LOD.js 2.7 KB

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  1. import { Vector3 } from '../math/Vector3.js';
  2. import { Object3D } from '../core/Object3D.js';
  3. /**
  4. * @author mikael emtinger / http://gomo.se/
  5. * @author alteredq / http://alteredqualia.com/
  6. * @author mrdoob / http://mrdoob.com/
  7. */
  8. function LOD() {
  9. Object3D.call( this );
  10. this.type = 'LOD';
  11. Object.defineProperties( this, {
  12. levels: {
  13. enumerable: true,
  14. value: []
  15. }
  16. } );
  17. }
  18. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  19. constructor: LOD,
  20. copy: function ( source ) {
  21. Object3D.prototype.copy.call( this, source, false );
  22. var levels = source.levels;
  23. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  24. var level = levels[ i ];
  25. this.addLevel( level.object.clone(), level.distance );
  26. }
  27. return this;
  28. },
  29. addLevel: function ( object, distance ) {
  30. if ( distance === undefined ) distance = 0;
  31. distance = Math.abs( distance );
  32. var levels = this.levels;
  33. for ( var l = 0; l < levels.length; l ++ ) {
  34. if ( distance < levels[ l ].distance ) {
  35. break;
  36. }
  37. }
  38. levels.splice( l, 0, { distance: distance, object: object } );
  39. this.add( object );
  40. },
  41. getObjectForDistance: function ( distance ) {
  42. var levels = this.levels;
  43. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  44. if ( distance < levels[ i ].distance ) {
  45. break;
  46. }
  47. }
  48. return levels[ i - 1 ].object;
  49. },
  50. raycast: ( function () {
  51. var matrixPosition = new Vector3();
  52. return function raycast( raycaster, intersects ) {
  53. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  54. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  55. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  56. };
  57. }() ),
  58. update: function () {
  59. var v1 = new Vector3();
  60. var v2 = new Vector3();
  61. return function update( camera ) {
  62. var levels = this.levels;
  63. if ( levels.length > 1 ) {
  64. v1.setFromMatrixPosition( camera.matrixWorld );
  65. v2.setFromMatrixPosition( this.matrixWorld );
  66. var distance = v1.distanceTo( v2 );
  67. levels[ 0 ].object.visible = true;
  68. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  69. if ( distance >= levels[ i ].distance ) {
  70. levels[ i - 1 ].object.visible = false;
  71. levels[ i ].object.visible = true;
  72. } else {
  73. break;
  74. }
  75. }
  76. for ( ; i < l; i ++ ) {
  77. levels[ i ].object.visible = false;
  78. }
  79. }
  80. };
  81. }(),
  82. toJSON: function ( meta ) {
  83. var data = Object3D.prototype.toJSON.call( this, meta );
  84. data.object.levels = [];
  85. var levels = this.levels;
  86. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  87. var level = levels[ i ];
  88. data.object.levels.push( {
  89. object: level.object.uuid,
  90. distance: level.distance
  91. } );
  92. }
  93. return data;
  94. }
  95. } );
  96. export { LOD };
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