mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-16 11:07:57 +01:00
389 lines
10 KiB
HTML
389 lines
10 KiB
HTML
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<!DOCTYPE html>
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<html>
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<head>
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<title>three.js webgl - octree raycasting</title>
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<meta charset="utf-8">
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<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1">
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<meta name="description" content="">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<style>
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body {
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font-family: Monospace;
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background-color: #f0f0f0;
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margin: 0px;
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overflow: hidden;
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}
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</style>
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</head>
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<body>
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<script type="text/javascript" src="../build/three.min.js"></script>
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<script type="text/javascript" src="js/Octree.js"></script>
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<script type="text/javascript" src="js/controls/TrackballControls.js"></script>
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<script type="text/javascript" src="js/libs/stats.min.js"></script>
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<script>
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var camera, scene, renderer;
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var controls, stats;
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var tracker;
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var octree;
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var objects = [];
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var objectsSearch = [];
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var totalFaces = 0;
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var simpleMeshCount = 2000;
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var radius = 100;
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var radiusMax = radius * 10;
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var radiusMaxHalf = radiusMax * 0.5;
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var radiusSearch = radius * 0.75;
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var baseColor = 0x333333;
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var foundColor = 0x12C0E3;
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var intersectColor = 0x00D66B;
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var clock = new THREE.Clock();
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var searchDelay = 1;
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var searchInterval = 0;
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var useOctree = true;
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var raycaster = new THREE.Raycaster();
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var mouse = new THREE.Vector2();
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var intersected;
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init();
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animate();
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function init() {
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// standard three scene, camera, renderer
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scene = new THREE.Scene();
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camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
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camera.position.z = radius * 10;
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scene.add( camera );
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renderer = new THREE.WebGLRenderer();
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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document.body.appendChild( renderer.domElement );
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// create octree
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octree = new THREE.Octree( {
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// uncomment below to see the octree (may kill the fps)
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//scene: scene,
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// when undeferred = true, objects are inserted immediately
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// instead of being deferred until next octree.update() call
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// this may decrease performance as it forces a matrix update
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undeferred: false,
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// set the max depth of tree
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depthMax: Infinity,
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// max number of objects before nodes split or merge
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objectsThreshold: 8,
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// percent between 0 and 1 that nodes will overlap each other
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// helps insert objects that lie over more than one node
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overlapPct: 0.15
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} );
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// lights
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var ambient = new THREE.AmbientLight( 0x101010 );
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scene.add( ambient );
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var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.5 );
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directionalLight.position.set( 1, 1, 2 ).normalize();
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scene.add( directionalLight );
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// create all objects
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var simpleGeometry = new THREE.BoxGeometry( 1, 1, 1 );
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for ( var i = 0; i < simpleMeshCount - 1; i++ ) {
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totalFaces += simpleGeometry.faces.length;
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var simpleMaterial = new THREE.MeshBasicMaterial();
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simpleMaterial.color.setHex( baseColor );
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modifyOctree( simpleGeometry, simpleMaterial, false, true, true, true );
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}
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var loader = new THREE.JSONLoader();
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loader.load( 'obj/lucy/Lucy100k_slim.js', function ( geometry ) {
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geometry.computeVertexNormals();
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totalFaces += geometry.faces.length;
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var material = new THREE.MeshPhongMaterial( { color: 0x030303, specular: 0x030303, shininess: 30 } );
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modifyOctree( geometry, material, true );
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} );
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// camera controls
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controls = new THREE.TrackballControls( camera );
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controls.rotateSpeed = 1.0;
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controls.zoomSpeed = 1.2;
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controls.panSpeed = 0.8;
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controls.noZoom = false;
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controls.noPan = false;
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controls.staticMoving = true;
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controls.dynamicDampingFactor = 0.3;
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// info
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var info = document.createElement( 'div' );
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info.style.position = 'absolute';
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info.style.top = '0';
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info.style.width = '100%';
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info.style.textAlign = 'center';
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info.style.padding = '10px';
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info.style.background = '#FFFFFF';
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info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js</a> webgl - octree (raycasting performance) - by <a href="http://github.com/collinhover/threeoctree" target="_blank">collinhover</a><br><small style="opacity:0.5">Lucy model from <a href="http://graphics.stanford.edu/data/3Dscanrep/">Stanford 3d scanning repository</a>(decimated with <a href="http://meshlab.sourceforge.net/">Meshlab</a>)</small>';
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document.body.appendChild( info );
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// stats
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0';
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stats.domElement.style.left = '0';
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stats.domElement.style.zIndex = 100;
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document.body.appendChild( stats.domElement );
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// bottom container
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var container = document.createElement( 'div' );
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container.style.position = 'absolute';
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container.style.bottom = '0';
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container.style.width = '100%';
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container.style.textAlign = 'center';
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document.body.appendChild( container );
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// tracker
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tracker = document.createElement( 'div' );
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tracker.style.width = '100%';
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tracker.style.padding = '10px';
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tracker.style.background = '#FFFFFF';
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container.appendChild( tracker );
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// octree use toggle
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var toggle = document.createElement( 'div' );
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toggle.style.position = 'absolute';
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toggle.style.bottom = '100%';
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toggle.style.width = '100%';
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toggle.style.padding = '10px';
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toggle.style.background = '#FFFFFF';
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container.appendChild( toggle );
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var checkbox = document.createElement('input');
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checkbox.type = "checkbox";
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checkbox.name = "octreeToggle";
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checkbox.value = "value";
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checkbox.id = "octreeToggle";
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checkbox.checked = true;
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var label = document.createElement('label')
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label.htmlFor = "octreeToggle";
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label.appendChild(document.createTextNode('Use Octree') );
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toggle.appendChild(checkbox);
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toggle.appendChild(label);
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// events
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checkbox.addEventListener( 'click', toggleOctree, false );
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renderer.domElement.addEventListener( 'mousemove', onDocumentMouseMove, false );
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window.addEventListener( 'resize', onWindowResize, false );
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}
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function toggleOctree () {
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useOctree = !useOctree;
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}
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function animate() {
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// note: three.js includes requestAnimationFrame shim
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requestAnimationFrame( animate );
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render();
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stats.update();
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}
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function render() {
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controls.update();
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renderer.render( scene, camera );
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// update octree post render
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// this ensures any objects being added
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// have already had their matrices updated
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octree.update();
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}
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function modifyOctree( geometry, material, useFaces, randomPosition, randomRotation, randomScale ) {
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var mesh;
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if ( geometry ) {
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// create new object
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mesh = new THREE.Mesh( geometry, material );
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// give new object a random position, rotation, and scale
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if ( randomPosition ) {
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mesh.position.set( Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf, Math.random() * radiusMax - radiusMaxHalf );
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}
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if ( randomRotation ) {
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mesh.rotation.set( Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI, Math.random() * 2 * Math.PI );
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}
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if ( randomScale ) {
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mesh.scale.x = mesh.scale.y = mesh.scale.z = Math.random() * radius * 0.1 + radius * 0.05;
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}
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// add new object to octree and scene
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// NOTE: octree object insertion is deferred until after the next render cycle
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octree.add( mesh, { useFaces: useFaces } );
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scene.add( mesh );
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// store object
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objects.push( mesh );
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/*
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// octree details to console
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console.log( ' ============================================================================================================');
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console.log( ' OCTREE: ', octree );
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console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depthEnd() );
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console.log( ' ... num nodes: ', octree.nodeCountEnd() );
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console.log( ' ... total objects: ', octree.objectCountEnd(), ' vs tree objects length: ', octree.objects.length );
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console.log( ' ============================================================================================================');
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console.log( ' ');
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// print full octree structure to console
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octree.toConsole();
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*/
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}
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function onDocumentMouseMove( event ) {
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event.preventDefault();
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mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
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mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
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raycaster.setFromCamera( mouse, camera );
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var octreeObjects;
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var numObjects;
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var numFaces = 0;
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var intersections;
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if ( useOctree ) {
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octreeObjects = octree.search( raycaster.ray.origin, raycaster.ray.far, true, raycaster.ray.direction );
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intersections = raycaster.intersectOctreeObjects( octreeObjects );
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numObjects = octreeObjects.length;
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for ( var i = 0, il = numObjects; i < il; i++ ) {
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numFaces += octreeObjects[ i ].faces.length;
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}
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}
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else {
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intersections = raycaster.intersectObjects( objects );
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numObjects = objects.length;
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numFaces = totalFaces;
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}
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if ( intersections.length > 0 ) {
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if ( intersected != intersections[ 0 ].object ) {
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if ( intersected ) intersected.material.color.setHex( baseColor );
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intersected = intersections[ 0 ].object;
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intersected.material.color.setHex( intersectColor );
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}
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document.body.style.cursor = 'pointer';
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}
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else if ( intersected ) {
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intersected.material.color.setHex( baseColor );
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intersected = null;
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document.body.style.cursor = 'auto';
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}
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// update tracker
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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.';
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}
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</script>
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</body>
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</html>
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