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  • [原]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();
    }
    



    作者:liyong748 发表于2012/9/10 22:50:42 原文链接
    阅读:635 评论:0 查看评论
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  • 原文地址:https://www.cnblogs.com/liyonghelpme/p/4273568.html
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