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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - octree</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <style>
- body {
- font-family: Monospace;
- background-color: #f0f0f0;
- margin: 0px;
- overflow: hidden;
- }
- </style>
- </head>
- <body>
- <script type="text/javascript" src="../build/three.js"></script>
- <script type="text/javascript" src="js/Octree.js"></script>
- <script>
- var camera,
- scene,
- renderer,
- octree,
- geometry,
- material,
- mesh,
- meshes = [],
- meshesSearch = [],
- meshCountMax = 1000,
- radius = 500,
- radiusMax = radius * 10,
- radiusMaxHalf = radiusMax * 0.5,
- radiusSearch = 400,
- searchMesh,
- base = new THREE.Color( 0xff00ff ),
- found = new THREE.Color( 0x00ff00 ),
- adding = true,
- rayCaster = new THREE.Raycaster(),
- origin = new THREE.Vector3(),
- direction = new THREE.Vector3();
- init();
- animate();
- function init() {
- // standard three scene, camera, renderer
- scene = new THREE.Scene();
- camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
- scene.add( camera );
- renderer = new THREE.WebGLRenderer();
- renderer.setClearColor( 0xf0f0f0 );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- document.body.appendChild( renderer.domElement );
- // create octree
- octree = new THREE.Octree( {
- // when undeferred = true, objects are inserted immediately
- // instead of being deferred until next octree.update() call
- // this may decrease performance as it forces a matrix update
- undeferred: false,
- // set the max depth of tree
- depthMax: Infinity,
- // max number of objects before nodes split or merge
- objectsThreshold: 8,
- // percent between 0 and 1 that nodes will overlap each other
- // helps insert objects that lie over more than one node
- overlapPct: 0.15,
- // pass the scene to visualize the octree
- scene: scene
- } );
- // create object to show search radius and add to scene
- searchMesh = new THREE.Mesh(
- new THREE.SphereGeometry( radiusSearch ),
- new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
- );
- scene.add( searchMesh );
- // info
- var info = document.createElement( 'div' );
- info.style.position = 'absolute';
- info.style.top = '0';
- info.style.width = '100%';
- info.style.textAlign = 'center';
- info.style.padding = '10px';
- info.style.background = '#FFFFFF';
- 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>';
- document.body.appendChild( info );
- }
- function animate() {
- // note: three.js includes requestAnimationFrame shim
- requestAnimationFrame( animate );
- // modify octree structure by adding/removing objects
- modifyOctree();
- // search octree at random location
- searchOctree();
- // render results
- render();
- // update octree to add deferred objects
- octree.update();
- }
- var geometry = new THREE.BoxGeometry( 50, 50, 50 );
- function modifyOctree() {
- // if is adding objects to octree
- if ( adding === true ) {
- // create new object
- mesh = new THREE.Line( geometry, new THREE.MeshBasicMaterial( { color: new THREE.Color( base ) } ) );
- // give new object a random position in radius
- mesh.position.set(
- Math.random() * radiusMax - radiusMaxHalf,
- Math.random() * radiusMax - radiusMaxHalf,
- Math.random() * radiusMax - radiusMaxHalf
- );
- // add new object to octree and scene
- octree.add( mesh );
- scene.add( mesh );
- // store object for later
- meshes.push( mesh );
- // if at max, stop adding
- if ( meshes.length === meshCountMax ) {
- adding = false;
- }
- }
- // else remove objects from octree
- else {
- // get object
- mesh = meshes.shift();
- // remove from scene and octree
- scene.remove( mesh );
- octree.remove( mesh );
- // if no more objects, start adding
- if ( meshes.length === 0 ) {
- adding = true;
- }
- }
- /*
- // octree details to console
- console.log( ' OCTREE: ', octree );
- console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
- console.log( ' ... num nodes: ', octree.node_count_end() );
- console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
- // print full octree structure to console
- octree.to_console();
- */
- }
- function searchOctree() {
- var i, il;
- // revert previous search objects to base color
- for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
- meshesSearch[ i ].object.material.color.copy( base );
- }
- // new search position
- searchMesh.position.set(
- Math.random() * radiusMax - radiusMaxHalf,
- Math.random() * radiusMax - radiusMaxHalf,
- Math.random() * radiusMax - radiusMaxHalf
- );
- // record start time
- var timeStart = Date.now();
- // search octree from search mesh position with search radius
- // optional third parameter: boolean, if should sort results by object when using faces in octree
- // optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
- origin.copy( searchMesh.position );
- direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
- rayCaster.set( origin, direction );
- meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
- var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
- // record end time
- var timeEnd = Date.now();
- // set color of all meshes found in search
- for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
- meshesSearch[ i ].object.material.color.copy( found );
- }
- /*
- // results to console
- console.log( 'OCTREE: ', octree );
- console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
- */
- }
- function render() {
- var timer = - Date.now() / 5000;
- camera.position.x = Math.cos( timer ) * 10000;
- camera.position.z = Math.sin( timer ) * 10000;
- camera.lookAt( scene.position );
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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