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. 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. if ( levels.length > 0 ) {
  49. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  50. if ( distance < levels[ i ].distance ) {
  51. break;
  52. }
  53. }
  54. return levels[ i - 1 ].object;
  55. }
  56. return null;
  57. },
  58. raycast: function ( raycaster, intersects ) {
  59. var levels = this.levels;
  60. if ( levels.length > 0 ) {
  61. _v1.setFromMatrixPosition( this.matrixWorld );
  62. var distance = raycaster.ray.origin.distanceTo( _v1 );
  63. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  64. }
  65. },
  66. update: function ( camera ) {
  67. var levels = this.levels;
  68. if ( levels.length > 1 ) {
  69. _v1.setFromMatrixPosition( camera.matrixWorld );
  70. _v2.setFromMatrixPosition( this.matrixWorld );
  71. var distance = _v1.distanceTo( _v2 );
  72. levels[ 0 ].object.visible = true;
  73. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  74. if ( distance >= levels[ i ].distance ) {
  75. levels[ i - 1 ].object.visible = false;
  76. levels[ i ].object.visible = true;
  77. } else {
  78. break;
  79. }
  80. }
  81. for ( ; i < l; i ++ ) {
  82. levels[ i ].object.visible = false;
  83. }
  84. }
  85. },
  86. toJSON: function ( meta ) {
  87. var data = Object3D.prototype.toJSON.call( this, meta );
  88. data.object.levels = [];
  89. var levels = this.levels;
  90. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  91. var level = levels[ i ];
  92. data.object.levels.push( {
  93. object: level.object.uuid,
  94. distance: level.distance
  95. } );
  96. }
  97. return data;
  98. }
  99. } );
  100. export { LOD };
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