LOD.js 2.8 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. this.autoUpdate = true;
  18. }
  19. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  20. constructor: LOD,
  21. isLOD: true,
  22. copy: function ( source ) {
  23. Object3D.prototype.copy.call( this, source, false );
  24. var levels = source.levels;
  25. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  26. var level = levels[ i ];
  27. this.addLevel( level.object.clone(), level.distance );
  28. }
  29. return this;
  30. },
  31. addLevel: function ( object, distance ) {
  32. if ( distance === undefined ) distance = 0;
  33. distance = Math.abs( distance );
  34. var levels = this.levels;
  35. for ( var 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. getObjectForDistance: function ( distance ) {
  45. var levels = this.levels;
  46. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  47. if ( distance < levels[ i ].distance ) {
  48. break;
  49. }
  50. }
  51. return levels[ i - 1 ].object;
  52. },
  53. raycast: ( function () {
  54. var matrixPosition = new Vector3();
  55. return function raycast( raycaster, intersects ) {
  56. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  57. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  58. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  59. };
  60. }() ),
  61. update: function () {
  62. var v1 = new Vector3();
  63. var v2 = new Vector3();
  64. return function update( camera ) {
  65. var levels = this.levels;
  66. if ( levels.length > 1 ) {
  67. v1.setFromMatrixPosition( camera.matrixWorld );
  68. v2.setFromMatrixPosition( this.matrixWorld );
  69. var distance = v1.distanceTo( v2 );
  70. levels[ 0 ].object.visible = true;
  71. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  72. if ( distance >= levels[ i ].distance ) {
  73. levels[ i - 1 ].object.visible = false;
  74. levels[ i ].object.visible = true;
  75. } else {
  76. break;
  77. }
  78. }
  79. for ( ; i < l; i ++ ) {
  80. levels[ i ].object.visible = false;
  81. }
  82. }
  83. };
  84. }(),
  85. toJSON: function ( meta ) {
  86. var data = Object3D.prototype.toJSON.call( this, meta );
  87. data.object.levels = [];
  88. var levels = this.levels;
  89. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  90. var level = levels[ i ];
  91. data.object.levels.push( {
  92. object: level.object.uuid,
  93. distance: level.distance
  94. } );
  95. }
  96. return data;
  97. }
  98. } );
  99. export { LOD };
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