JSAPI Three API Reference
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    类 LODModel

    LOD(Level of Detail)模型类,用于加载和管理不同细节层级的3D模型。 根据相机距离自动切换不同精度的模型,优化渲染性能。

    const lodModel = new LODModel({
    hysteresis: 0.1,
    levels: [
    { distance: 100, file: 'models/high.glb' },
    { distance: 500, file: 'models/medium.glb' },
    { distance: 1000, file: 'models/low.glb' }
    ]
    });
    engine.add(lodModel);
    // 监听单个模型加载完成事件
    lodModel.addEventListener('loaded', (event) => {
    console.log('模型加载完成:', event.value);
    });

    // 监听所有层级加载完成事件
    lodModel.addEventListener('complete', (event) => {
    console.log('所有层级加载完成');
    });

    层级

    • Object3D
      • LODModel
    索引

    构造函数

    • LOD模型构造函数

      参数

      • parameters: { hysteresis: number; levels: any[] }

        配置参数

        • hysteresis: number

          缩进与拉远的缓冲参数,防止在临界点缩放时抖动,范围 0~1, 默认 0.1

        • levels: any[]

          levels 层级数据 [{distance: 1000, hysteresis: 0.1, file: 'a/b/c.glb'}]

      返回 LODModel

    属性

    animations: AnimationClip[]

    Array with object's animation clips.

    []

    castShadow: boolean

    Whether the object gets rendered into shadow map.

    false

    children: Object3D<Object3DEventMap>[]

    Array with object's children.

    THREE.Object3DGroup | Group for info on manually grouping objects.

    []

    customDepthMaterial?: Material

    Custom depth material to be used when rendering to the depth map.

    Can only be used in context of meshes. When shadow-casting with a THREE.DirectionalLight | DirectionalLight or THREE.SpotLight | SpotLight, if you are modifying vertex positions in the vertex shader you must specify a customDepthMaterial for proper shadows.

    undefined

    customDistanceMaterial?: Material

    Same as customDepthMaterial, but used with THREE.Object3DPointLight | PointLight.

    undefined

    DEFAULT_MATRIX_AUTO_UPDATE: boolean

    The default setting for matrixAutoUpdate for newly created Object3Ds.

    true

    DEFAULT_MATRIX_WORLD_AUTO_UPDATE: boolean

    The default setting for matrixWorldAutoUpdate for newly created Object3Ds.

    true

    DEFAULT_UP: Vector3

    The default up direction for objects, also used as the default position for THREE.DirectionalLight | DirectionalLight, THREE.HemisphereLight | HemisphereLight and THREE.Spotlight | Spotlight (which creates lights shining from the top down).

    new THREE.Vector3( 0, 1, 0)

    frustumCulled: boolean

    When this is set, it checks every frame if the object is in the frustum of the camera before rendering the object. If set to false the object gets rendered every frame even if it is not in the frustum of the camera.

    true

    id: number

    Unique number for this Object3D instance.

    Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object. Expects a Integer

    isObject3D: true

    Flag to check if a given object is of type Object3D.

    This is a constant value

    true

    layers: Layers

    The layer membership of the object.

    The object is only visible if it has at least one layer in common with the THREE.Object3DCamera | Camera in use. This property can also be used to filter out unwanted objects in ray-intersection tests when using THREE.Raycaster | Raycaster.

    new THREE.Layers()

    matrix: Matrix4

    The local transform matrix.

    new THREE.Matrix4()

    matrixAutoUpdate: boolean

    When this is set, it calculates the matrix of position, (rotation or quaternion) and scale every frame and also recalculates the matrixWorld property.

    DEFAULT_MATRIX_AUTO_UPDATE - that is (true).

    matrixWorld: Matrix4

    The global transform of the object.

    If the Object3D has no parent, then it's identical to the local transform THREE.Object3D.matrix | .matrix.

    new THREE.Matrix4()

    matrixWorldAutoUpdate: boolean

    If set, then the renderer checks every frame if the object and its children need matrix updates. When it isn't, then you have to maintain all matrices in the object and its children yourself.

    DEFAULT_MATRIX_WORLD_AUTO_UPDATE - that is (true).

    matrixWorldNeedsUpdate: boolean

    When this is set, it calculates the matrixWorld in that frame and resets this property to false.

    false

    modelViewMatrix: Matrix4

    new THREE.Matrix4()

    name: string

    Optional name of the object

    (doesn't need to be unique).

    ""

    normalMatrix: Matrix3

    new THREE.Matrix3()

    parent: Object3D<Object3DEventMap>

    Object's parent in the scene graph.

    An object can have at most one parent.

    null

    position: Vector3

    Object's local position.

    new THREE.Vector3() - that is (0, 0, 0).

    quaternion: Quaternion

    Object's local rotation as a THREE.Quaternion | Quaternion.

    new THREE.Quaternion() - that is (0, 0, 0, 1).

    receiveShadow: boolean

    Whether the material receives shadows.

    false

    renderOrder: number

    This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently.

    When this property is set for an instance of Group | Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder.

    0

    rotation: Euler

    Object's local rotation (Euler angles), in radians.

    new THREE.Euler() - that is (0, 0, 0, Euler.DEFAULT_ORDER).

    scale: Vector3

    The object's local scale.

    new THREE.Vector3( 1, 1, 1 )

    type: string

    A Read-only string to check this object type.

    This can be used to find a specific type of Object3D in a scene. Sub-classes will update this value.

    Object3D

    up: Vector3

    This is used by the lookAt method, for example, to determine the orientation of the result.

    Object3D.DEFAULT_UP - that is (0, 1, 0).

    userData: Record<string, any>

    An object that can be used to store custom data about the Object3D.

    It should not hold references to functions as these will not be cloned.

    {}

    uuid: string

    UUID of this object instance.

    This gets automatically assigned and shouldn't be edited.

    visible: boolean

    Object gets rendered if true.

    true

    方法

    • Adds another Object3D as child of this Object3D.

      参数

      • ...object: Object3D<Object3DEventMap>[]

      返回 this

      An arbitrary number of objects may be added Any current parent on an object passed in here will be removed, since an Object3D can have at most one parent.

      • attach
      • THREE.Group | Group for info on manually grouping objects.
    • Adds a listener to an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • type: T

        The type of event to listen to.

      • listener: EventListener<Object3DEventMap[T], T, LODModel>

        The function that gets called when the event is fired.

      返回 void

    • 添加一个LOD层级

      参数

      • file: string

        模型文件路径

      • distance: number = 0

        切换距离

      • hysteresis: number = 0

        该层级的缓冲参数

      返回 LODModel

      返回this

      lodModel.addLevel('models/detail.glb', 200, 0.1)
      .addLevel('models/simple.glb', 800, 0.1);
    • Applies the matrix transform to the object and updates the object's position, rotation and scale.

      参数

      • matrix: Matrix4

      返回 void

    • Applies the rotation represented by the quaternion to the object.

      参数

      • quaternion: Quaternion

      返回 this

    • Adds a Object3D as a child of this, while maintaining the object's world transform.

      参数

      • object: Object3D

      返回 this

      Note: This method does not support scene graphs having non-uniformly-scaled nodes(s).

      add

    • Removes all child objects.

      返回 this

    • Returns a clone of this object and optionally all descendants.

      参数

      • 可选recursive: boolean

        If true, descendants of the object are also cloned. Default true

      返回 this

    • Copies the given object into this object.

      参数

      • object: Object3D
      • 可选recursive: boolean

        If set to true, descendants of the object are copied next to the existing ones. If set to false, descendants are left unchanged. Default is true.

      返回 this

      Event listeners and user-defined callbacks (.onAfterRender and .onBeforeRender) are not copied.

    • Fire an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • event: BaseEvent<T> & Object3DEventMap[T]

        The event that gets fired.

      返回 void

    • 获取当前层级

      返回 number

      当前层级

    • 获取当前模型

      返回 Promise<Object3D<Object3DEventMap>>

      当前模型

    • 获取指定层级的模型

      参数

      • level: number

        层级索引

      返回 Promise<Object3D<Object3DEventMap>>

      模型

    • Searches through an object and its children, starting with the object itself, and returns the first with a matching id.

      参数

      • id: number

        Unique number of the object instance. Expects a Integer

      返回 Object3D<Object3DEventMap>

      Note that ids are assigned in chronological order: 1, 2, 3, ..., incrementing by one for each new object.

      id

    • Searches through an object and its children, starting with the object itself, and returns the first with a matching name.

      参数

      • name: string

        String to match to the children's Object3D.name property.

      返回 Object3D<Object3DEventMap>

      Note that for most objects the name is an empty string by default You will have to set it manually to make use of this method.

    • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

      参数

      • name: string

        the property name to search for.

      • value: any

        value of the given property.

      返回 Object3D<Object3DEventMap>

    • Searches through an object and its children, starting with the object itself, and returns the first with a property that matches the value given.

      参数

      • name: string

        The property name to search for.

      • value: any

        Value of the given property.

      • 可选optionalTarget: Object3D<Object3DEventMap>[]

        target to set the result. Otherwise a new Array is instantiated. If set, you must clear this array prior to each call (i.e., array.length = 0;).

      返回 Object3D<Object3DEventMap>[]

    • Returns a vector representing the direction of object's positive z-axis in world space.

      参数

      • target: Vector3

        The result will be copied into this Vector3.

      返回 Vector3

    • Returns a vector representing the position of the object in world space.

      参数

      • target: Vector3

        The result will be copied into this Vector3.

      返回 Vector3

    • Returns a quaternion representing the rotation of the object in world space.

      参数

      • target: Quaternion

        The result will be copied into this Quaternion.

      返回 Quaternion

    • Returns a vector of the scaling factors applied to the object for each axis in world space.

      参数

      • target: Vector3

        The result will be copied into this Vector3.

      返回 Vector3

    • Checks if listener is added to an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • type: T

        The type of event to listen to.

      • listener: EventListener<Object3DEventMap[T], T, LODModel>

        The function that gets called when the event is fired.

      返回 boolean

    • Converts the vector from this object's local space to world space.

      参数

      • vector: Vector3

        A vector representing a position in this object's local space.

      返回 Vector3

    • Rotates the object to face a point in world space.

      参数

      • vector: Vector3

        A vector representing a position in world space to look at.

      返回 void

      This method does not support objects having non-uniformly-scaled parent(s).

    • Rotates the object to face a point in world space.

      参数

      • x: number

        Expects a Float

      • y: number

        Expects a Float

      • z: number

        Expects a Float

      返回 void

      This method does not support objects having non-uniformly-scaled parent(s).

    • An optional callback that is executed immediately after a 3D object is rendered.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • geometry: BufferGeometry
      • material: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, geometry, material, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • An optional callback that is executed immediately after a 3D object is rendered to a shadow map.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • shadowCamera: Camera
      • geometry: BufferGeometry
      • depthMaterial: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • An optional callback that is executed immediately before a 3D object is rendered.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • geometry: BufferGeometry
      • material: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, geometry, material, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • An optional callback that is executed immediately before a 3D object is rendered to a shadow map.

      参数

      • renderer: WebGLRenderer
      • scene: Scene
      • camera: Camera
      • shadowCamera: Camera
      • geometry: BufferGeometry
      • depthMaterial: Material
      • group: Group

      返回 void

      This function is called with the following parameters: renderer, scene, camera, shadowCamera, geometry, depthMaterial, group. Please notice that this callback is only executed for renderable 3D objects. Meaning 3D objects which define their visual appearance with geometries and materials like instances of Mesh, Line, Points or Sprite. Instances of Object3D, Group or Bone are not renderable and thus this callback is not executed for such objects.

    • Abstract (empty) method to get intersections between a casted ray and this object

      参数

      • raycaster: Raycaster
      • intersects: Intersection<Object3D<Object3DEventMap>>[]

      返回 void

      Subclasses such as THREE.Mesh | Mesh, THREE.Line | Line, and THREE.Points | Points implement this method in order to use raycasting.

      THREE.Raycaster | Raycaster

      () => {}

    • Removes a Object3D as child of this Object3D.

      参数

      • ...object: Object3D<Object3DEventMap>[]

      返回 this

      An arbitrary number of objects may be removed.

      THREE.Group | Group for info on manually grouping objects.

    • Removes a listener from an event type.

      类型参数

      • T extends keyof Object3DEventMap

      参数

      • type: T

        The type of the listener that gets removed.

      • listener: EventListener<Object3DEventMap[T], T, LODModel>

        The listener function that gets removed.

      返回 void

    • Removes this object from its current parent.

      返回 this

    • 移除指定文件的LOD层级

      参数

      • file: string

        要移除的模型文件路径

      返回 LODModel

      返回this以支持链式调用

      lodModel.removeLevel('models/detail.glb');
      
    • Rotate an object along an axis in object space.

      参数

      • axis: Vector3

        A normalized vector in object space.

      • angle: number

        The angle in radians. Expects a Float

      返回 this

      The axis is assumed to be normalized.

    • Rotate an object along an axis in world space.

      参数

      • axis: Vector3

        A normalized vector in world space.

      • angle: number

        The angle in radians. Expects a Float

      返回 this

      The axis is assumed to be normalized Method Assumes no rotated parent.

    • Rotates the object around x axis in local space.

      参数

      • angle: number

      返回 this

    • Rotates the object around y axis in local space.

      参数

      • angle: number

      返回 this

    • Rotates the object around z axis in local space.

      参数

      • angle: number

      返回 this

    • Calls THREE.Quaternion.setFromAxisAngle | setFromAxisAngle(axis, angle) on the .quaternion.

      参数

      • axis: Vector3

        A normalized vector in object space.

      • angle: number

        Angle in radians. Expects a Float

      返回 void

    • Calls THREE.Quaternion.setFromEuler | setFromEuler(euler) on the .quaternion.

      参数

      • euler: Euler

        Euler angle specifying rotation amount.

      返回 void

    • Calls THREE.Quaternion.setFromRotationMatrix | setFromRotationMatrix(m) on the .quaternion.

      参数

      • m: Matrix4

        Rotate the quaternion by the rotation component of the matrix.

      返回 void

      Note that this assumes that the upper 3x3 of m is a pure rotation matrix (i.e, unscaled).

    • Copy the given THREE.Quaternion | Quaternion into .quaternion.

      参数

      • q: Quaternion

        Normalized Quaternion.

      返回 void

    • Convert the object to three.js JSON Object/Scene format.

      参数

      • 可选meta: JSONMeta

        Object containing metadata such as materials, textures or images for the object.

      返回 Object3DJSON

    • Translate an object by distance along an axis in object space

      参数

      • axis: Vector3

        A normalized vector in object space.

      • distance: number

        The distance to translate. Expects a Float

      返回 this

      The axis is assumed to be normalized.

    • Translates object along x axis in object space by distance units.

      参数

      • distance: number

        Expects a Float

      返回 this

    • Translates object along y axis in object space by distance units.

      参数

      • distance: number

        Expects a Float

      返回 this

    • Translates object along z axis in object space by distance units.

      参数

      • distance: number

        Expects a Float

      返回 this

    • Executes the callback on this object and all descendants.

      参数

      • callback: (object: Object3D) => any

        A function with as first argument an Object3D object.

      返回 void

      Note: Modifying the scene graph inside the callback is discouraged.

    • Executes the callback on all ancestors.

      参数

      • callback: (object: Object3D) => any

        A function with as first argument an Object3D object.

      返回 void

      Note: Modifying the scene graph inside the callback is discouraged.

    • Like traverse, but the callback will only be executed for visible objects

      参数

      • callback: (object: Object3D) => any

        A function with as first argument an Object3D object.

      返回 void

      Descendants of invisible objects are not traversed. Note: Modifying the scene graph inside the callback is discouraged.

    • Updates local transform.

      返回 void

    • Updates the global transform of the object. And will update the object descendants if .matrixWorldNeedsUpdate is set to true or if the force parameter is set to true.

      参数

      • 可选force: boolean

        A boolean that can be used to bypass .matrixWorldAutoUpdate, to recalculate the world matrix of the object and descendants on the current frame. Useful if you cannot wait for the renderer to update it on the next frame, assuming .matrixWorldAutoUpdate set to true.

      返回 void

    • Updates the global transform of the object.

      参数

      • updateParents: boolean

        Recursively updates global transform of ancestors.

      • updateChildren: boolean

        Recursively updates global transform of descendants.

      返回 void

    • Converts the vector from world space to this object's local space.

      参数

      • vector: Vector3

        A vector representing a position in world space.

      返回 Vector3

    访问器

    • get hysteresis(): number

      获取缩进与拉远的缓冲参数

      返回 number

    • set hysteresis(value: number): void

      设置缩进与拉远的缓冲参数,防止在临界点缩放时抖动

      参数

      • value: number

      返回 void

      lodModel.hysteresis = 0.2; // 设置20%的缓冲区间
      
    • get isInit(): boolean

      获取模型是否初始化

      返回 boolean

    • get levels(): any[]

      获取LOD层级配置数组

      返回 any[]

    • set levels(levels: any[]): void

      设置LOD层级配置数组

      参数

      • levels: any[]

      返回 void

      lodModel.levels = [
      { distance: 100, file: 'high.glb' },
      { distance: 500, file: 'medium.glb' },
      { distance: 1000, file: 'low.glb' }
      ];
    • get transform(): any

      获取模型变换参数

      返回 any

    • set transform(value: any): void

      设置模型变换参数

      参数

      • value: any

      返回 void

      lodModel.transform = {
      translate: [100, 0, 100],
      rotation: [0, Math.PI/2, 0],
      scale: 2
      };