webgl_interactive_instances_gpu.html 20 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - interactive instances (gpu)</title>
  5. <meta charset="utf-8">
  6. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  7. <style>
  8. body {
  9. font-family: Monospace;
  10. background-color: #f0f0f0;
  11. margin: 0px;
  12. overflow: hidden;
  13. }
  14. .info {
  15. position: absolute;
  16. background-color: black;
  17. opacity: 0.8;
  18. color: white;
  19. text-align: center;
  20. top: 0px;
  21. width: 100%;
  22. }
  23. .info a {
  24. color: #00ffff;
  25. }
  26. #notSupported {
  27. width: 50%;
  28. margin: auto;
  29. border: 2px red solid;
  30. margin-top: 20px;
  31. padding: 10px;
  32. }
  33. </style>
  34. </head>
  35. <body>
  36. <div class="info">
  37. <a href="http://threejs.org" target="_blank">three.js</a> webgl - gpu picking of geometry instances using a single material
  38. <div id="notSupported" style="display:none">Sorry your graphics card + browser does not support hardware instancing</div>
  39. <br/><br/>
  40. <div>
  41. <span>number of instances </span>
  42. <select id="instanceCount">
  43. <option>100</option>
  44. <option>500</option>
  45. <option selected>1000</option>
  46. <option>2000</option>
  47. <option>3000</option>
  48. <option>5000</option>
  49. <option>10000</option>
  50. <option>20000</option>
  51. <option>30000</option>
  52. <option>50000</option>
  53. <option>100000</option>
  54. </select>
  55. &nbsp;&nbsp;&nbsp;
  56. <span>method</span>
  57. <select id="method">
  58. <option>instanced</option>
  59. <option selected>merged</option>
  60. <option>singleMaterial</option>
  61. <option>multiMaterial</option>
  62. </select>
  63. &nbsp;&nbsp;&nbsp;
  64. <span>render continuously</span>
  65. <input id="animate" type="checkbox" />
  66. </div>
  67. </div>
  68. <div id="container"></div>
  69. <script src="../build/three.min.js"></script>
  70. <script src="js/controls/TrackballControls.js"></script>
  71. <script src="js/libs/stats.min.js"></script>
  72. <script id="vertMerged" type="x-shader/x-vertex">
  73. #define SHADER_NAME vertMerged
  74. precision highp float;
  75. uniform mat4 modelViewMatrix;
  76. uniform mat4 projectionMatrix;
  77. attribute vec3 position;
  78. #ifdef PICKING
  79. attribute vec3 pickingColor;
  80. #else
  81. attribute vec3 color;
  82. #endif
  83. varying vec3 vColor;
  84. varying vec3 vPosition;
  85. void main() {
  86. #ifdef PICKING
  87. vColor = pickingColor;
  88. #else
  89. vColor = color;
  90. #endif
  91. vPosition = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  92. gl_Position = projectionMatrix * vec4( vPosition, 1.0 );
  93. }
  94. </script>
  95. <script id="fragMerged" type="x-shader/x-fragment">
  96. #define SHADER_NAME fragMerged
  97. #extension GL_OES_standard_derivatives : enable
  98. precision highp float;
  99. varying vec3 vColor;
  100. varying vec3 vPosition;
  101. void main() {
  102. #ifdef PICKING
  103. gl_FragColor = vec4( vColor, 1.0 );
  104. #else
  105. vec3 fdx = dFdx( vPosition );
  106. vec3 fdy = dFdy( vPosition );
  107. vec3 normal = normalize( cross( fdx, fdy ) );
  108. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  109. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  110. #endif
  111. }
  112. </script>
  113. <script id="vertInstanced" type="x-shader/x-vertex">
  114. #define SHADER_NAME vertInstanced
  115. precision highp float;
  116. uniform mat4 modelViewMatrix;
  117. uniform mat4 projectionMatrix;
  118. attribute vec3 position;
  119. // attribute mat4 matrix;
  120. attribute vec3 mcol0;
  121. attribute vec3 mcol1;
  122. attribute vec3 mcol2;
  123. attribute vec3 mcol3;
  124. #ifdef PICKING
  125. attribute vec3 pickingColor;
  126. #else
  127. attribute vec3 color;
  128. #endif
  129. varying vec3 vColor;
  130. varying vec3 vPosition;
  131. void main() {
  132. mat4 matrix = mat4(
  133. vec4( mcol0, 0 ),
  134. vec4( mcol1, 0 ),
  135. vec4( mcol2, 0 ),
  136. vec4( mcol3, 1 )
  137. );
  138. #ifdef PICKING
  139. vColor = pickingColor;
  140. #else
  141. vColor = color;
  142. #endif
  143. vPosition = ( modelViewMatrix * matrix * vec4( position, 1.0 ) ).xyz;
  144. gl_Position = projectionMatrix * vec4( vPosition, 1.0 );
  145. }
  146. </script>
  147. <script id="fragInstanced" type="x-shader/x-fragment">
  148. #define SHADER_NAME fragInstanced
  149. #extension GL_OES_standard_derivatives : enable
  150. precision highp float;
  151. varying vec3 vColor;
  152. varying vec3 vPosition;
  153. void main() {
  154. #ifdef PICKING
  155. gl_FragColor = vec4( vColor, 1.0 );
  156. #else
  157. vec3 fdx = dFdx( vPosition );
  158. vec3 fdy = dFdy( vPosition );
  159. vec3 normal = normalize( cross( fdx, fdy ) );
  160. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  161. gl_FragColor = vec4( diffuse * vColor, 1.0 );
  162. #endif
  163. }
  164. </script>
  165. <script id="vertMaterial" type="x-shader/x-vertex">
  166. #define SHADER_NAME vertMaterial
  167. precision highp float;
  168. uniform mat4 modelViewMatrix;
  169. uniform mat4 projectionMatrix;
  170. attribute vec3 position;
  171. varying vec3 vPosition;
  172. void main() {
  173. vPosition = ( modelViewMatrix * vec4( position, 1.0 ) ).xyz;
  174. gl_Position = projectionMatrix * vec4( vPosition, 1.0 );
  175. }
  176. </script>
  177. <script id="fragMaterial" type="x-shader/x-fragment">
  178. #define SHADER_NAME fragMaterial
  179. #extension GL_OES_standard_derivatives : enable
  180. precision highp float;
  181. uniform vec3 color;
  182. varying vec3 vPosition;
  183. void main() {
  184. #ifdef PICKING
  185. gl_FragColor = vec4( color, 1.0 );
  186. #else
  187. vec3 fdx = dFdx( vPosition );
  188. vec3 fdy = dFdy( vPosition );
  189. vec3 normal = normalize( cross( fdx, fdy ) );
  190. float diffuse = dot( normal, vec3( 0.0, 0.0, 1.0 ) );
  191. gl_FragColor = vec4( diffuse * color, 1.0 );
  192. #endif
  193. }
  194. </script>
  195. <script>
  196. var container, stats;
  197. var camera, controls, scene, renderer;
  198. var pickingData, pickingRenderTarget, pickingScene;
  199. var highlightBox;
  200. var materialList = [];
  201. var geometryList = [];
  202. var geometrySize;
  203. var mouse = new THREE.Vector2();
  204. var scale = 1.03;
  205. var loader = new THREE.JSONLoader();
  206. //create buffer for reading a single pixel
  207. var pixelBuffer = new Uint8Array( 4 );
  208. // gui
  209. var instanceCount, method, doAnimate;
  210. //
  211. gui();
  212. init();
  213. initMesh();
  214. if( doAnimate ) animate();
  215. //
  216. function gui(){
  217. var instanceCountElm = document.getElementById( 'instanceCount' );
  218. instanceCount = parseInt( instanceCountElm.value );
  219. instanceCountElm.addEventListener( "change", function(){
  220. instanceCount = parseInt( instanceCountElm.value );
  221. initMesh();
  222. } );
  223. //
  224. var methodElm = document.getElementById( 'method' );
  225. method = methodElm.value;
  226. methodElm.addEventListener( "change", function(){
  227. method = methodElm.value;
  228. initMesh();
  229. } );
  230. //
  231. var animateElm = document.getElementById( 'animate' );
  232. doAnimate = animateElm.checked;
  233. animateElm.addEventListener( "click", function(){
  234. doAnimate = animateElm.checked;
  235. animate();
  236. } );
  237. }
  238. function clean(){
  239. THREE.Cache.clear();
  240. materialList.forEach( function( m ){
  241. m.dispose();
  242. } );
  243. geometryList.forEach( function( g ){
  244. g.dispose();
  245. } );
  246. scene = new THREE.Scene();
  247. scene.add( camera );
  248. scene.add( highlightBox );
  249. pickingScene = new THREE.Scene();
  250. pickingData = {};
  251. materialList = [];
  252. geometryList = [];
  253. }
  254. var randomizeMatrix = function(){
  255. var position = new THREE.Vector3();
  256. var rotation = new THREE.Euler();
  257. var quaternion = new THREE.Quaternion();
  258. var scale = new THREE.Vector3();
  259. return function( matrix ){
  260. position.x = Math.random() * 40 - 20;
  261. position.y = Math.random() * 40 - 20;
  262. position.z = Math.random() * 40 - 20;
  263. rotation.x = Math.random() * 2 * Math.PI;
  264. rotation.y = Math.random() * 2 * Math.PI;
  265. rotation.z = Math.random() * 2 * Math.PI;
  266. quaternion.setFromEuler( rotation, false );
  267. scale.x = scale.y = scale.z = Math.random() * 1;
  268. matrix.compose( position, quaternion, scale );
  269. };
  270. }();
  271. function initMesh(){
  272. clean();
  273. // make instances
  274. loader.load( 'obj/Suzanne.js', function ( geo ) {
  275. geo.computeBoundingBox();
  276. geometrySize = geo.boundingBox.size();
  277. geometryList.push( geo );
  278. console.log( "method:", method );
  279. console.log( "instanceCount:", instanceCount );
  280. console.time( "init mesh" );
  281. switch( method ){
  282. case "merged":
  283. makeMerged( geo );
  284. break;
  285. case "instanced":
  286. makeInstanced( geo );
  287. break;
  288. case "singleMaterial":
  289. makeSingleMaterial( geo );
  290. break;
  291. case "multiMaterial":
  292. makeMultiMaterial( geo );
  293. break;
  294. }
  295. render();
  296. console.timeEnd( "init mesh", method );
  297. console.log( "material count:", materialList.length );
  298. console.log( "geometry count:", geometryList.length );
  299. console.log( renderer.info.memory )
  300. console.log( renderer.info.render )
  301. } );
  302. }
  303. function makeMultiMaterial( geo ){
  304. // material
  305. var vert = document.getElementById( 'vertMaterial' ).textContent;
  306. var frag = document.getElementById( 'fragMaterial' ).textContent;
  307. var material = new THREE.RawShaderMaterial( {
  308. vertexShader: vert,
  309. fragmentShader: frag,
  310. uniforms: {
  311. color: {
  312. type: "c",
  313. value: new THREE.Color(),
  314. }
  315. }
  316. } );
  317. var pickingMaterial = new THREE.RawShaderMaterial( {
  318. vertexShader: "#define PICKING\n" + vert,
  319. fragmentShader: "#define PICKING\n" + frag,
  320. uniforms: {
  321. color: {
  322. type: "c",
  323. value: new THREE.Color(),
  324. }
  325. }
  326. } );
  327. // geometry / mesh
  328. var matrix = new THREE.Matrix4();
  329. for ( var i = 0; i < instanceCount; i ++ ) {
  330. var object = new THREE.Mesh( geo, material );
  331. randomizeMatrix( matrix );
  332. object.applyMatrix( matrix );
  333. var pickingObject = object.clone();
  334. object.material = material.clone();
  335. object.material.uniforms.color.value.setHex( Math.random() * 0xffffff );
  336. materialList.push( object.material );
  337. pickingObject.material = pickingMaterial.clone();
  338. pickingObject.material.uniforms.color.value.setHex( i + 1 );
  339. materialList.push( pickingObject.material );
  340. pickingData[ i + 1 ] = object;
  341. scene.add( object );
  342. pickingScene.add( pickingObject );
  343. }
  344. material.dispose();
  345. pickingMaterial.dispose();
  346. }
  347. function makeSingleMaterial( geo ){
  348. // material
  349. var vert = document.getElementById( 'vertMaterial' ).textContent;
  350. var frag = document.getElementById( 'fragMaterial' ).textContent;
  351. var material = new THREE.RawShaderMaterial( {
  352. vertexShader: vert,
  353. fragmentShader: frag,
  354. uniforms: {
  355. color: {
  356. type: "c",
  357. value: new THREE.Color(),
  358. updateFunction: function( uniform, camera, object ){
  359. uniform.value.setHex( object.userData.color );
  360. }
  361. }
  362. }
  363. } );
  364. material.hasDynamicUniforms = true;
  365. materialList.push( material );
  366. var pickingMaterial = new THREE.RawShaderMaterial( {
  367. vertexShader: "#define PICKING\n" + vert,
  368. fragmentShader: "#define PICKING\n" + frag,
  369. uniforms: {
  370. color: {
  371. type: "c",
  372. value: new THREE.Color(),
  373. updateFunction: function( uniform, camera, object ){
  374. uniform.value.setHex( object.userData.color );
  375. }
  376. }
  377. }
  378. } );
  379. pickingMaterial.hasDynamicUniforms = true;
  380. materialList.push( pickingMaterial );
  381. // geometry / mesh
  382. var matrix = new THREE.Matrix4();
  383. for ( var i = 0; i < instanceCount; i ++ ) {
  384. var object = new THREE.Mesh( geo, material );
  385. randomizeMatrix( matrix );
  386. object.applyMatrix( matrix );
  387. var pickingObject = object.clone();
  388. object.material = material;
  389. object.userData[ "color" ] = Math.random() * 0xffffff;
  390. pickingObject.material = pickingMaterial;
  391. pickingObject.userData[ "color" ] = i + 1;
  392. pickingData[ i + 1 ] = object;
  393. scene.add( object );
  394. pickingScene.add( pickingObject );
  395. }
  396. }
  397. function makeMerged( geo ){
  398. // material
  399. var vert = document.getElementById( 'vertMerged' ).textContent;
  400. var frag = document.getElementById( 'fragMerged' ).textContent;
  401. var material = new THREE.RawShaderMaterial( {
  402. vertexShader: vert,
  403. fragmentShader: frag,
  404. } );
  405. materialList.push( material );
  406. var pickingMaterial = new THREE.RawShaderMaterial( {
  407. vertexShader: "#define PICKING\n" + vert,
  408. fragmentShader: "#define PICKING\n" + frag,
  409. } );
  410. materialList.push( pickingMaterial );
  411. // geometry
  412. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  413. geometryList.push( bgeo );
  414. var mgeo = new THREE.BufferGeometry();
  415. geometryList.push( mgeo );
  416. var pos = bgeo.attributes.position;
  417. var posLen = bgeo.attributes.position.count * 3;
  418. var vertices = new THREE.BufferAttribute(
  419. new Float32Array( instanceCount * posLen ), 3
  420. );
  421. var matrix = new THREE.Matrix4();
  422. for ( var i = 0, ul = instanceCount; i < ul; i++ ) {
  423. randomizeMatrix( matrix );
  424. var object = new THREE.Object3D();
  425. object.applyMatrix( matrix );
  426. pickingData[ i + 1 ] = object;
  427. vertices.set( pos.array, i * posLen );
  428. matrix.applyToVector3Array( vertices.array, i * posLen, posLen )
  429. }
  430. mgeo.addAttribute( 'position', vertices );
  431. var colCount = posLen / 3;
  432. var colors = new THREE.BufferAttribute(
  433. new Float32Array( instanceCount * colCount * 3 ), 3
  434. );
  435. var randCol = function(){ return Math.random(); };
  436. for ( var i = 0, ul = instanceCount; i < ul; i++ ) {
  437. var r = randCol(), g = randCol(), b = randCol();
  438. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j++ ){
  439. colors.setXYZ( j, r, g, b );
  440. }
  441. }
  442. mgeo.addAttribute( 'color', colors );
  443. var col = new THREE.Color();
  444. var pickingColors = new THREE.BufferAttribute(
  445. new Float32Array( instanceCount * colCount * 3 ), 3
  446. );
  447. for ( var i = 0, ul = instanceCount; i < ul; i++ ) {
  448. col.setHex( i + 1 );
  449. for ( var j = i * colCount, jl = ( i + 1 ) * colCount; j < jl; j++ ){
  450. pickingColors.setXYZ( j, col.r, col.g, col.b );
  451. }
  452. }
  453. mgeo.addAttribute( 'pickingColor', pickingColors );
  454. // mesh
  455. var mesh = new THREE.Mesh( mgeo, material );
  456. scene.add( mesh );
  457. var pickingMesh = new THREE.Mesh( mgeo, pickingMaterial );
  458. pickingScene.add( pickingMesh );
  459. }
  460. function makeInstanced( geo ){
  461. // material
  462. var vert = document.getElementById( 'vertInstanced' ).textContent;
  463. var frag = document.getElementById( 'fragInstanced' ).textContent;
  464. var material = new THREE.RawShaderMaterial( {
  465. vertexShader: vert,
  466. fragmentShader: frag,
  467. } );
  468. materialList.push( material );
  469. var pickingMaterial = new THREE.RawShaderMaterial( {
  470. vertexShader: "#define PICKING\n" + vert,
  471. fragmentShader: "#define PICKING\n" + frag,
  472. } );
  473. materialList.push( pickingMaterial );
  474. // geometry
  475. var bgeo = new THREE.BufferGeometry().fromGeometry( geo );
  476. geometryList.push( bgeo );
  477. var igeo = new THREE.InstancedBufferGeometry();
  478. geometryList.push( igeo );
  479. var vertices = bgeo.attributes.position.clone();
  480. igeo.addAttribute( 'position', vertices );
  481. // var matrices = new THREE.InstancedBufferAttribute(
  482. // new Float32Array( instanceCount * 16 ), 16, 1
  483. // );
  484. var mcol0 = new THREE.InstancedBufferAttribute(
  485. new Float32Array( instanceCount * 3 ), 3, 1
  486. );
  487. var mcol1 = new THREE.InstancedBufferAttribute(
  488. new Float32Array( instanceCount * 3 ), 3, 1
  489. );
  490. var mcol2 = new THREE.InstancedBufferAttribute(
  491. new Float32Array( instanceCount * 3 ), 3, 1
  492. );
  493. var mcol3 = new THREE.InstancedBufferAttribute(
  494. new Float32Array( instanceCount * 3 ), 3, 1
  495. );
  496. var matrix = new THREE.Matrix4();
  497. var me = matrix.elements;
  498. for ( var i = 0, ul = mcol0.count; i < ul; i++ ) {
  499. randomizeMatrix( matrix );
  500. var object = new THREE.Object3D();
  501. object.applyMatrix( matrix );
  502. pickingData[ i + 1 ] = object;
  503. // matrices.set( matrix.elements, i * 16 );
  504. mcol0.setXYZ( i, me[ 0 ], me[ 1 ], me[ 2 ] );
  505. mcol1.setXYZ( i, me[ 4 ], me[ 5 ], me[ 6 ] );
  506. mcol2.setXYZ( i, me[ 8 ], me[ 9 ], me[ 10 ] );
  507. mcol3.setXYZ( i, me[ 12 ], me[ 13 ], me[ 14 ] );
  508. }
  509. // igeo.addAttribute( 'matrix', matrices );
  510. igeo.addAttribute( 'mcol0', mcol0 );
  511. igeo.addAttribute( 'mcol1', mcol1 );
  512. igeo.addAttribute( 'mcol2', mcol2 );
  513. igeo.addAttribute( 'mcol3', mcol3 );
  514. var randCol = function(){ return Math.random(); };
  515. var colors = new THREE.InstancedBufferAttribute(
  516. new Float32Array( instanceCount * 3 ), 3, 1
  517. );
  518. for ( var i = 0, ul = colors.count; i < ul; i++ ) {
  519. colors.setXYZ( i, randCol(), randCol(), randCol() );
  520. }
  521. igeo.addAttribute( 'color', colors );
  522. var col = new THREE.Color();
  523. var pickingColors = new THREE.InstancedBufferAttribute(
  524. new Float32Array( instanceCount * 3 ), 3, 1
  525. );
  526. for ( var i = 0, ul = pickingColors.count; i < ul; i++ ) {
  527. col.setHex( i + 1 );
  528. pickingColors.setXYZ( i, col.r, col.g, col.b );
  529. }
  530. igeo.addAttribute( 'pickingColor', pickingColors );
  531. // mesh
  532. var mesh = new THREE.Mesh( igeo, material );
  533. scene.add( mesh );
  534. var pickingMesh = new THREE.Mesh( igeo, pickingMaterial );
  535. pickingScene.add( pickingMesh );
  536. }
  537. function init() {
  538. // camera
  539. camera = new THREE.PerspectiveCamera(
  540. 70, window.innerWidth / window.innerHeight, 1, 100
  541. );
  542. camera.position.z = 40;
  543. // picking render target
  544. pickingRenderTarget = new THREE.WebGLRenderTarget(
  545. window.innerWidth, window.innerHeight
  546. );
  547. pickingRenderTarget.texture.generateMipmaps = false;
  548. pickingRenderTarget.texture.minFilter = THREE.NearestFilter;
  549. // highlight box
  550. highlightBox = new THREE.Mesh(
  551. new THREE.BoxGeometry( 1, 1, 1 ),
  552. new THREE.MeshLambertMaterial( {
  553. emissive: 0xffff00,
  554. transparent: true,
  555. opacity: 0.5,
  556. side: THREE.FrontSide
  557. } )
  558. );
  559. // renderer
  560. container = document.getElementById( "container" );
  561. renderer = new THREE.WebGLRenderer( {
  562. antialias: true,
  563. alpha: true
  564. } );
  565. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  566. document.getElementById( "notSupported" ).style.display = "";
  567. return;
  568. }
  569. renderer.setClearColor( 0xffffff );
  570. renderer.setPixelRatio( window.devicePixelRatio );
  571. renderer.setSize( window.innerWidth, window.innerHeight );
  572. renderer.sortObjects = false;
  573. container.appendChild( renderer.domElement );
  574. if ( renderer.extensions.get( 'ANGLE_instanced_arrays' ) === false ) {
  575. throw 'ANGLE_instanced_arrays not supported';
  576. }
  577. // controls
  578. controls = new THREE.TrackballControls(
  579. camera, renderer.domElement
  580. );
  581. controls.staticMoving = true;
  582. // stats
  583. stats = new Stats();
  584. stats.domElement.style.position = 'absolute';
  585. stats.domElement.style.top = '0px';
  586. container.appendChild( stats.domElement );
  587. // listeners
  588. renderer.domElement.addEventListener( 'mousemove', onMouseMove );
  589. window.addEventListener( 'resize', onWindowResize, false );
  590. }
  591. //
  592. function onMouseMove( e ) {
  593. mouse.x = e.clientX;
  594. mouse.y = e.clientY;
  595. controls.update();
  596. requestAnimationFrame( render );
  597. }
  598. function onWindowResize( event ) {
  599. camera.aspect = window.innerWidth / window.innerHeight;
  600. camera.updateProjectionMatrix();
  601. renderer.setSize( window.innerWidth, window.innerHeight );
  602. }
  603. function animate() {
  604. if( doAnimate ){
  605. requestAnimationFrame( animate );
  606. }
  607. controls.update();
  608. stats.update();
  609. render();
  610. }
  611. function pick() {
  612. // render the picking scene off-screen
  613. renderer.render( pickingScene, camera, pickingRenderTarget );
  614. // read the pixel under the mouse from the texture
  615. renderer.readRenderTargetPixels(
  616. pickingRenderTarget,
  617. mouse.x,
  618. pickingRenderTarget.height - mouse.y,
  619. 1,
  620. 1,
  621. pixelBuffer
  622. );
  623. // interpret the pixel as an ID
  624. var id =
  625. ( pixelBuffer[0] << 16 ) |
  626. ( pixelBuffer[1] << 8 ) |
  627. ( pixelBuffer[2] );
  628. var object = pickingData[ id ];
  629. if ( object ) {
  630. // move the highlightBox so that it surrounds the picked object
  631. if ( object.position && object.rotation && object.scale ){
  632. highlightBox.position.copy( object.position );
  633. highlightBox.rotation.copy( object.rotation );
  634. highlightBox.scale.copy( object.scale )
  635. .multiply( geometrySize )
  636. .multiplyScalar( scale );
  637. highlightBox.visible = true;
  638. }
  639. } else {
  640. highlightBox.visible = false;
  641. }
  642. }
  643. function render() {
  644. pick();
  645. renderer.render( scene, camera );
  646. }
  647. </script>
  648. </body>
  649. </html>