three.js (四)离散层次细节level of details

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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();}