LOD.js 2.9 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. currentLevel: 0,
  25. copy: function ( source ) {
  26. Object3D.prototype.copy.call( this, source, false );
  27. var levels = source.levels;
  28. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  29. var level = levels[ i ];
  30. this.addLevel( level.object.clone(), level.distance );
  31. }
  32. this.autoUpdate = source.autoUpdate;
  33. return this;
  34. },
  35. addLevel: function ( object, distance ) {
  36. if ( distance === undefined ) distance = 0;
  37. distance = Math.abs( distance );
  38. var levels = this.levels;
  39. for ( var l = 0; l < levels.length; l ++ ) {
  40. if ( distance < levels[ l ].distance ) {
  41. break;
  42. }
  43. }
  44. levels.splice( l, 0, { distance: distance, object: object } );
  45. this.add( object );
  46. return this;
  47. },
  48. getObjectForDistance: function ( distance ) {
  49. var levels = this.levels;
  50. if ( levels.length > 0 ) {
  51. for ( var 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. var levels = this.levels;
  62. if ( levels.length > 0 ) {
  63. _v1.setFromMatrixPosition( this.matrixWorld );
  64. var distance = raycaster.ray.origin.distanceTo( _v1 );
  65. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  66. }
  67. },
  68. update: function ( camera ) {
  69. var levels = this.levels;
  70. if ( levels.length > 1 ) {
  71. _v1.setFromMatrixPosition( camera.matrixWorld );
  72. _v2.setFromMatrixPosition( this.matrixWorld );
  73. var distance = _v1.distanceTo( _v2 );
  74. levels[ 0 ].object.visible = true;
  75. for ( var i = 1, l = levels.length; i < l; i ++ ) {
  76. if ( distance >= levels[ i ].distance ) {
  77. levels[ i - 1 ].object.visible = false;
  78. levels[ i ].object.visible = true;
  79. } else {
  80. break;
  81. }
  82. }
  83. this.currentLevel = i - 1;
  84. for ( ; i < l; i ++ ) {
  85. levels[ i ].object.visible = false;
  86. }
  87. }
  88. },
  89. toJSON: function ( meta ) {
  90. var data = Object3D.prototype.toJSON.call( this, meta );
  91. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  92. data.object.levels = [];
  93. var levels = this.levels;
  94. for ( var i = 0, l = levels.length; i < l; i ++ ) {
  95. var level = levels[ i ];
  96. data.object.levels.push( {
  97. object: level.object.uuid,
  98. distance: level.distance
  99. } );
  100. }
  101. return data;
  102. }
  103. } );
  104. export { LOD };
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