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@openhps/core

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Open Hybrid Positioning System - Core component

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import { Vector3 } from '../math/Vector3.js'; import { Object3D } from '../core/Object3D.js'; const _v1 = /*@__PURE__*/new Vector3(); const _v2 = /*@__PURE__*/new Vector3(); /** * A component for providing a basic Level of Detail (LOD) mechanism. * * Every LOD level is associated with an object, and rendering can be switched * between them at the distances specified. Typically you would create, say, * three meshes, one for far away (low detail), one for mid range (medium * detail) and one for close up (high detail). * * ```js * const lod = new THREE.LOD(); * const material = new THREE.MeshBasicMaterial( { color: 0xffff00 } ); * * //Create spheres with 3 levels of detail and create new LOD levels for them * for( let i = 0; i < 3; i++ ) { * * const geometry = new THREE.IcosahedronGeometry( 10, 3 - i ); * const mesh = new THREE.Mesh( geometry, material ); * lod.addLevel( mesh, i * 75 ); * * } * * scene.add( lod ); * ``` * * @augments Object3D */ class LOD extends Object3D { /** * Constructs a new LOD. */ constructor() { super(); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isLOD = true; /** * The current LOD index. * * @private * @type {number} * @default 0 */ this._currentLevel = 0; this.type = 'LOD'; Object.defineProperties(this, { /** * This array holds the LOD levels. * * @name LOD#levels * @type {Array<{object:Object3D,distance:number,hysteresis:number}>} */ levels: { enumerable: true, value: [] } }); /** * Whether the LOD object is updated automatically by the renderer per frame * or not. If set to `false`, you have to call {@link LOD#update} in the * render loop by yourself. * * @type {boolean} * @default true */ this.autoUpdate = true; } copy(source) { super.copy(source, false); const levels = source.levels; for (let i = 0, l = levels.length; i < l; i++) { const level = levels[i]; this.addLevel(level.object.clone(), level.distance, level.hysteresis); } this.autoUpdate = source.autoUpdate; return this; } /** * Adds a mesh that will display at a certain distance and greater. Typically * the further away the distance, the lower the detail on the mesh. * * @param {Object3D} object - The 3D object to display at this level. * @param {number} [distance=0] - The distance at which to display this level of detail. * @param {number} [hysteresis=0] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. * @return {LOD} A reference to this instance. */ addLevel(object, distance = 0, hysteresis = 0) { distance = Math.abs(distance); const levels = this.levels; let l; for (l = 0; l < levels.length; l++) { if (distance < levels[l].distance) { break; } } levels.splice(l, 0, { distance: distance, hysteresis: hysteresis, object: object }); this.add(object); return this; } /** * Removes an existing level, based on the distance from the camera. * Returns `true` when the level has been removed. Otherwise `false`. * * @param {number} distance - Distance of the level to remove. * @return {boolean} Whether the level has been removed or not. */ removeLevel(distance) { const levels = this.levels; for (let i = 0; i < levels.length; i++) { if (levels[i].distance === distance) { const removedElements = levels.splice(i, 1); this.remove(removedElements[0].object); return true; } } return false; } /** * Returns the currently active LOD level index. * * @return {number} The current active LOD level index. */ getCurrentLevel() { return this._currentLevel; } /** * Returns a reference to the first 3D object that is greater than * the given distance. * * @param {number} distance - The LOD distance. * @return {Object3D|null} The found 3D object. `null` if no 3D object has been found. */ getObjectForDistance(distance) { const levels = this.levels; if (levels.length > 0) { let i, l; for (i = 1, l = levels.length; i < l; i++) { let levelDistance = levels[i].distance; if (levels[i].object.visible) { levelDistance -= levelDistance * levels[i].hysteresis; } if (distance < levelDistance) { break; } } return levels[i - 1].object; } return null; } /** * Computes intersection points between a casted ray and this LOD. * * @param {Raycaster} raycaster - The raycaster. * @param {Array<Object>} intersects - The target array that holds the intersection points. */ raycast(raycaster, intersects) { const levels = this.levels; if (levels.length > 0) { _v1.setFromMatrixPosition(this.matrixWorld); const distance = raycaster.ray.origin.distanceTo(_v1); this.getObjectForDistance(distance).raycast(raycaster, intersects); } } /** * Updates the LOD by computing which LOD level should be visible according * to the current distance of the given camera. * * @param {Camera} camera - The camera the scene is rendered with. */ update(camera) { const levels = this.levels; if (levels.length > 1) { _v1.setFromMatrixPosition(camera.matrixWorld); _v2.setFromMatrixPosition(this.matrixWorld); const distance = _v1.distanceTo(_v2) / camera.zoom; levels[0].object.visible = true; let i, l; for (i = 1, l = levels.length; i < l; i++) { let levelDistance = levels[i].distance; if (levels[i].object.visible) { levelDistance -= levelDistance * levels[i].hysteresis; } if (distance >= levelDistance) { levels[i - 1].object.visible = false; levels[i].object.visible = true; } else { break; } } this._currentLevel = i - 1; for (; i < l; i++) { levels[i].object.visible = false; } } } toJSON(meta) { const data = super.toJSON(meta); if (this.autoUpdate === false) data.object.autoUpdate = false; data.object.levels = []; const levels = this.levels; for (let i = 0, l = levels.length; i < l; i++) { const level = levels[i]; data.object.levels.push({ object: level.object.uuid, distance: level.distance, hysteresis: level.hysteresis }); } return data; } } export { LOD };