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webgl_octree_raycasting.html 10 KB

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  1. <!DOCTYPE html>
  2. <html>
  3. <head>
  4. <title>three.js webgl - octree raycasting</title>
  5. <meta charset="utf-8">
  6. <meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
  7. <meta name="description" content="">
  8. <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
  9. <style>
  10. body {
  11. font-family: Monospace;
  12. background-color: #f0f0f0;
  13. margin: 0px;
  14. overflow: hidden;
  15. }
  16. </style>
  17. </head>
  18. <body>
  19. <script type="text/javascript" src="../build/three.min.js"></script>
  20. <script type="text/javascript" src="js/Octree.js"></script>
  21. <script type="text/javascript" src="js/controls/TrackballControls.js"></script>
  22. <script type="text/javascript" src="js/libs/stats.min.js"></script>
  23. <script>
  24. var camera, scene, renderer;
  25. var controls, stats;
  26. var tracker;
  27. var octree;
  28. var objects = [];
  29. var objectsSearch = [];
  30. var totalFaces = 0;
  31. var simpleMeshCount = 2000;
  32. var radius = 100;
  33. var radiusMax = radius * 10;
  34. var radiusMaxHalf = radiusMax * 0.5;
  35. var radiusSearch = radius * 0.75;
  36. var baseColor = 0x333333;
  37. var foundColor = 0x12C0E3;
  38. var intersectColor = 0x00D66B;
  39. var clock = new THREE.Clock();
  40. var searchDelay = 1;
  41. var searchInterval = 0;
  42. var useOctree = true;
  43. var projector;
  44. var mouse = new THREE.Vector2();
  45. var intersected;
  46. init();
  47. animate();
  48. function init() {
  49. // standard three scene, camera, renderer
  50. scene = new THREE.Scene();
  51. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
  52. camera.position.z = radius * 10;
  53. scene.add( camera );
  54. renderer = new THREE.WebGLRenderer();
  55. renderer.setSize( window.innerWidth, window.innerHeight );
  56. document.body.appendChild( renderer.domElement );
  57. // create octree
  58. octree = new THREE.Octree( {
  59. // uncomment below to see the octree (may kill the fps)
  60. //scene: scene,
  61. // when undeferred = true, objects are inserted immediately
  62. // instead of being deferred until next octree.update() call
  63. // this may decrease performance as it forces a matrix update
  64. undeferred: false,
  65. // set the max depth of tree
  66. depthMax: Infinity,
  67. // max number of objects before nodes split or merge
  68. objectsThreshold: 8,
  69. // percent between 0 and 1 that nodes will overlap each other
  70. // helps insert objects that lie over more than one node
  71. overlapPct: 0.15
  72. } );
  73. // lights
  74. var ambient = new THREE.AmbientLight( 0x101010 );
  75. scene.add( ambient );
  76. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  77. directionalLight.position.set( 1, 1, 2 ).normalize();
  78. scene.add( directionalLight );
  79. // create all objects
  80. var simpleGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  81. for ( var i = 0; i < simpleMeshCount - 1; i++ ) {
  82. totalFaces += simpleGeometry.faces.length;
  83. var simpleMaterial = new THREE.MeshBasicMaterial();
  84. simpleMaterial.color.setHex( baseColor );
  85. modifyOctree( simpleGeometry, simpleMaterial, false, true, true, true );
  86. }
  87. var loader = new THREE.JSONLoader();
  88. loader.load( 'obj/lucy/Lucy100k_slim.js', function ( geometry ) {
  89. geometry.computeVertexNormals();
  90. totalFaces += geometry.faces.length;
  91. var material = new THREE.MeshPhongMaterial( { ambient: 0x030303, color: 0x030303, specular: 0x030303, shininess: 30 } );
  92. modifyOctree( geometry, material, true );
  93. } );
  94. // projector for click intersection
  95. projector = new THREE.Projector();
  96. // camera controls
  97. controls = new THREE.TrackballControls( camera );
  98. controls.rotateSpeed = 1.0;
  99. controls.zoomSpeed = 1.2;
  100. controls.panSpeed = 0.8;
  101. controls.noZoom = false;
  102. controls.noPan = false;
  103. controls.staticMoving = true;
  104. controls.dynamicDampingFactor = 0.3;
  105. // info
  106. var info = document.createElement( 'div' );
  107. info.style.position = 'absolute';
  108. info.style.top = '0';
  109. info.style.width = '100%';
  110. info.style.textAlign = 'center';
  111. info.style.padding = '10px';
  112. info.style.background = '#FFFFFF';
  113. info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - octree (raycasting performance) - by <a href="http://github.com/collinhover/threeoctree" target="_blank">collinhover</a><br><small style="opacity:0.5">Lucy model from <a href="http://graphics.stanford.edu/data/3Dscanrep/">Stanford 3d scanning repository</a>(decimated with <a href="http://meshlab.sourceforge.net/">Meshlab</a>)</small>';
  114. document.body.appendChild( info );
  115. // stats
  116. stats = new Stats();
  117. stats.domElement.style.position = 'absolute';
  118. stats.domElement.style.top = '0';
  119. stats.domElement.style.left = '0';
  120. stats.domElement.style.zIndex = 100;
  121. document.body.appendChild( stats.domElement );
  122. // bottom container
  123. var container = document.createElement( 'div' );
  124. container.style.position = 'absolute';
  125. container.style.bottom = '0';
  126. container.style.width = '100%';
  127. container.style.textAlign = 'center';
  128. document.body.appendChild( container );
  129. // tracker
  130. tracker = document.createElement( 'div' );
  131. tracker.style.width = '100%';
  132. tracker.style.padding = '10px';
  133. tracker.style.background = '#FFFFFF';
  134. container.appendChild( tracker );
  135. // octree use toggle
  136. var toggle = document.createElement( 'div' );
  137. toggle.style.position = 'absolute';
  138. toggle.style.bottom = '100%';
  139. toggle.style.width = '100%';
  140. toggle.style.padding = '10px';
  141. toggle.style.background = '#FFFFFF';
  142. container.appendChild( toggle );
  143. var checkbox = document.createElement('input');
  144. checkbox.type = "checkbox";
  145. checkbox.name = "octreeToggle";
  146. checkbox.value = "value";
  147. checkbox.id = "octreeToggle";
  148. checkbox.checked = true;
  149. var label = document.createElement('label')
  150. label.htmlFor = "octreeToggle";
  151. label.appendChild(document.createTextNode('Use Octree') );
  152. toggle.appendChild(checkbox);
  153. toggle.appendChild(label);
  154. // events
  155. checkbox.addEventListener( 'click', toggleOctree, false );
  156. renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
  157. window.addEventListener( 'resize', onWindowResize, false );
  158. }
  159. function toggleOctree () {
  160. useOctree = !useOctree;
  161. }
  162. function animate() {
  163. // note: three.js includes requestAnimationFrame shim
  164. requestAnimationFrame( animate );
  165. render();
  166. stats.update();
  167. }
  168. function render() {
  169. controls.update();
  170. renderer.render( scene, camera );
  171. // update octree post render
  172. // this ensures any objects being added
  173. // have already had their matrices updated
  174. octree.update();
  175. }
  176. function modifyOctree( geometry, material, useFaces, randomPosition, randomRotation, randomScale ) {
  177. var mesh;
  178. if ( geometry ) {
  179. // create new object
  180. mesh = new THREE.Mesh( geometry, material );
  181. // give new object a random position, rotation, and scale
  182. if ( randomPosition ) {
  183. mesh.position.set( Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf );
  184. }
  185. if ( randomRotation ) {
  186. mesh.rotation.set( Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI );
  187. }
  188. if ( randomScale ) {
  189. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * radius * 0.1 + radius * 0.05;
  190. }
  191. // add new object to octree and scene
  192. // NOTE: octree object insertion is deferred until after the next render cycle
  193. octree.add( mesh, { useFaces: useFaces } );
  194. scene.add( mesh );
  195. // store object
  196. objects.push( mesh );
  197. /*
  198. // octree details to console
  199. console.log( ' ============================================================================================================');
  200. console.log( ' OCTREE: ', octree );
  201. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depthEnd() );
  202. console.log( ' ... num nodes: ', octree.nodeCountEnd() );
  203. console.log( ' ... total objects: ', octree.objectCountEnd(), ' vs tree objects length: ', octree.objects.length );
  204. console.log( ' ============================================================================================================');
  205. console.log( ' ');
  206. // print full octree structure to console
  207. octree.toConsole();
  208. */
  209. }
  210. }
  211. function onWindowResize() {
  212. camera.aspect = window.innerWidth / window.innerHeight;
  213. camera.updateProjectionMatrix();
  214. renderer.setSize( window.innerWidth, window.innerHeight );
  215. }
  216. function onDocumentMouseMove( event ) {
  217. event.preventDefault();
  218. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  219. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  220. var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 );
  221. projector.unprojectVector( vector, camera );
  222. var raycaster = new THREE.Raycaster( camera.position, vector.sub( camera.position ).normalize() );
  223. var octreeObjects;
  224. var numObjects;
  225. var numFaces = 0;
  226. var intersections;
  227. if ( useOctree ) {
  228. octreeObjects = octree.search( raycaster.ray.origin, raycaster.ray.far, true, raycaster.ray.direction );
  229. intersections = raycaster.intersectOctreeObjects( octreeObjects );
  230. numObjects = octreeObjects.length;
  231. for ( var i = 0, il = numObjects; i < il; i++ ) {
  232. numFaces += octreeObjects[ i ].faces.length;
  233. }
  234. }
  235. else {
  236. intersections = raycaster.intersectObjects( objects );
  237. numObjects = objects.length;
  238. numFaces = totalFaces;
  239. }
  240. if ( intersections.length > 0 ) {
  241. if ( intersected != intersections[ 0 ].object ) {
  242. if ( intersected ) intersected.material.color.setHex( baseColor );
  243. intersected = intersections[ 0 ].object;
  244. intersected.material.color.setHex( intersectColor );
  245. }
  246. document.body.style.cursor = 'pointer';
  247. }
  248. else if ( intersected ) {
  249. intersected.material.color.setHex( baseColor );
  250. intersected = null;
  251. document.body.style.cursor = 'auto';
  252. }
  253. // update tracker
  254. tracker.innerHTML = ( useOctree ? 'Octree search' : 'Search without octree' ) + ' using infinite ray from camera found [ ' + numObjects + ' / ' + objects.length + ' ] objects, [ ' + numFaces + ' / ' + totalFaces + ' ] faces, and [ ' + intersections.length + ' ] intersections.';
  255. }
  256. </script>
  257. </body>
  258. </html>