three.js (四)離散層次細節level of details

 

LOD 處理比較大的外部地面場景中比較有用, 通常用於繪製地形。 首先經過可視體的切割刪除不用的地形塊,接着經過LOD 對照相機不一樣距離的地形塊進行層次細節調整。函數

這裏採用最簡單的LOD 方法。this

首先地形有n*n 的塊構成, 這些塊共同構成一個大平面;prototype

首先根據每一個塊到照相機的距離 計算細節層次, code

例如假設由5*5 個塊構成地形, 每一個塊1*1大小, 有4個細節層次, 對象

當塊距離照相機 小於2 層次 0rem

距離小於4  層次 1get

小於6 層次 2it

其它層次 3io

首先構造一個Object3D 做爲整個地面的表明。console

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中的每個塊是 一個Mesh 對象,底層的幾何體是一個PlaneGeometry

curPatches 用於存放當前組成earth的塊, 當細節層次須要改變的時候這些塊將被丟棄,而從新構造新的塊。

patches用於存儲當前塊的細節層次。


關鍵的setDetails 函數用於調節塊的細節, 首先計算全部塊到照相機的距離 獲得細節層次; 接着刪除舊的全部平面, 接着再構建新的塊加入到場景中。 


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);
    }
};


在每幀更新的時候, 經過檢測照相機新舊位置的距離差, 若是足夠大 則更新整個場景的塊。

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();
}
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