webgl_octree.html 6.8 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.min.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. baseR = 255, baseG = 0, baseB = 255,
  36. foundR = 0, foundG = 255, foundB = 0,
  37. adding = true;
  38. init();
  39. animate();
  40. function init() {
  41. // standard three scene, camera, renderer
  42. scene = new THREE.Scene();
  43. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
  44. scene.add( camera );
  45. renderer = new THREE.WebGLRenderer();
  46. renderer.setClearColor( 0xf0f0f0 );
  47. renderer.setSize( window.innerWidth, window.innerHeight );
  48. document.body.appendChild( renderer.domElement );
  49. // create octree
  50. octree = new THREE.Octree( {
  51. // when undeferred = true, objects are inserted immediately
  52. // instead of being deferred until next octree.update() call
  53. // this may decrease performance as it forces a matrix update
  54. undeferred: false,
  55. // set the max depth of tree
  56. depthMax: Infinity,
  57. // max number of objects before nodes split or merge
  58. objectsThreshold: 8,
  59. // percent between 0 and 1 that nodes will overlap each other
  60. // helps insert objects that lie over more than one node
  61. overlapPct: 0.15,
  62. // pass the scene to visualize the octree
  63. scene: scene
  64. } );
  65. // create object to show search radius and add to scene
  66. searchMesh = new THREE.Mesh(
  67. new THREE.SphereGeometry( radiusSearch ),
  68. new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
  69. );
  70. scene.add( searchMesh );
  71. // info
  72. var info = document.createElement( 'div' );
  73. info.style.position = 'absolute';
  74. info.style.top = '0';
  75. info.style.width = '100%';
  76. info.style.textAlign = 'center';
  77. info.style.padding = '10px';
  78. info.style.background = '#FFFFFF';
  79. 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>';
  80. document.body.appendChild( info );
  81. }
  82. function animate() {
  83. // note: three.js includes requestAnimationFrame shim
  84. requestAnimationFrame( animate );
  85. // modify octree structure by adding/removing objects
  86. modifyOctree();
  87. // search octree at random location
  88. searchOctree();
  89. // render results
  90. render();
  91. // update octree to add deferred objects
  92. octree.update();
  93. }
  94. function modifyOctree() {
  95. // if is adding objects to octree
  96. if ( adding === true ) {
  97. // create new object
  98. geometry = new THREE.BoxGeometry( 50, 50, 50 );
  99. material = new THREE.MeshBasicMaterial();
  100. material.color.setRGB( baseR, baseG, baseB );
  101. mesh = new THREE.Mesh( geometry, material );
  102. // give new object a random position in radius
  103. mesh.position.set(
  104. Math.random() * radiusMax - radiusMaxHalf,
  105. Math.random() * radiusMax - radiusMaxHalf,
  106. Math.random() * radiusMax - radiusMaxHalf
  107. );
  108. // add new object to octree and scene
  109. octree.add( mesh );
  110. scene.add( mesh );
  111. // store object for later
  112. meshes.push( mesh );
  113. // if at max, stop adding
  114. if ( meshes.length === meshCountMax ) {
  115. adding = false;
  116. }
  117. }
  118. // else remove objects from octree
  119. else {
  120. // get object
  121. mesh = meshes.shift();
  122. // remove from scene and octree
  123. scene.remove( mesh );
  124. octree.remove( mesh );
  125. // if no more objects, start adding
  126. if ( meshes.length === 0 ) {
  127. adding = true;
  128. }
  129. }
  130. /*
  131. // octree details to console
  132. console.log( ' OCTREE: ', octree );
  133. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
  134. console.log( ' ... num nodes: ', octree.node_count_end() );
  135. console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
  136. // print full octree structure to console
  137. octree.to_console();
  138. */
  139. }
  140. function searchOctree() {
  141. var i, il;
  142. // revert previous search objects to base color
  143. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  144. meshesSearch[ i ].object.material.color.setRGB( baseR, baseG, baseB );
  145. }
  146. // new search position
  147. searchMesh.position.set(
  148. Math.random() * radiusMax - radiusMaxHalf,
  149. Math.random() * radiusMax - radiusMaxHalf,
  150. Math.random() * radiusMax - radiusMaxHalf
  151. );
  152. // record start time
  153. var timeStart = Date.now();
  154. // search octree from search mesh position with search radius
  155. // optional third parameter: boolean, if should sort results by object when using faces in octree
  156. // optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
  157. 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() );
  158. meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
  159. var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
  160. // record end time
  161. var timeEnd = Date.now();
  162. // set color of all meshes found in search
  163. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  164. meshesSearch[ i ].object.material.color.setRGB( foundR, foundG, foundB );
  165. }
  166. /*
  167. // results to console
  168. console.log( 'OCTREE: ', octree );
  169. console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
  170. */
  171. }
  172. function render() {
  173. var timer = - Date.now() / 5000;
  174. camera.position.x = Math.cos( timer ) * 10000;
  175. camera.position.z = Math.sin( timer ) * 10000;
  176. camera.lookAt( scene.position );
  177. renderer.render( scene, camera );
  178. }
  179. </script>
  180. </body>
  181. </html>