three
Version:
JavaScript 3D library
199 lines (105 loc) • 2.97 kB
JavaScript
import { Vector3 } from '../math/Vector3.js';
import { Object3D } from '../core/Object3D.js';
const _v1 = new Vector3();
const _v2 = new Vector3();
function LOD() {
Object3D.call( this );
this._currentLevel = 0;
this.type = 'LOD';
Object.defineProperties( this, {
levels: {
enumerable: true,
value: []
}
} );
this.autoUpdate = true;
}
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: LOD,
isLOD: true,
copy: function ( source ) {
Object3D.prototype.copy.call( this, 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 );
}
this.autoUpdate = source.autoUpdate;
return this;
},
addLevel: function ( object, distance ) {
if ( distance === undefined ) distance = 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, object: object } );
this.add( object );
return this;
},
getCurrentLevel: function () {
return this._currentLevel;
},
getObjectForDistance: function ( distance ) {
const levels = this.levels;
if ( levels.length > 0 ) {
let i, l;
for ( i = 1, l = levels.length; i < l; i ++ ) {
if ( distance < levels[ i ].distance ) {
break;
}
}
return levels[ i - 1 ].object;
}
return null;
},
raycast: function ( 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 );
}
},
update: function ( 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 ++ ) {
if ( distance >= levels[ i ].distance ) {
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: function ( meta ) {
const data = Object3D.prototype.toJSON.call( this, 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
} );
}
return data;
}
} );
export { LOD };