fireball/lib/objects/LOD.js

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2018-12-25 13:59:22 +00:00
import { Vector3 } from '../math/Vector3.js';
import { Object3D } from '../core/Object3D.js';
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author mrdoob / http://mrdoob.com/
*/
function LOD() {
Object3D.call( this );
this.type = 'LOD';
Object.defineProperties( this, {
levels: {
enumerable: true,
value: []
}
} );
}
LOD.prototype = Object.assign( Object.create( Object3D.prototype ), {
constructor: LOD,
copy: function ( source ) {
Object3D.prototype.copy.call( this, source, false );
var levels = source.levels;
for ( var i = 0, l = levels.length; i < l; i ++ ) {
var level = levels[ i ];
this.addLevel( level.object.clone(), level.distance );
}
return this;
},
addLevel: function ( object, distance ) {
if ( distance === undefined ) distance = 0;
distance = Math.abs( distance );
var levels = this.levels;
for ( var l = 0; l < levels.length; l ++ ) {
if ( distance < levels[ l ].distance ) {
break;
}
}
levels.splice( l, 0, { distance: distance, object: object } );
this.add( object );
},
getObjectForDistance: function ( distance ) {
var levels = this.levels;
for ( var i = 1, l = levels.length; i < l; i ++ ) {
if ( distance < levels[ i ].distance ) {
break;
}
}
return levels[ i - 1 ].object;
},
raycast: ( function () {
var matrixPosition = new Vector3();
return function raycast( raycaster, intersects ) {
matrixPosition.setFromMatrixPosition( this.matrixWorld );
var distance = raycaster.ray.origin.distanceTo( matrixPosition );
this.getObjectForDistance( distance ).raycast( raycaster, intersects );
};
}() ),
update: function () {
var v1 = new Vector3();
var v2 = new Vector3();
return function update( camera ) {
var levels = this.levels;
if ( levels.length > 1 ) {
v1.setFromMatrixPosition( camera.matrixWorld );
v2.setFromMatrixPosition( this.matrixWorld );
var distance = v1.distanceTo( v2 );
levels[ 0 ].object.visible = true;
for ( var 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;
}
}
for ( ; i < l; i ++ ) {
levels[ i ].object.visible = false;
}
}
};
}(),
toJSON: function ( meta ) {
var data = Object3D.prototype.toJSON.call( this, meta );
data.object.levels = [];
var levels = this.levels;
for ( var i = 0, l = levels.length; i < l; i ++ ) {
var level = levels[ i ];
data.object.levels.push( {
object: level.object.uuid,
distance: level.distance
} );
}
return data;
}
} );
export { LOD };