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