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							135 lines
						
					
					
						
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							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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