webgl_octree.html 5.6 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. background-color: #ffffff;
  10. margin: 0px;
  11. overflow: hidden;
  12. }
  13. </style>
  14. </head>
  15. <body>
  16. <script type="text/javascript" src="../build/three.min.js"></script>
  17. <script type="text/javascript" src="js/Octree.js"></script>
  18. <script>
  19. var camera,
  20. scene,
  21. renderer,
  22. octree,
  23. geometry,
  24. material,
  25. mesh,
  26. meshes = [],
  27. meshesSearch = [],
  28. meshCountMax = 1000,
  29. radius = 500,
  30. radiusMax = radius * 10,
  31. radiusMaxHalf = radiusMax * 0.5,
  32. radiusSearch = 400,
  33. searchMesh,
  34. baseR = 255, baseG = 0, baseB = 255,
  35. foundR = 0, foundG = 255, foundB = 0,
  36. adding = true;
  37. init();
  38. animate();
  39. function init() {
  40. // standard three scene, camera, renderer
  41. scene = new THREE.Scene();
  42. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
  43. scene.add( camera );
  44. renderer = new THREE.WebGLRenderer();
  45. renderer.setSize( window.innerWidth, window.innerHeight );
  46. document.body.appendChild( renderer.domElement );
  47. // create octree
  48. octree = new THREE.Octree( {
  49. scene: scene
  50. } );
  51. // create object to show search radius and add to scene
  52. searchMesh = new THREE.Mesh(
  53. new THREE.SphereGeometry( radiusSearch ),
  54. new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
  55. );
  56. scene.add( searchMesh );
  57. }
  58. function animate() {
  59. // note: three.js includes requestAnimationFrame shim
  60. requestAnimationFrame( animate );
  61. // modify octree structure by adding/removing objects
  62. modifyOctree();
  63. // search octree at random location
  64. searchOctree();
  65. // render results
  66. render();
  67. }
  68. function modifyOctree() {
  69. // if is adding objects to octree
  70. if ( adding === true ) {
  71. // create new object
  72. geometry = new THREE.CubeGeometry( 50, 50, 50 );
  73. material = new THREE.MeshBasicMaterial();
  74. material.color.setRGB( baseR, baseG, baseB );
  75. mesh = new THREE.Mesh( geometry, material );
  76. // give new object a random position in radius
  77. mesh.position.set(
  78. Math.random() * radiusMax - radiusMaxHalf,
  79. Math.random() * radiusMax - radiusMaxHalf,
  80. Math.random() * radiusMax - radiusMaxHalf
  81. );
  82. // add new object to octree and scene
  83. octree.add( mesh );
  84. scene.add( mesh );
  85. // store object for later
  86. meshes.push( mesh );
  87. // if at max, stop adding
  88. if ( meshes.length === meshCountMax ) {
  89. adding = false;
  90. }
  91. }
  92. // else remove objects from octree
  93. else {
  94. // get object
  95. mesh = meshes.shift();
  96. // remove from scene and octree
  97. scene.remove( mesh );
  98. octree.remove( mesh );
  99. // if no more objects, start adding
  100. if ( meshes.length === 0 ) {
  101. adding = true;
  102. }
  103. }
  104. /*
  105. // octree details to console
  106. console.log( ' OCTREE: ', octree );
  107. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
  108. console.log( ' ... num nodes: ', octree.node_count_end() );
  109. console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
  110. // print full octree structure to console
  111. octree.to_console();
  112. */
  113. }
  114. function searchOctree() {
  115. var i, il;
  116. // revert previous search objects to base color
  117. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  118. meshesSearch[ i ].object.material.color.setRGB( baseR, baseG, baseB );
  119. }
  120. // new search position
  121. searchMesh.position.set(
  122. Math.random() * radiusMax - radiusMaxHalf,
  123. Math.random() * radiusMax - radiusMaxHalf,
  124. Math.random() * radiusMax - radiusMaxHalf
  125. );
  126. // record start time
  127. var timeStart = Date.now();
  128. // search octree from search mesh position with search radius
  129. // optional third parameter: boolean, if should sort results by object when using faces in octree
  130. // optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
  131. var rayCaster = new THREE.Raycaster( new THREE.Vector3().copy( searchMesh.position ), new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize() );
  132. meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
  133. var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
  134. // record end time
  135. var timeEnd = Date.now();
  136. // set color of all meshes found in search
  137. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  138. meshesSearch[ i ].object.material.color.setRGB( foundR, foundG, foundB );
  139. }
  140. /*
  141. // results to console
  142. console.log( 'OCTREE: ', octree );
  143. console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
  144. */
  145. }
  146. function render() {
  147. var timer = - Date.now() / 5000;
  148. camera.position.x = Math.cos( timer ) * 10000;
  149. camera.position.z = Math.sin( timer ) * 10000;
  150. camera.lookAt( scene.position );
  151. renderer.render( scene, camera );
  152. }
  153. </script>
  154. </body>
  155. </html>