webgl_octree.html 6.2 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.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 = new THREE.BoxBufferGeometry( 50, 50, 50 ),
  25. mesh,
  26. meshes = [],
  27. meshesSearch = [],
  28. meshCountMax = 100,
  29. radius = 500,
  30. radiusMax = radius * 10,
  31. radiusMaxHalf = radiusMax * 0.5,
  32. radiusSearch = 400,
  33. searchMesh,
  34. base = new THREE.Color( 0xff00ff ),
  35. found = new THREE.Color( 0x00ff00 ),
  36. adding = true,
  37. rayCaster = new THREE.Raycaster(),
  38. origin = new THREE.Vector3(),
  39. direction = new THREE.Vector3();
  40. init();
  41. animate();
  42. function init() {
  43. // standard three scene, camera, renderer
  44. scene = new THREE.Scene();
  45. scene.background = new THREE.Color( 0xf0f0f0 );
  46. camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
  47. scene.add( camera );
  48. renderer = new THREE.WebGLRenderer();
  49. renderer.setPixelRatio( window.devicePixelRatio );
  50. renderer.setSize( window.innerWidth, window.innerHeight );
  51. document.body.appendChild( renderer.domElement );
  52. // create octree
  53. octree = new THREE.Octree( {
  54. // when undeferred = true, objects are inserted immediately
  55. // instead of being deferred until next octree.update() call
  56. // this may decrease performance as it forces a matrix update
  57. undeferred: false,
  58. // set the max depth of tree
  59. depthMax: Infinity,
  60. // max number of objects before nodes split or merge
  61. objectsThreshold: 8,
  62. // percent between 0 and 1 that nodes will overlap each other
  63. // helps insert objects that lie over more than one node
  64. overlapPct: 0.15,
  65. // pass the scene to visualize the octree
  66. scene: scene
  67. } );
  68. // create object to show search radius and add to scene
  69. searchMesh = new THREE.Mesh(
  70. new THREE.SphereBufferGeometry( radiusSearch ),
  71. new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
  72. );
  73. scene.add( searchMesh );
  74. // info
  75. var info = document.createElement( 'div' );
  76. info.style.position = 'absolute';
  77. info.style.top = '0';
  78. info.style.width = '100%';
  79. info.style.textAlign = 'center';
  80. info.style.padding = '10px';
  81. info.style.background = '#FFFFFF';
  82. info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - octree (sparse & dynamic) - by <a href="http://github.com/collinhover/threeoctree" target="_blank" rel="noopener">collinhover</a>';
  83. document.body.appendChild( info );
  84. }
  85. function animate() {
  86. // note: three.js includes requestAnimationFrame shim
  87. requestAnimationFrame( animate );
  88. // modify octree structure by adding/removing objects
  89. modifyOctree();
  90. // search octree at random location
  91. searchOctree();
  92. // render results
  93. render();
  94. // update octree to add deferred objects
  95. octree.update();
  96. }
  97. function modifyOctree() {
  98. // if is adding objects to octree
  99. if ( adding === true ) {
  100. // create new object
  101. mesh = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: new THREE.Color( base ) } ) );
  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. } else { // else remove objects from octree
  118. // get object
  119. mesh = meshes.shift();
  120. // remove from scene and octree
  121. scene.remove( mesh );
  122. octree.remove( mesh );
  123. // if no more objects, start adding
  124. if ( meshes.length === 0 ) {
  125. adding = true;
  126. }
  127. }
  128. /*
  129. // octree details to console
  130. console.log( ' OCTREE: ', octree );
  131. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
  132. console.log( ' ... num nodes: ', octree.node_count_end() );
  133. console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
  134. // print full octree structure to console
  135. octree.to_console();
  136. */
  137. }
  138. function searchOctree() {
  139. var i, il;
  140. // revert previous search objects to base color
  141. for ( i = 0, il = meshesSearch.length; i < il; i ++ ) {
  142. meshesSearch[ i ].object.material.color.copy( base );
  143. }
  144. // new search position
  145. searchMesh.position.set(
  146. Math.random() * radiusMax - radiusMaxHalf,
  147. Math.random() * radiusMax - radiusMaxHalf,
  148. Math.random() * radiusMax - radiusMaxHalf
  149. );
  150. // search octree from search mesh position with search radius
  151. // optional third parameter: boolean, if should sort results by object when using faces in octree
  152. // optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
  153. origin.copy( searchMesh.position );
  154. direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
  155. rayCaster.set( origin, direction );
  156. meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
  157. rayCaster.intersectOctreeObjects( meshesSearch );
  158. // set color of all meshes found in search
  159. for ( i = 0, il = meshesSearch.length; i < il; i ++ ) {
  160. meshesSearch[ i ].object.material.color.copy( found );
  161. }
  162. }
  163. function render() {
  164. var timer = - Date.now() / 5000;
  165. camera.position.x = Math.cos( timer ) * 10000;
  166. camera.position.z = Math.sin( timer ) * 10000;
  167. camera.lookAt( scene.position );
  168. renderer.render( scene, camera );
  169. }
  170. </script>
  171. </body>
  172. </html>