LOD.js 2.9 KB

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  1. import { Vector3 } from '../math/Vector3.js';
  2. import { Object3D } from '../core/Object3D.js';
  3. const _v1 = new Vector3();
  4. const _v2 = new Vector3();
  5. function LOD() {
  6. Object3D.call( this );
  7. this._currentLevel = 0;
  8. this.type = 'LOD';
  9. Object.defineProperties( this, {
  10. levels: {
  11. enumerable: true,
  12. value: []
  13. }
  14. } );
  15. this.autoUpdate = true;
  16. }
  17. LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
  18. constructor: LOD,
  19. isLOD: true,
  20. copy: function ( source ) {
  21. Object3D.prototype.copy.call( this, source, false );
  22. const levels = source.levels;
  23. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  24. const level = levels[ i ];
  25. this.addLevel( level.object.clone(), level.distance );
  26. }
  27. this.autoUpdate = source.autoUpdate;
  28. return this;
  29. },
  30. addLevel: function ( object, distance = 0 ) {
  31. distance = Math.abs( distance );
  32. const levels = this.levels;
  33. let l;
  34. for ( l = 0; l < levels.length; l ++ ) {
  35. if ( distance < levels[ l ].distance ) {
  36. break;
  37. }
  38. }
  39. levels.splice( l, 0, { distance: distance, object: object } );
  40. this.add( object );
  41. return this;
  42. },
  43. getCurrentLevel: function () {
  44. return this._currentLevel;
  45. },
  46. getObjectForDistance: function ( distance ) {
  47. const levels = this.levels;
  48. if ( levels.length > 0 ) {
  49. let i, l;
  50. for ( i = 1, l = levels.length; i < l; i ++ ) {
  51. if ( distance < levels[ i ].distance ) {
  52. break;
  53. }
  54. }
  55. return levels[ i - 1 ].object;
  56. }
  57. return null;
  58. },
  59. raycast: function ( raycaster, intersects ) {
  60. const levels = this.levels;
  61. if ( levels.length > 0 ) {
  62. _v1.setFromMatrixPosition( this.matrixWorld );
  63. const distance = raycaster.ray.origin.distanceTo( _v1 );
  64. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  65. }
  66. },
  67. update: function ( camera ) {
  68. const levels = this.levels;
  69. if ( levels.length > 1 ) {
  70. _v1.setFromMatrixPosition( camera.matrixWorld );
  71. _v2.setFromMatrixPosition( this.matrixWorld );
  72. const distance = _v1.distanceTo( _v2 ) / camera.zoom;
  73. levels[ 0 ].object.visible = true;
  74. let i, l;
  75. for ( 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. const data = Object3D.prototype.toJSON.call( this, meta );
  91. if ( this.autoUpdate === false ) data.object.autoUpdate = false;
  92. data.object.levels = [];
  93. const levels = this.levels;
  94. for ( let i = 0, l = levels.length; i < l; i ++ ) {
  95. const 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 };