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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js webgl - VolumeMesh</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - VolumeMesh<br/>
- Generation time: <span id="output">-</span>
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/",
- "three-mesh-bvh": "https://cdn.jsdelivr.net/npm/three-mesh-bvh@0.7.8/build/index.module.js"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { FullScreenQuad } from 'three/addons/postprocessing/Pass.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { RoomEnvironment } from 'three/addons/environments/RoomEnvironment.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
- import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
- import { computeBoundsTree, disposeBoundsTree, acceleratedRaycast } from 'three-mesh-bvh';
- import { VolumeMesh } from 'three/addons/utils/VolumeMesh.js';
- import { RenderSDFLayerMaterial } from 'three/addons/utils/RenderSDFLayerMaterial.js';
- // Add BVH extension to THREE.BufferGeometry
- THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
- THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
- THREE.Mesh.prototype.raycast = acceleratedRaycast;
- const params = {
- resolution: 100,
- margin: 0.05,
- surface: 0.0,
- regenerate: () => regenerateVolume(),
- showMultiple: false,
- showLayers: true,
- layer: 0
- };
- let renderer, camera, scene, gui;
- let outputContainer;
- let sourceMesh, sourceMaterial;
- let volumeMeshes = [];
- let layerPass;
- init();
- async function init() {
- outputContainer = document.getElementById( 'output' );
- // renderer setup
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( render );
- renderer.toneMapping = THREE.NeutralToneMapping;
- document.body.appendChild( renderer.domElement );
- // scene setup
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0x111111 );
- // Setup environment map
- const pmremGenerator = new THREE.PMREMGenerator( renderer );
- const environment = new RoomEnvironment();
- const envMapRT = pmremGenerator.fromScene( environment );
- scene.environment = envMapRT.texture;
- environment.dispose();
- pmremGenerator.dispose();
- // camera setup
- camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 50 );
- camera.position.set( 1, 1, 2 );
- camera.far = 100;
- camera.updateProjectionMatrix();
- new OrbitControls( camera, renderer.domElement );
- // screen pass to render a single layer of the 3d texture
- layerPass = new FullScreenQuad( new RenderSDFLayerMaterial() );
- // Load model
- new GLTFLoader()
- .load( 'models/gltf/DamagedHelmet/glTF/DamagedHelmet.gltf', async ( gltf ) => {
- const object = gltf.scene;
- object.updateMatrixWorld( true );
- // Get material from first mesh
- object.traverse( c => {
- if ( c.isMesh && c.material && ! sourceMaterial ) {
- sourceMaterial = c.material;
- }
- } );
- // Merge into single geometry
- const geometries = [];
- object.traverse( c => {
- if ( c.geometry ) {
- const cloned = c.geometry.clone();
- cloned.applyMatrix4( c.matrixWorld );
- geometries.push( cloned );
- }
- } );
- const mergedGeometry = BufferGeometryUtils.mergeGeometries( geometries );
- mergedGeometry.center();
- // Compute BVH (required for VolumeMesh)
- mergedGeometry.computeBoundsTree( { maxLeafTris: 1 } );
- sourceMesh = new THREE.Mesh( mergedGeometry, sourceMaterial );
- // Generate the first volume mesh
- await regenerateVolume();
- } );
- // GUI
- gui = new GUI();
- gui.add( params, 'resolution', 32, 200, 1 ).name( 'Resolution' );
- gui.add( params, 'margin', 0, 0.5 ).name( 'Margin' );
- gui.add( params, 'surface', - 0.2, 0.5 ).name( 'Surface' ).onChange( () => {
- volumeMeshes.forEach( v => v.surface = params.surface );
- } );
- gui.add( params, 'regenerate' ).name( 'Regenerate' );
- gui.add( params, 'showMultiple' ).name( 'Show Multiple' ).onChange( ( value ) => {
- if ( value ) {
- createMultipleVolumes();
- } else {
- removeExtraVolumes();
- }
- } );
- gui.add( params, 'showLayers' );
- gui.add( params, 'layer', 0, params.resolution - 1, 1 );
- window.addEventListener( 'resize', onResize );
- }
- async function regenerateVolume() {
- if ( ! sourceMesh ) return;
- const startTime = window.performance.now();
- // Remove existing volume meshes
- volumeMeshes.forEach( v => {
- scene.remove( v );
- v.dispose();
- } );
- volumeMeshes = [];
- // Create new VolumeMesh - this is all you need!
- const volume = new VolumeMesh( {
- resolution: params.resolution,
- margin: params.margin,
- surface: params.surface,
- roughness: 1.0,
- metalness: 1.0
- } );
- // Generate the SDF from the source mesh
- await volume.generate( sourceMesh );
- // Add to scene
- scene.add( volume );
- volumeMeshes.push( volume );
- const delta = window.performance.now() - startTime;
- outputContainer.innerText = `${ delta.toFixed( 2 ) }ms`;
- console.log( `VolumeMesh generated in ${delta.toFixed( 2 )}ms` );
- // If showing multiple, create them
- if ( params.showMultiple ) {
- createMultipleVolumes();
- }
- }
- async function createMultipleVolumes() {
- if ( volumeMeshes.length === 0 || ! sourceMesh ) return;
- // Position the first one
- volumeMeshes[ 0 ].position.x = - 1.5;
- // Create 2 more volumes
- for ( let i = 1; i < 3; i ++ ) {
- const volume = new VolumeMesh( {
- resolution: params.resolution,
- margin: params.margin,
- surface: params.surface,
- roughness: 1.0,
- metalness: 1.0
- } );
- // Reuse the SDF texture from the first volume
- volume.sdfTexture = volumeMeshes[ 0 ].sdfTexture;
- volume.inverseBoundsMatrix.copy( volumeMeshes[ 0 ].inverseBoundsMatrix );
- // Copy material properties
- if ( sourceMesh.material ) {
- const mat = sourceMesh.material;
- if ( mat.map ) volume.material.map = mat.map;
- if ( mat.normalMap ) volume.material.normalMap = mat.normalMap;
- if ( mat.metalnessMap ) volume.material.metalnessMap = mat.metalnessMap;
- if ( mat.roughnessMap ) volume.material.roughnessMap = mat.roughnessMap;
- if ( mat.aoMap ) volume.material.aoMap = mat.aoMap;
- volume.material.needsUpdate = true;
- }
- // Set scale and position
- const sdfBoundsMatrix = volume.inverseBoundsMatrix.clone().invert();
- const boundsCenter = new THREE.Vector3();
- const boundsQuat = new THREE.Quaternion();
- const boundsScale = new THREE.Vector3();
- sdfBoundsMatrix.decompose( boundsCenter, boundsQuat, boundsScale );
- volume.scale.copy( boundsScale );
- volume.position.copy( boundsCenter );
- volume.position.x = i * 1.5;
- volume.updateMatrixWorld();
- scene.add( volume );
- volumeMeshes.push( volume );
- }
- }
- function removeExtraVolumes() {
- // Keep only the first volume
- while ( volumeMeshes.length > 1 ) {
- const v = volumeMeshes.pop();
- scene.remove( v );
- // Don't dispose the shared texture, only dispose materials
- v.geometry.dispose();
- v.material.dispose();
- }
- // Reset position of the first one
- if ( volumeMeshes.length > 0 ) {
- const sdfBoundsMatrix = volumeMeshes[ 0 ].inverseBoundsMatrix.clone().invert();
- const boundsCenter = new THREE.Vector3();
- const boundsQuat = new THREE.Quaternion();
- const boundsScale = new THREE.Vector3();
- sdfBoundsMatrix.decompose( boundsCenter, boundsQuat, boundsScale );
- volumeMeshes[ 0 ].position.copy( boundsCenter );
- volumeMeshes[ 0 ].updateMatrixWorld();
- }
- }
- function onResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function render() {
- renderer.render( scene, camera );
- if ( params.showLayers && volumeMeshes.length > 0 ) {
- const layerSize = 256;
- renderer.setScissorTest( true );
- renderer.setScissor( 0, window.innerHeight - layerSize, layerSize, layerSize );
- renderer.setViewport( 0, window.innerHeight - layerSize, layerSize, layerSize );
- layerPass.material.uniforms.sdfTex.value = volumeMeshes[ 0 ].sdfTexture;
- layerPass.material.uniforms.layer.value = params.layer * ( 1 / params.resolution );
- layerPass.render( renderer );
- renderer.setScissorTest( false );
- renderer.setViewport( 0, 0, window.innerWidth, window.innerHeight );
- }
- }
- </script>
- </body>
- </html>
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