webgl_octree.html 6.6 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <title>three.js webgl - octree</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. </style>
  15. </head>
  16. <body>
  17. <script type="text/javascript" src="../build/three.js"></script>
  18. <script type="text/javascript" src="js/Octree.js"></script>
  19. <script>
  20. var camera,
  21. scene,
  22. renderer,
  23. octree,
  24. geometry,
  25. material,
  26. mesh,
  27. meshes = [],
  28. meshesSearch = [],
  29. meshCountMax = 1000,
  30. radius = 500,
  31. radiusMax = radius * 10,
  32. radiusMaxHalf = radiusMax * 0.5,
  33. radiusSearch = 400,
  34. searchMesh,
  35. base = new THREE.Color( 0xff00ff ),
  36. found = new THREE.Color( 0x00ff00 ),
  37. adding = true,
  38. rayCaster = new THREE.Raycaster(),
  39. origin = new THREE.Vector3(),
  40. direction = new THREE.Vector3();
  41. init();
  42. animate();
  43. function init() {
  44. // standard three scene, camera, renderer
  45. scene = new THREE.Scene();
  46. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
  47. scene.add( camera );
  48. renderer = new THREE.WebGLRenderer();
  49. renderer.setClearColor( 0xf0f0f0 );
  50. renderer.setPixelRatio( window.devicePixelRatio );
  51. renderer.setSize( window.innerWidth, window.innerHeight );
  52. document.body.appendChild( renderer.domElement );
  53. // create octree
  54. octree = new THREE.Octree( {
  55. // when undeferred = true, objects are inserted immediately
  56. // instead of being deferred until next octree.update() call
  57. // this may decrease performance as it forces a matrix update
  58. undeferred: false,
  59. // set the max depth of tree
  60. depthMax: Infinity,
  61. // max number of objects before nodes split or merge
  62. objectsThreshold: 8,
  63. // percent between 0 and 1 that nodes will overlap each other
  64. // helps insert objects that lie over more than one node
  65. overlapPct: 0.15,
  66. // pass the scene to visualize the octree
  67. scene: scene
  68. } );
  69. // create object to show search radius and add to scene
  70. searchMesh = new THREE.Mesh(
  71. new THREE.SphereGeometry( radiusSearch ),
  72. new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
  73. );
  74. scene.add( searchMesh );
  75. // info
  76. var info = document.createElement( 'div' );
  77. info.style.position = 'absolute';
  78. info.style.top = '0';
  79. info.style.width = '100%';
  80. info.style.textAlign = 'center';
  81. info.style.padding = '10px';
  82. info.style.background = '#FFFFFF';
  83. info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - octree (sparse & dynamic) - by <a href="http://github.com/collinhover/threeoctree" target="_blank">collinhover</a>';
  84. document.body.appendChild( info );
  85. }
  86. function animate() {
  87. // note: three.js includes requestAnimationFrame shim
  88. requestAnimationFrame( animate );
  89. // modify octree structure by adding/removing objects
  90. modifyOctree();
  91. // search octree at random location
  92. searchOctree();
  93. // render results
  94. render();
  95. // update octree to add deferred objects
  96. octree.update();
  97. }
  98. var geometry = new THREE.BoxGeometry( 50, 50, 50 );
  99. function modifyOctree() {
  100. // if is adding objects to octree
  101. if ( adding === true ) {
  102. // create new object
  103. mesh = new THREE.Line( geometry, new THREE.MeshBasicMaterial( { color: new THREE.Color( base ) } ) );
  104. // give new object a random position in radius
  105. mesh.position.set(
  106. Math.random() * radiusMax - radiusMaxHalf,
  107. Math.random() * radiusMax - radiusMaxHalf,
  108. Math.random() * radiusMax - radiusMaxHalf
  109. );
  110. // add new object to octree and scene
  111. octree.add( mesh );
  112. scene.add( mesh );
  113. // store object for later
  114. meshes.push( mesh );
  115. // if at max, stop adding
  116. if ( meshes.length === meshCountMax ) {
  117. adding = false;
  118. }
  119. }
  120. // else remove objects from octree
  121. else {
  122. // get object
  123. mesh = meshes.shift();
  124. // remove from scene and octree
  125. scene.remove( mesh );
  126. octree.remove( mesh );
  127. // if no more objects, start adding
  128. if ( meshes.length === 0 ) {
  129. adding = true;
  130. }
  131. }
  132. /*
  133. // octree details to console
  134. console.log( ' OCTREE: ', octree );
  135. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
  136. console.log( ' ... num nodes: ', octree.node_count_end() );
  137. console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
  138. // print full octree structure to console
  139. octree.to_console();
  140. */
  141. }
  142. function searchOctree() {
  143. var i, il;
  144. // revert previous search objects to base color
  145. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  146. meshesSearch[ i ].object.material.color.copy( base );
  147. }
  148. // new search position
  149. searchMesh.position.set(
  150. Math.random() * radiusMax - radiusMaxHalf,
  151. Math.random() * radiusMax - radiusMaxHalf,
  152. Math.random() * radiusMax - radiusMaxHalf
  153. );
  154. // record start time
  155. var timeStart = Date.now();
  156. // search octree from search mesh position with search radius
  157. // optional third parameter: boolean, if should sort results by object when using faces in octree
  158. // optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
  159. origin.copy( searchMesh.position );
  160. direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
  161. rayCaster.set( origin, direction );
  162. meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
  163. var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
  164. // record end time
  165. var timeEnd = Date.now();
  166. // set color of all meshes found in search
  167. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  168. meshesSearch[ i ].object.material.color.copy( found );
  169. }
  170. /*
  171. // results to console
  172. console.log( 'OCTREE: ', octree );
  173. console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
  174. */
  175. }
  176. function render() {
  177. var timer = - Date.now() / 5000;
  178. camera.position.x = Math.cos( timer ) * 10000;
  179. camera.position.z = Math.sin( timer ) * 10000;
  180. camera.lookAt( scene.position );
  181. renderer.render( scene, camera );
  182. }
  183. </script>
  184. </body>
  185. </html>