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 raycaster = new THREE.Raycaster();
  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.setPixelRatio( window.devicePixelRatio );
  56. renderer.setSize( window.innerWidth, window.innerHeight );
  57. document.body.appendChild( renderer.domElement );
  58. // create octree
  59. octree = new THREE.Octree( {
  60. // uncomment below to see the octree (may kill the fps)
  61. //scene: scene,
  62. // when undeferred = true, objects are inserted immediately
  63. // instead of being deferred until next octree.update() call
  64. // this may decrease performance as it forces a matrix update
  65. undeferred: false,
  66. // set the max depth of tree
  67. depthMax: Infinity,
  68. // max number of objects before nodes split or merge
  69. objectsThreshold: 8,
  70. // percent between 0 and 1 that nodes will overlap each other
  71. // helps insert objects that lie over more than one node
  72. overlapPct: 0.15
  73. } );
  74. // lights
  75. var ambient = new THREE.AmbientLight( 0x101010 );
  76. scene.add( ambient );
  77. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  78. directionalLight.position.set( 1, 1, 2 ).normalize();
  79. scene.add( directionalLight );
  80. // create all objects
  81. var simpleGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  82. for ( var i = 0; i < simpleMeshCount - 1; i++ ) {
  83. totalFaces += simpleGeometry.faces.length;
  84. var simpleMaterial = new THREE.MeshBasicMaterial();
  85. simpleMaterial.color.setHex( baseColor );
  86. modifyOctree( simpleGeometry, simpleMaterial, false, true, true, true );
  87. }
  88. var loader = new THREE.JSONLoader();
  89. loader.load( 'obj/lucy/Lucy100k_slim.js', function ( geometry ) {
  90. geometry.computeVertexNormals();
  91. totalFaces += geometry.faces.length;
  92. var material = new THREE.MeshPhongMaterial( { color: 0x030303, specular: 0x030303, shininess: 30 } );
  93. modifyOctree( geometry, material, true );
  94. } );
  95. // camera controls
  96. controls = new THREE.TrackballControls( camera );
  97. controls.rotateSpeed = 1.0;
  98. controls.zoomSpeed = 1.2;
  99. controls.panSpeed = 0.8;
  100. controls.noZoom = false;
  101. controls.noPan = false;
  102. controls.staticMoving = true;
  103. controls.dynamicDampingFactor = 0.3;
  104. // info
  105. var info = document.createElement( 'div' );
  106. info.style.position = 'absolute';
  107. info.style.top = '0';
  108. info.style.width = '100%';
  109. info.style.textAlign = 'center';
  110. info.style.padding = '10px';
  111. info.style.background = '#FFFFFF';
  112. 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>';
  113. document.body.appendChild( info );
  114. // stats
  115. stats = new Stats();
  116. stats.domElement.style.position = 'absolute';
  117. stats.domElement.style.top = '0';
  118. stats.domElement.style.left = '0';
  119. stats.domElement.style.zIndex = 100;
  120. document.body.appendChild( stats.domElement );
  121. // bottom container
  122. var container = document.createElement( 'div' );
  123. container.style.position = 'absolute';
  124. container.style.bottom = '0';
  125. container.style.width = '100%';
  126. container.style.textAlign = 'center';
  127. document.body.appendChild( container );
  128. // tracker
  129. tracker = document.createElement( 'div' );
  130. tracker.style.width = '100%';
  131. tracker.style.padding = '10px';
  132. tracker.style.background = '#FFFFFF';
  133. container.appendChild( tracker );
  134. // octree use toggle
  135. var toggle = document.createElement( 'div' );
  136. toggle.style.position = 'absolute';
  137. toggle.style.bottom = '100%';
  138. toggle.style.width = '100%';
  139. toggle.style.padding = '10px';
  140. toggle.style.background = '#FFFFFF';
  141. container.appendChild( toggle );
  142. var checkbox = document.createElement('input');
  143. checkbox.type = "checkbox";
  144. checkbox.name = "octreeToggle";
  145. checkbox.value = "value";
  146. checkbox.id = "octreeToggle";
  147. checkbox.checked = true;
  148. var label = document.createElement('label')
  149. label.htmlFor = "octreeToggle";
  150. label.appendChild(document.createTextNode('Use Octree') );
  151. toggle.appendChild(checkbox);
  152. toggle.appendChild(label);
  153. // events
  154. checkbox.addEventListener( 'click', toggleOctree, false );
  155. renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
  156. window.addEventListener( 'resize', onWindowResize, false );
  157. }
  158. function toggleOctree () {
  159. useOctree = !useOctree;
  160. }
  161. function animate() {
  162. // note: three.js includes requestAnimationFrame shim
  163. requestAnimationFrame( animate );
  164. render();
  165. stats.update();
  166. }
  167. function render() {
  168. controls.update();
  169. renderer.render( scene, camera );
  170. // update octree post render
  171. // this ensures any objects being added
  172. // have already had their matrices updated
  173. octree.update();
  174. }
  175. function modifyOctree( geometry, material, useFaces, randomPosition, randomRotation, randomScale ) {
  176. var mesh;
  177. if ( geometry ) {
  178. // create new object
  179. mesh = new THREE.Mesh( geometry, material );
  180. // give new object a random position, rotation, and scale
  181. if ( randomPosition ) {
  182. mesh.position.set( Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf );
  183. }
  184. if ( randomRotation ) {
  185. mesh.rotation.set( Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI );
  186. }
  187. if ( randomScale ) {
  188. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * radius * 0.1 + radius * 0.05;
  189. }
  190. // add new object to octree and scene
  191. // NOTE: octree object insertion is deferred until after the next render cycle
  192. octree.add( mesh, { useFaces: useFaces } );
  193. scene.add( mesh );
  194. // store object
  195. objects.push( mesh );
  196. /*
  197. // octree details to console
  198. console.log( ' ============================================================================================================');
  199. console.log( ' OCTREE: ', octree );
  200. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depthEnd() );
  201. console.log( ' ... num nodes: ', octree.nodeCountEnd() );
  202. console.log( ' ... total objects: ', octree.objectCountEnd(), ' vs tree objects length: ', octree.objects.length );
  203. console.log( ' ============================================================================================================');
  204. console.log( ' ');
  205. // print full octree structure to console
  206. octree.toConsole();
  207. */
  208. }
  209. }
  210. function onWindowResize() {
  211. camera.aspect = window.innerWidth / window.innerHeight;
  212. camera.updateProjectionMatrix();
  213. renderer.setSize( window.innerWidth, window.innerHeight );
  214. }
  215. function onDocumentMouseMove( event ) {
  216. event.preventDefault();
  217. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  218. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  219. raycaster.setFromCamera( mouse, camera );
  220. var octreeObjects;
  221. var numObjects;
  222. var numFaces = 0;
  223. var intersections;
  224. if ( useOctree ) {
  225. octreeObjects = octree.search( raycaster.ray.origin, raycaster.ray.far, true, raycaster.ray.direction );
  226. intersections = raycaster.intersectOctreeObjects( octreeObjects );
  227. numObjects = octreeObjects.length;
  228. for ( var i = 0, il = numObjects; i < il; i++ ) {
  229. numFaces += octreeObjects[ i ].faces.length;
  230. }
  231. }
  232. else {
  233. intersections = raycaster.intersectObjects( objects );
  234. numObjects = objects.length;
  235. numFaces = totalFaces;
  236. }
  237. if ( intersections.length > 0 ) {
  238. if ( intersected != intersections[ 0 ].object ) {
  239. if ( intersected ) intersected.material.color.setHex( baseColor );
  240. intersected = intersections[ 0 ].object;
  241. intersected.material.color.setHex( intersectColor );
  242. }
  243. document.body.style.cursor = 'pointer';
  244. }
  245. else if ( intersected ) {
  246. intersected.material.color.setHex( baseColor );
  247. intersected = null;
  248. document.body.style.cursor = 'auto';
  249. }
  250. // update tracker
  251. 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.';
  252. }
  253. </script>
  254. </body>
  255. </html>