three.js (四)离散层次细节level of details
LOD 处理比较大的外部地面场景中比较有用, 一般用于绘制地形。 首先通过可视体的切割删除不用的地形块,接着通过LOD 对照相机不同距离的地形块进行层次细节调整。
这里采用最简单的LOD 方法。
首先地形有n*n 的块构成, 这些块共同构成一个大平面;
首先根据每个块到照相机的距离 计算细节层次,
例如假设由5*5 个块构成地形, 每个块1*1大小, 有4个细节层次,
当块距离照相机 小于2 层次 0
距离小于4 层次 1
小于6 层次 2
其它层次 3
首先构造一个Object3D 作为整个地面的代表。
myGame.Earth = function(){ THREE.Object3D.call(this); this.curPatches = []; this.patches = []; this.width = 5; this.height = 5; this.patch_width = 1; this.patch_height = 1; for(var i = 0; i < this.height; i++) { for(var j = 0; j < this.width; j++) { this.patches.push(1);//distance ---> detail 0 1*1 } }};myGame.Earth.prototype = new THREE.Object3D();
var earth = new myGame.Earth();
earth中的每一个块是 一个Mesh 对象,底层的几何体是一个PlaneGeometry
curPatches 用于存放当前组成earth的块, 当细节层次需要改变的时候这些块将被丢弃,而重新构造新的块。
patches用于存储当前块的细节层次。
关键的setDetails 函数用于调节块的细节, 首先计算所有块到照相机的距离 得到细节层次; 接着删除旧的所有平面, 接着再构建新的块加入到场景中。
myGame.Earth.prototype.setDetails = function(camera){ var diff = new THREE.Vector3(); var standard = this.patch_width; var pos = new THREE.Vector3(); for(var i = 0; i < this.height; i++) { for(var j = 0; j < this.width; j++) { pos.set(-this.width/2*this.patch_width+j*this.patch_width+this.patch_width/2, 0, -this.height/2*this.patch_height+i*this.patch_height+this.patch_height/2); var dist = diff.sub(camera.position, pos).length(); if(dist < 2*standard) this.patches[i*this.width+j] = 0; else if(dist < 4*standard) this.patches[i*this.width+j] = 1; else if(dist < 6*standard) this.patches[i*this.width+j] = 2; else this.patches[i*this.width+j] = 3; } } for(var i = 0; i < this.curPatches.length; i++) { this.remove(this.curPatches[i]); } var mat = new THREE.MeshBasicMaterial({color:0xff0000, wireframe:true}); for(var i = 0; i < this.patches.length; i++) { var pl; var detail = this.patches[i]; console.log(detail); if(detail == 0) pl = new THREE.PlaneGeometry(this.patch_width, this.patch_height, 10, 10); else if(detail == 1) pl = new THREE.PlaneGeometry(this.patch_width, this.patch_height, 5, 5); else if(detail == 2) pl = new THREE.PlaneGeometry(this.patch_width, this.patch_height, 2, 2); else pl = new THREE.PlaneGeometry(this.patch_width, this.patch_height, 1, 1); var obj = new THREE.Mesh(pl, mat); obj.position.set(-this.width/2*this.patch_width+i%this.width*this.patch_width+this.patch_width/2, -this.height/2*this.patch_height+ (this.height-~~(i/this.width))*this.patch_height+this.patch_height/2, 0); this.curPatches.push(obj); this.add(obj); }};
在每帧更新的时候, 通过检测照相机新旧位置的距离差, 如果足够大 则更新整个场景的块。
function animate(){ requestAnimationFrame(animate); controls.update(clock.getDelta()); var vec = new THREE.Vector3(); var dist = vec.sub(camera.position, camera.oldPosition).length(); if(dist > earth.patch_width) { camera.oldPosition.copy(camera.position); earth.setDetails(camera); } render();}