BabylonJS - 网格 LOD 和实例
LOD 代表距离线。此功能允许您根据查看者的距离指定网格。随着查看者与物体之间的距离增加,网格的细节级别会通过 LOD 清晰显示。
在浏览器中查看下面给出的演示,了解网格的渲染方式以及远离相机的可视性 −
演示
<!doctype html> <html> <head> <meta charset = "utf-8"> <title>BabylonJs - Basic Element-Creating Scene</title> <script src = "babylon.js"></script> <style> canvas {width: 100%; height: 100%;} </style> </head> <body> <canvas id = "renderCanvas"></canvas> <script type = "text/javascript"> var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var createScene = function() { var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 50, BABYLON.Vector3.Zero(), scene); camera.attachControl(canvas, false); var light0 = new BABYLON.HemisphericLight("Hemi0", new BABYLON.Vector3(0, 1, 0), scene); light0.diffuse = new BABYLON.Color3(1, 1, 1); light0.specular = new BABYLON.Color3(1, 1, 1); light0.groundColor = new BABYLON.Color3(0, 0, 0); var count = 3; var scale = 4; var knot00 = BABYLON.Mesh.CreateTorusKnot("knot0", 0.5, 0.2, 128, 64, 2, 3, scene); var knot01 = BABYLON.Mesh.CreateBox("box", '1', scene); var knot02 = BABYLON.Mesh.CreateTorusKnot("knot2", 0.5, 0.2, 24, 12, 2, 3, scene); var knot03 = BABYLON.Mesh.CreateSphere("origin", 15, 2.0, scene); var materialforsphere = new BABYLON.StandardMaterial("texture1", scene); materialforsphere.diffuseTexture = new BABYLON.Texture("images/rainbow.png", scene); var material1 = new BABYLON.StandardMaterial("colo1", scene); material1.diffuseColor = new BABYLON.Color3(0.49, 0.25, 0); var material2 = material1.clone("colo2"); material2.diffuseColor = new BABYLON.Color3(1.0, 0.5, 0.7); var material3 = material1.clone("colo3"); material3.diffuseColor = new BABYLON.Color3(0.8, 1.0, 0.7); knot00.material = material1; knot01.material = material2; knot02.material = material3; knot03.material = materialforsphere; knot00.setEnabled(false); knot00.addLODLevel(15, knot01); knot00.addLODLevel(30, knot02); knot00.addLODLevel(45, knot03); knot00.addLODLevel(55, null); for (var x = -count; x <= count; x++) { for (var y = -count; y <= count; y++) { for (var z = 5; z < 10; z++) { var knot = knot00.createInstance("knotI"); knot.position = new BABYLON.Vector3(x * scale, y * scale, z * scale); } } } return scene; }; var scene = createScene(); engine.runRenderLoop(function() { scene.render(); }); </script> </body> </html>
输出
上述代码行生成以下输出 −

说明
LOD 添加如下 −
knot00.addLODLevel(15, knot01); knot00.addLODLevel(30, knot02); knot00.addLODLevel(45, knot03); knot00.addLODLevel(55, null);
addLODLevel 的第一个参数表示与相机的距离。超过此距离,将使用指定的级别。如果指定 null,则从与相机的指定距离查看网格时,将禁用网格的渲染。