webgl_octree.html 6.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269
  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.min.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,
  25. material,
  26. mesh,
  27. meshes = [],
  28. meshesSearch = [],
  29. meshCountMax = 1000,
  30. radius = 500,
  31. radiusMax = radius * 10,
  32. radiusMaxHalf = radiusMax * 0.5,
  33. radiusSearch = 400,
  34. searchMesh,
  35. baseR = 255, baseG = 0, baseB = 255,
  36. foundR = 0, foundG = 255, foundB = 0,
  37. adding = true;
  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. scene.add( camera );
  45. renderer = new THREE.WebGLRenderer();
  46. renderer.setClearColor( 0xf0f0f0 );
  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. // when undeferred = true, objects are inserted immediately
  53. // instead of being deferred until next octree.update() call
  54. // this may decrease performance as it forces a matrix update
  55. undeferred: false,
  56. // set the max depth of tree
  57. depthMax: Infinity,
  58. // max number of objects before nodes split or merge
  59. objectsThreshold: 8,
  60. // percent between 0 and 1 that nodes will overlap each other
  61. // helps insert objects that lie over more than one node
  62. overlapPct: 0.15,
  63. // pass the scene to visualize the octree
  64. scene: scene
  65. } );
  66. // create object to show search radius and add to scene
  67. searchMesh = new THREE.Mesh(
  68. new THREE.SphereGeometry( radiusSearch ),
  69. new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
  70. );
  71. scene.add( searchMesh );
  72. // info
  73. var info = document.createElement( 'div' );
  74. info.style.position = 'absolute';
  75. info.style.top = '0';
  76. info.style.width = '100%';
  77. info.style.textAlign = 'center';
  78. info.style.padding = '10px';
  79. info.style.background = '#FFFFFF';
  80. info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - octree (sparse & dynamic) - by <a href="http://github.com/collinhover/threeoctree" target="_blank">collinhover</a>';
  81. document.body.appendChild( info );
  82. }
  83. function animate() {
  84. // note: three.js includes requestAnimationFrame shim
  85. requestAnimationFrame( animate );
  86. // modify octree structure by adding/removing objects
  87. modifyOctree();
  88. // search octree at random location
  89. searchOctree();
  90. // render results
  91. render();
  92. // update octree to add deferred objects
  93. octree.update();
  94. }
  95. function modifyOctree() {
  96. // if is adding objects to octree
  97. if ( adding === true ) {
  98. // create new object
  99. geometry = new THREE.BoxGeometry( 50, 50, 50 );
  100. material = new THREE.MeshBasicMaterial();
  101. material.color.setRGB( baseR, baseG, baseB );
  102. mesh = new THREE.Mesh( geometry, material );
  103. // give new object a random position in radius
  104. mesh.position.set(
  105. Math.random() * radiusMax - radiusMaxHalf,
  106. Math.random() * radiusMax - radiusMaxHalf,
  107. Math.random() * radiusMax - radiusMaxHalf
  108. );
  109. // add new object to octree and scene
  110. octree.add( mesh );
  111. scene.add( mesh );
  112. // store object for later
  113. meshes.push( mesh );
  114. // if at max, stop adding
  115. if ( meshes.length === meshCountMax ) {
  116. adding = false;
  117. }
  118. }
  119. // else remove objects from octree
  120. else {
  121. // get object
  122. mesh = meshes.shift();
  123. // remove from scene and octree
  124. scene.remove( mesh );
  125. octree.remove( mesh );
  126. // if no more objects, start adding
  127. if ( meshes.length === 0 ) {
  128. adding = true;
  129. }
  130. }
  131. /*
  132. // octree details to console
  133. console.log( ' OCTREE: ', octree );
  134. console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
  135. console.log( ' ... num nodes: ', octree.node_count_end() );
  136. console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
  137. // print full octree structure to console
  138. octree.to_console();
  139. */
  140. }
  141. function searchOctree() {
  142. var i, il;
  143. // revert previous search objects to base color
  144. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  145. meshesSearch[ i ].object.material.color.setRGB( baseR, baseG, baseB );
  146. }
  147. // new search position
  148. searchMesh.position.set(
  149. Math.random() * radiusMax - radiusMaxHalf,
  150. Math.random() * radiusMax - radiusMaxHalf,
  151. Math.random() * radiusMax - radiusMaxHalf
  152. );
  153. // record start time
  154. var timeStart = Date.now();
  155. // search octree from search mesh position with search radius
  156. // optional third parameter: boolean, if should sort results by object when using faces in octree
  157. // optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
  158. var rayCaster = new THREE.Raycaster( new THREE.Vector3().copy( searchMesh.position ), new THREE.Vector3( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize() );
  159. meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
  160. var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
  161. // record end time
  162. var timeEnd = Date.now();
  163. // set color of all meshes found in search
  164. for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
  165. meshesSearch[ i ].object.material.color.setRGB( foundR, foundG, foundB );
  166. }
  167. /*
  168. // results to console
  169. console.log( 'OCTREE: ', octree );
  170. console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
  171. */
  172. }
  173. function render() {
  174. var timer = - Date.now() / 5000;
  175. camera.position.x = Math.cos( timer ) * 10000;
  176. camera.position.z = Math.sin( timer ) * 10000;
  177. camera.lookAt( scene.position );
  178. renderer.render( scene, camera );
  179. }
  180. </script>
  181. </body>
  182. </html>
粤ICP备19079148号