webgl_octree_raycasting.html 9.0 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 totalFaces = 0;
  28. var simpleMeshCount = 5000;
  29. var radius = 100;
  30. var radiusMax = radius * 10;
  31. var radiusMaxHalf = radiusMax * 0.5;
  32. var baseColor = 0x333333;
  33. var intersectColor = 0x00D66B;
  34. var useOctree = true;
  35. var raycaster = new THREE.Raycaster();
  36. var mouse = new THREE.Vector2();
  37. var intersected;
  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. camera.position.z = radius * 10;
  45. scene.add( camera );
  46. renderer = new THREE.WebGLRenderer();
  47. renderer.setPixelRatio( window.devicePixelRatio );
  48. renderer.setSize( window.innerWidth, window.innerHeight );
  49. document.body.appendChild( renderer.domElement );
  50. // create octree
  51. octree = new THREE.Octree( {
  52. // uncomment below to see the octree (may kill the fps)
  53. //scene: scene,
  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. } );
  66. // lights
  67. var ambient = new THREE.AmbientLight( 0x101010 );
  68. scene.add( ambient );
  69. var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
  70. directionalLight.position.set( 1, 1, 2 ).normalize();
  71. scene.add( directionalLight );
  72. // create all objects
  73. var simpleGeometry = new THREE.BoxGeometry( 1, 1, 1 );
  74. for ( var i = 0; i < simpleMeshCount - 1; i ++ ) {
  75. totalFaces += simpleGeometry.faces.length;
  76. var simpleMaterial = new THREE.MeshBasicMaterial();
  77. simpleMaterial.color.setHex( baseColor );
  78. modifyOctree( simpleGeometry, simpleMaterial, false, true, true, true );
  79. }
  80. // camera controls
  81. controls = new THREE.TrackballControls( camera );
  82. controls.rotateSpeed = 1.0;
  83. controls.zoomSpeed = 1.2;
  84. controls.panSpeed = 0.8;
  85. controls.noZoom = false;
  86. controls.noPan = false;
  87. controls.staticMoving = true;
  88. controls.dynamicDampingFactor = 0.3;
  89. // info
  90. var info = document.createElement( 'div' );
  91. info.style.position = 'absolute';
  92. info.style.top = '0';
  93. info.style.width = '100%';
  94. info.style.textAlign = 'center';
  95. info.style.padding = '10px';
  96. info.style.background = '#FFFFFF';
  97. 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>';
  98. document.body.appendChild( info );
  99. // stats
  100. stats = new Stats();
  101. document.body.appendChild( stats.dom );
  102. // bottom container
  103. var container = document.createElement( 'div' );
  104. container.style.position = 'absolute';
  105. container.style.bottom = '0';
  106. container.style.width = '100%';
  107. container.style.textAlign = 'center';
  108. document.body.appendChild( container );
  109. // tracker
  110. tracker = document.createElement( 'div' );
  111. tracker.style.width = '100%';
  112. tracker.style.padding = '10px';
  113. tracker.style.background = '#FFFFFF';
  114. container.appendChild( tracker );
  115. // octree use toggle
  116. var toggle = document.createElement( 'div' );
  117. toggle.style.position = 'absolute';
  118. toggle.style.bottom = '100%';
  119. toggle.style.width = '100%';
  120. toggle.style.padding = '10px';
  121. toggle.style.background = '#FFFFFF';
  122. container.appendChild( toggle );
  123. var checkbox = document.createElement( 'input' );
  124. checkbox.type = "checkbox";
  125. checkbox.name = "octreeToggle";
  126. checkbox.value = "value";
  127. checkbox.id = "octreeToggle";
  128. checkbox.checked = true;
  129. var label = document.createElement( 'label' );
  130. label.htmlFor = "octreeToggle";
  131. label.appendChild( document.createTextNode( 'Use Octree' ) );
  132. toggle.appendChild( checkbox );
  133. toggle.appendChild( label );
  134. // events
  135. checkbox.addEventListener( 'click', toggleOctree, false );
  136. renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
  137. window.addEventListener( 'resize', onWindowResize, false );
  138. }
  139. function toggleOctree() {
  140. useOctree = ! useOctree;
  141. }
  142. function animate() {
  143. // note: three.js includes requestAnimationFrame shim
  144. requestAnimationFrame( animate );
  145. render();
  146. stats.update();
  147. }
  148. function render() {
  149. controls.update();
  150. renderer.render( scene, camera );
  151. // update octree post render
  152. // this ensures any objects being added
  153. // have already had their matrices updated
  154. octree.update();
  155. }
  156. function modifyOctree( geometry, material, useFaces, randomPosition, randomRotation, randomScale ) {
  157. var mesh;
  158. if ( geometry ) {
  159. // create new object
  160. mesh = new THREE.Mesh( geometry, material );
  161. // give new object a random position, rotation, and scale
  162. if ( randomPosition ) {
  163. mesh.position.set( Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf );
  164. }
  165. if ( randomRotation ) {
  166. mesh.rotation.set( Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI );
  167. }
  168. if ( randomScale ) {
  169. mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * radius * 0.1 + radius * 0.05;
  170. }
  171. // add new object to octree and scene
  172. // NOTE: octree object insertion is deferred until after the next render cycle
  173. octree.add( mesh, { useFaces: useFaces } );
  174. scene.add( mesh );
  175. // store object
  176. objects.push( mesh );
  177. /*
  178. // octree details to console
  179. console.log( ' ============================================================================================================');
  180. console.log( ' OCTREE: ', octree );
  181. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depthEnd() );
  182. console.log( ' ... num nodes: ', octree.nodeCountEnd() );
  183. console.log( ' ... total objects: ', octree.objectCountEnd(), ' vs tree objects length: ', octree.objects.length );
  184. console.log( ' ============================================================================================================');
  185. console.log( ' ');
  186. // print full octree structure to console
  187. octree.toConsole();
  188. */
  189. }
  190. }
  191. function onWindowResize() {
  192. camera.aspect = window.innerWidth / window.innerHeight;
  193. camera.updateProjectionMatrix();
  194. renderer.setSize( window.innerWidth, window.innerHeight );
  195. }
  196. function onDocumentMouseMove( event ) {
  197. event.preventDefault();
  198. mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
  199. mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
  200. raycaster.setFromCamera( mouse, camera );
  201. var octreeObjects;
  202. var numObjects;
  203. var numFaces = 0;
  204. var intersections;
  205. if ( useOctree ) {
  206. octreeObjects = octree.search( raycaster.ray.origin, raycaster.ray.far, true, raycaster.ray.direction );
  207. intersections = raycaster.intersectOctreeObjects( octreeObjects );
  208. numObjects = octreeObjects.length;
  209. for ( var i = 0, il = numObjects; i < il; i ++ ) {
  210. numFaces += octreeObjects[ i ].faces.length;
  211. }
  212. } else {
  213. intersections = raycaster.intersectObjects( objects );
  214. numObjects = objects.length;
  215. numFaces = totalFaces;
  216. }
  217. if ( intersections.length > 0 ) {
  218. if ( intersected != intersections[ 0 ].object ) {
  219. if ( intersected ) intersected.material.color.setHex( baseColor );
  220. intersected = intersections[ 0 ].object;
  221. intersected.material.color.setHex( intersectColor );
  222. }
  223. document.body.style.cursor = 'pointer';
  224. } else if ( intersected ) {
  225. intersected.material.color.setHex( baseColor );
  226. intersected = null;
  227. document.body.style.cursor = 'auto';
  228. }
  229. // update tracker
  230. 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.';
  231. }
  232. </script>
  233. </body>
  234. </html>