webgl_octree_raycasting.html 9.2 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 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.js"></script>
  18. <script type="text/javascript" src="js/Octree.js"></script>
  19. <script type="text/javascript" src="js/controls/TrackballControls.js"></script>
  20. <script type="text/javascript" src="js/libs/stats.min.js"></script>
  21. <script>
  22. var camera, scene, renderer;
  23. var controls, stats;
  24. var tracker;
  25. var octree;
  26. var objects = [];
  27. var objectsSearch = [];
  28. var totalFaces = 0;
  29. var simpleMeshCount = 5000;
  30. var radius = 100;
  31. var radiusMax = radius * 10;
  32. var radiusMaxHalf = radiusMax * 0.5;
  33. var radiusSearch = radius * 0.75;
  34. var baseColor = 0x333333;
  35. var foundColor = 0x12C0E3;
  36. var intersectColor = 0x00D66B;
  37. var clock = new THREE.Clock();
  38. var searchDelay = 1;
  39. var searchInterval = 0;
  40. var useOctree = true;
  41. var raycaster = new THREE.Raycaster();
  42. var mouse = new THREE.Vector2();
  43. var intersected;
  44. init();
  45. animate();
  46. function init() {
  47. // standard three scene, camera, renderer
  48. scene = new THREE.Scene();
  49. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
  50. camera.position.z = radius * 10;
  51. scene.add( camera );
  52. renderer = new THREE.WebGLRenderer();
  53. renderer.setPixelRatio( window.devicePixelRatio );
  54. renderer.setSize( window.innerWidth, window.innerHeight );
  55. document.body.appendChild( renderer.domElement );
  56. // create octree
  57. octree = new THREE.Octree( {
  58. // uncomment below to see the octree (may kill the fps)
  59. //scene: scene,
  60. // when undeferred = true, objects are inserted immediately
  61. // instead of being deferred until next octree.update() call
  62. // this may decrease performance as it forces a matrix update
  63. undeferred: false,
  64. // set the max depth of tree
  65. depthMax: Infinity,
  66. // max number of objects before nodes split or merge
  67. objectsThreshold: 8,
  68. // percent between 0 and 1 that nodes will overlap each other
  69. // helps insert objects that lie over more than one node
  70. overlapPct: 0.15
  71. } );
  72. // lights
  73. var ambient = new THREE.AmbientLight( 0x101010 );
  74. scene.add( ambient );
  75. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  76. directionalLight.position.set( 1, 1, 2 ).normalize();
  77. scene.add( directionalLight );
  78. // create all objects
  79. var simpleGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  80. for ( var i = 0; i < simpleMeshCount - 1; i++ ) {
  81. totalFaces += simpleGeometry.faces.length;
  82. var simpleMaterial = new THREE.MeshBasicMaterial();
  83. simpleMaterial.color.setHex( baseColor );
  84. modifyOctree( simpleGeometry, simpleMaterial, false, true, true, true );
  85. }
  86. // camera controls
  87. controls = new THREE.TrackballControls( camera );
  88. controls.rotateSpeed = 1.0;
  89. controls.zoomSpeed = 1.2;
  90. controls.panSpeed = 0.8;
  91. controls.noZoom = false;
  92. controls.noPan = false;
  93. controls.staticMoving = true;
  94. controls.dynamicDampingFactor = 0.3;
  95. // info
  96. var info = document.createElement( 'div' );
  97. info.style.position = 'absolute';
  98. info.style.top = '0';
  99. info.style.width = '100%';
  100. info.style.textAlign = 'center';
  101. info.style.padding = '10px';
  102. info.style.background = '#FFFFFF';
  103. info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - octree (raycasting performance) - by <a href="http://github.com/collinhover/threeoctree" target="_blank" rel="noopener">collinhover</a>)</small>';
  104. document.body.appendChild( info );
  105. // stats
  106. stats = new Stats();
  107. document.body.appendChild( stats.dom );
  108. // bottom container
  109. var container = document.createElement( 'div' );
  110. container.style.position = 'absolute';
  111. container.style.bottom = '0';
  112. container.style.width = '100%';
  113. container.style.textAlign = 'center';
  114. document.body.appendChild( container );
  115. // tracker
  116. tracker = document.createElement( 'div' );
  117. tracker.style.width = '100%';
  118. tracker.style.padding = '10px';
  119. tracker.style.background = '#FFFFFF';
  120. container.appendChild( tracker );
  121. // octree use toggle
  122. var toggle = document.createElement( 'div' );
  123. toggle.style.position = 'absolute';
  124. toggle.style.bottom = '100%';
  125. toggle.style.width = '100%';
  126. toggle.style.padding = '10px';
  127. toggle.style.background = '#FFFFFF';
  128. container.appendChild( toggle );
  129. var checkbox = document.createElement('input');
  130. checkbox.type = "checkbox";
  131. checkbox.name = "octreeToggle";
  132. checkbox.value = "value";
  133. checkbox.id = "octreeToggle";
  134. checkbox.checked = true;
  135. var label = document.createElement('label');
  136. label.htmlFor = "octreeToggle";
  137. label.appendChild(document.createTextNode('Use Octree') );
  138. toggle.appendChild(checkbox);
  139. toggle.appendChild(label);
  140. // events
  141. checkbox.addEventListener( 'click', toggleOctree, false );
  142. renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
  143. window.addEventListener( 'resize', onWindowResize, false );
  144. }
  145. function toggleOctree () {
  146. useOctree = !useOctree;
  147. }
  148. function animate() {
  149. // note: three.js includes requestAnimationFrame shim
  150. requestAnimationFrame( animate );
  151. render();
  152. stats.update();
  153. }
  154. function render() {
  155. controls.update();
  156. renderer.render( scene, camera );
  157. // update octree post render
  158. // this ensures any objects being added
  159. // have already had their matrices updated
  160. octree.update();
  161. }
  162. function modifyOctree( geometry, material, useFaces, randomPosition, randomRotation, randomScale ) {
  163. var mesh;
  164. if ( geometry ) {
  165. // create new object
  166. mesh = new THREE.Mesh( geometry, material );
  167. // give new object a random position, rotation, and scale
  168. if ( randomPosition ) {
  169. mesh.position.set( Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf );
  170. }
  171. if ( randomRotation ) {
  172. mesh.rotation.set( Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI );
  173. }
  174. if ( randomScale ) {
  175. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * radius * 0.1 + radius * 0.05;
  176. }
  177. // add new object to octree and scene
  178. // NOTE: octree object insertion is deferred until after the next render cycle
  179. octree.add( mesh, { useFaces: useFaces } );
  180. scene.add( mesh );
  181. // store object
  182. objects.push( mesh );
  183. /*
  184. // octree details to console
  185. console.log( ' ============================================================================================================');
  186. console.log( ' OCTREE: ', octree );
  187. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depthEnd() );
  188. console.log( ' ... num nodes: ', octree.nodeCountEnd() );
  189. console.log( ' ... total objects: ', octree.objectCountEnd(), ' vs tree objects length: ', octree.objects.length );
  190. console.log( ' ============================================================================================================');
  191. console.log( ' ');
  192. // print full octree structure to console
  193. octree.toConsole();
  194. */
  195. }
  196. }
  197. function onWindowResize() {
  198. camera.aspect = window.innerWidth / window.innerHeight;
  199. camera.updateProjectionMatrix();
  200. renderer.setSize( window.innerWidth, window.innerHeight );
  201. }
  202. function onDocumentMouseMove( event ) {
  203. event.preventDefault();
  204. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  205. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  206. raycaster.setFromCamera( mouse, camera );
  207. var octreeObjects;
  208. var numObjects;
  209. var numFaces = 0;
  210. var intersections;
  211. if ( useOctree ) {
  212. octreeObjects = octree.search( raycaster.ray.origin, raycaster.ray.far, true, raycaster.ray.direction );
  213. intersections = raycaster.intersectOctreeObjects( octreeObjects );
  214. numObjects = octreeObjects.length;
  215. for ( var i = 0, il = numObjects; i < il; i++ ) {
  216. numFaces += octreeObjects[ i ].faces.length;
  217. }
  218. }
  219. else {
  220. intersections = raycaster.intersectObjects( objects );
  221. numObjects = objects.length;
  222. numFaces = totalFaces;
  223. }
  224. if ( intersections.length > 0 ) {
  225. if ( intersected != intersections[ 0 ].object ) {
  226. if ( intersected ) intersected.material.color.setHex( baseColor );
  227. intersected = intersections[ 0 ].object;
  228. intersected.material.color.setHex( intersectColor );
  229. }
  230. document.body.style.cursor = 'pointer';
  231. }
  232. else if ( intersected ) {
  233. intersected.material.color.setHex( baseColor );
  234. intersected = null;
  235. document.body.style.cursor = 'auto';
  236. }
  237. // update tracker
  238. 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.';
  239. }
  240. </script>
  241. </body>
  242. </html>