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135 lines
3.8 KiB
135 lines
3.8 KiB
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Object3D] →
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<h1>[name]</h1>
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<p class="desc">
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Level of Detail - show meshes with more or less geometry based on distance from the camera.<br /><br />
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Every level is associated with an object, and rendering can be switched between them at the distances
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specified. Typically you would create, say, three meshes, one for far away (low detail), one for mid range (medium detail)
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and one for close up (high detail).
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</p>
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<h2>Code Example</h2>
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<code>
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const lod = new THREE.LOD();
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//Create spheres with 3 levels of detail and create new LOD levels for them
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for( let i = 0; i < 3; i++ ) {
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const geometry = new THREE.IcosahedronGeometry( 10, 3 - i )
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const mesh = new THREE.Mesh( geometry, material );
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lod.addLevel( mesh, i * 75 );
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}
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scene.add( lod );
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</code>
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<h2>Examples</h2>
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<p>
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[example:webgl_lod webgl / lod ]
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</p>
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<h2>Constructor</h2>
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<h3>[name]( )</h3>
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<p>
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Creates a new [name].
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</p>
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<h2>Properties</h2>
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<p>See the base [page:Object3D] class for common properties.</p>
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<h3>[property:Boolean autoUpdate]</h3>
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<p>
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Whether the LOD object is updated automatically by the renderer per frame or not.
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If set to false, you have to call [page:LOD.update]() in the render loop by yourself.
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Default is true.
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</p>
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<h3>[property:Boolean isLOD]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Array levels]</h3>
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<p>
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An array of [page:Object level] objects<br /><br />
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Each level is an object with the following properties:<br />
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[page:Object3D object] - The [page:Object3D] to display at this level.<br />
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[page:Float distance] - The distance at which to display this level of detail.<br />
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[page:Float hysteresis] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance.
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</p>
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<h2>Methods</h2>
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<p>See the base [page:Object3D] class for common methods.</p>
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<h3>[method:this addLevel]( [param:Object3D object], [param:Float distance], [param:Float hysteresis] )</h3>
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<p>
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[page:Object3D object] - The [page:Object3D] to display at this level.<br />
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[page:Float distance] - The distance at which to display this level of detail. Default 0.0.<br />
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[page:Float hysteresis] - Threshold used to avoid flickering at LOD boundaries, as a fraction of distance. Default 0.0.<br /><br />
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Adds a mesh that will display at a certain distance and greater. Typically the further away the distance,
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the lower the detail on the mesh.
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</p>
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<h3>[method:LOD clone]()</h3>
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<p>
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Returns a clone of this LOD object with its associated levels.
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</p>
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<h3>[method:Integer getCurrentLevel]()</h3>
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<p>
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Get the currently active LOD level. As index of the levels array.
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</p>
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<h3>[method:Object3D getObjectForDistance]( [param:Float distance] )</h3>
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<p>
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Get a reference to the first [page:Object3D] (mesh) that is greater than [page:Float distance].
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</p>
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<h3>[method:undefined raycast]( [param:Raycaster raycaster], [param:Array intersects] )</h3>
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<p>
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Get intersections between a casted [page:Ray] and this LOD.
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[page:Raycaster.intersectObject] will call this method.
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</p>
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<h3>[method:Object toJSON]( meta )</h3>
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<p>
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Create a JSON structure with details of this LOD object.
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</p>
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<h3>[method:undefined update]( [param:Camera camera] )</h3>
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<p>
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Set the visibility of each [page:levels level]'s [page:Object3D object] based on
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distance from the [page:Camera camera].
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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