webgl_math_obb.html 4.3 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - math - OBB</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. <link type="text/css" rel="stylesheet" href="main.css">
  8. <style>
  9. body {
  10. color: #444;
  11. }
  12. a {
  13. color: #444;
  14. }
  15. </style>
  16. </head>
  17. <body>
  18. <div id="container"></div>
  19. <div id="info">
  20. <a href="https://threejs.org" target="_blank" rel="noopener noreferrer">three.js</a> - OBB (Oriented Bounding Box)
  21. </div>
  22. <script type="module">
  23. import * as THREE from '../build/three.module.js';
  24. import { OBB } from './jsm/math/OBB.js';
  25. import { OrbitControls } from './jsm/controls/OrbitControls.js';
  26. import Stats from './jsm/libs/stats.module.js';
  27. var camera, scene, renderer, clock, controls, stats;
  28. var objects = [];
  29. init();
  30. animate();
  31. function init() {
  32. camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 );
  33. camera.position.set( 0, 0, 75 );
  34. scene = new THREE.Scene();
  35. scene.background = new THREE.Color( 0xffffff );
  36. clock = new THREE.Clock();
  37. var hemiLight = new THREE.HemisphereLight( 0xffffff, 0x222222, 1.5 );
  38. hemiLight.position.set( 1, 1, 1 );
  39. scene.add( hemiLight );
  40. var size = new THREE.Vector3( 10, 5, 6 );
  41. var geometry = new THREE.BoxBufferGeometry( size.x, size.y, size.z );
  42. // setup OBB on geometry level (doing this manually for now)
  43. geometry.userData.obb = new OBB();
  44. geometry.userData.obb.halfSize.copy( size ).multiplyScalar( 0.5 );
  45. for ( var i = 0; i < 100; i ++ ) {
  46. var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0x00ff00 } ) );
  47. object.matrixAutoUpdate = false;
  48. object.position.x = Math.random() * 80 - 40;
  49. object.position.y = Math.random() * 80 - 40;
  50. object.position.z = Math.random() * 80 - 40;
  51. object.rotation.x = Math.random() * 2 * Math.PI;
  52. object.rotation.y = Math.random() * 2 * Math.PI;
  53. object.rotation.z = Math.random() * 2 * Math.PI;
  54. object.scale.x = Math.random() + 0.5;
  55. object.scale.y = Math.random() + 0.5;
  56. object.scale.z = Math.random() + 0.5;
  57. scene.add( object );
  58. // bounding volume on object level (this will reflect the current world transform)
  59. object.userData.obb = new OBB();
  60. objects.push( object );
  61. }
  62. renderer = new THREE.WebGLRenderer( { antialias: true } );
  63. renderer.setPixelRatio( window.devicePixelRatio );
  64. renderer.setSize( window.innerWidth, window.innerHeight );
  65. document.body.appendChild( renderer.domElement );
  66. //
  67. controls = new OrbitControls( camera, renderer.domElement );
  68. controls.enableDamping = true;
  69. //
  70. stats = new Stats();
  71. document.body.appendChild( stats.dom );
  72. //
  73. window.addEventListener( 'resize', onWindowResize, false );
  74. }
  75. function onWindowResize() {
  76. camera.aspect = window.innerWidth / window.innerHeight;
  77. camera.updateProjectionMatrix();
  78. renderer.setSize( window.innerWidth, window.innerHeight );
  79. }
  80. //
  81. function animate() {
  82. requestAnimationFrame( animate );
  83. controls.update();
  84. // transform cubes
  85. var delta = clock.getDelta();
  86. for ( var i = 0, il = objects.length; i < il; i ++ ) {
  87. var object = objects[ i ];
  88. object.rotation.x += delta * Math.PI * 0.20;
  89. object.rotation.y += delta * Math.PI * 0.1;
  90. object.updateMatrix();
  91. object.updateMatrixWorld();
  92. // update OBB
  93. object.userData.obb.copy( object.geometry.userData.obb );
  94. object.userData.obb.applyMatrix4( object.matrixWorld );
  95. // reset
  96. object.material.color.setHex( 0x00ff00 );
  97. }
  98. // collision detection
  99. for ( var i = 0, il = objects.length; i < il; i ++ ) {
  100. var object = objects[ i ];
  101. var obb = object.userData.obb;
  102. for ( var j = i + 1, jl = objects.length; j < jl; j ++ ) {
  103. var objectToTest = objects[ j ];
  104. var obbToTest = objectToTest.userData.obb;
  105. // now perform intersection test
  106. if ( obb.intersectsOBB( obbToTest ) === true ) {
  107. object.material.color.setHex( 0xff0000 );
  108. objectToTest.material.color.setHex( 0xff0000 );
  109. }
  110. }
  111. }
  112. renderer.render( scene, camera );
  113. stats.update();
  114. }
  115. </script>
  116. </body>
  117. </html>