ( levels.length > 1 ) {
  71. _v1.setFromMatrixPosition( camera.matrixWorld );
  72. _v2.setFromMatrixPosition( this.matrixWorld );
  73. const distance = _v1.distanceTo( _v2 ) / camera.zoom;
  74. levels[ 0 ].object.visible = true;
  75. let i, l;
  76. for ( i = 1, l = levels.length; i < l; i ++ ) {
  77. if ( distance >= levels[ i ].distance ) {
  78. levels[ i - 1 ].object.visible = false;
  79. levels[ i ].object.visible = true;
  80. } else {
  81. break;
  82. }
  83. }
  84. this._currentLevel = i - 1;
  85. for ( ; i < l; i ++ ) {
  86. levels[ i ].object.visible = false;
  87. }
  88. }
  89. },
  90. toJSON: function ( meta ) {
  91. const data = Object3D.prototype.toJSON.call( this, meta );
  92. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  93. data.object.levels = [];
  94. const levels = this.levels;
  95. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  96. const level = levels[ i ];
  97. data.object.levels.push( {
  98. object: level.object.uuid,
  99. distance: level.distance
  100. } );
  101. }
  102. return data;
  103. }
  104. } );
  105. export { LOD };
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