LOD.js 2.6 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. var _v1 = new Vector3();
  9. var _v2 = new Vector3();
  10. function LOD() {
  11. Object3D.call( this );
  12. this.type = 'LOD';
  13. Object.defineProperties( this, {
  14. levels: {
  15. enumerable: true,
  16. value: []
  17. }
  18. } );
  19. this.autoUpdate = true;
  20. }
  21. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  22. constructor: LOD,
  23. isLOD: true,
  24. copy: function ( source ) {
  25. Object3D.prototype.copy.call( this, source, false );
  26. var levels = source.levels;
  27. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  28. var level = levels[ i ];
  29. this.addLevel( level.object.clone(), level.distance );
  30. }
  31. return this;
  32. },
  33. addLevel: function ( object, distance ) {
  34. if ( distance === undefined ) distance = 0;
  35. distance = Math.abs( distance );
  36. var levels = this.levels;
  37. for ( var l = 0; l < levels.length; l ++ ) {
  38. if ( distance < levels[ l ].distance ) {
  39. break;
  40. }
  41. }
  42. levels.splice( l, 0, { distance: distance, object: object } );
  43. this.add( object );
  44. return this;
  45. },
  46. getObjectForDistance: function ( distance ) {
  47. var levels = this.levels;
  48. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  49. if ( distance < levels[ i ].distance ) {
  50. break;
  51. }
  52. }
  53. return levels[ i - 1 ].object;
  54. },
  55. raycast: function ( raycaster, intersects ) {
  56. _v1.setFromMatrixPosition( this.matrixWorld );
  57. var distance = raycaster.ray.origin.distanceTo( _v1 );
  58. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  59. },
  60. update: function ( camera ) {
  61. var levels = this.levels;
  62. if ( levels.length > 1 ) {
  63. _v1.setFromMatrixPosition( camera.matrixWorld );
  64. _v2.setFromMatrixPosition( this.matrixWorld );
  65. var distance = _v1.distanceTo( _v2 );
  66. levels[ 0 ].object.visible = true;
  67. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  68. if ( distance >= levels[ i ].distance ) {
  69. levels[ i - 1 ].object.visible = false;
  70. levels[ i ].object.visible = true;
  71. } else {
  72. break;
  73. }
  74. }
  75. for ( ; i < l; i ++ ) {
  76. levels[ i ].object.visible = false;
  77. }
  78. }
  79. },
  80. toJSON: function ( meta ) {
  81. var data = Object3D.prototype.toJSON.call( this, meta );
  82. data.object.levels = [];
  83. var levels = this.levels;
  84. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  85. var level = levels[ i ];
  86. data.object.levels.push( {
  87. object: level.object.uuid,
  88. distance: level.distance
  89. } );
  90. }
  91. return data;
  92. }
  93. } );
  94. export { LOD };
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