mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-26 15:34:57 +01:00
275 lines
6.9 KiB
HTML
275 lines
6.9 KiB
HTML
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - octree</title>
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<meta charset="utf-8">
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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>
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var camera,
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scene,
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renderer,
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octree,
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geometry,
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material,
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mesh,
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meshes = [],
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meshesSearch = [],
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meshCountMax = 1000,
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radius = 500,
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radiusMax = radius * 10,
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radiusMaxHalf = radiusMax * 0.5,
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radiusSearch = 400,
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searchMesh,
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baseR = 255, baseG = 0, baseB = 255,
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foundR = 0, foundG = 255, foundB = 0,
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adding = true,
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rayCaster = new THREE.Raycaster(),
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origin = new THREE.Vector3(),
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direction = new THREE.Vector3();
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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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scene.add( camera );
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renderer = new THREE.WebGLRenderer();
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renderer.setClearColor( 0xf0f0f0 );
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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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// 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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// pass the scene to visualize the octree
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scene: scene
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} );
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// create object to show search radius and add to scene
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searchMesh = new THREE.Mesh(
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new THREE.SphereGeometry( radiusSearch ),
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new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
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);
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scene.add( searchMesh );
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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 (sparse & dynamic) - by <a href="http://github.com/collinhover/threeoctree" target="_blank">collinhover</a>';
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document.body.appendChild( info );
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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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// modify octree structure by adding/removing objects
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modifyOctree();
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// search octree at random location
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searchOctree();
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// render results
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render();
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// update octree to add deferred objects
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octree.update();
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}
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function modifyOctree() {
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// if is adding objects to octree
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if ( adding === true ) {
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// create new object
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geometry = new THREE.BoxGeometry( 50, 50, 50 );
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material = new THREE.MeshBasicMaterial();
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material.color.setRGB( baseR, baseG, baseB );
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mesh = new THREE.Mesh( geometry, material );
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// give new object a random position in radius
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mesh.position.set(
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Math.random() * radiusMax - radiusMaxHalf,
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Math.random() * radiusMax - radiusMaxHalf,
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Math.random() * radiusMax - radiusMaxHalf
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);
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// add new object to octree and scene
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octree.add( mesh );
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scene.add( mesh );
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// store object for later
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meshes.push( mesh );
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// if at max, stop adding
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if ( meshes.length === meshCountMax ) {
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adding = false;
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}
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}
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// else remove objects from octree
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else {
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// get object
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mesh = meshes.shift();
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// remove from scene and octree
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scene.remove( mesh );
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octree.remove( mesh );
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// if no more objects, start adding
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if ( meshes.length === 0 ) {
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adding = true;
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}
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}
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/*
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// octree details to console
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console.log( ' OCTREE: ', octree );
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console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
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console.log( ' ... num nodes: ', octree.node_count_end() );
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console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
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// print full octree structure to console
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octree.to_console();
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*/
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}
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function searchOctree() {
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var i, il;
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// revert previous search objects to base color
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for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
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meshesSearch[ i ].object.material.color.setRGB( baseR, baseG, baseB );
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}
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// new search position
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searchMesh.position.set(
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Math.random() * radiusMax - radiusMaxHalf,
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Math.random() * radiusMax - radiusMaxHalf,
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Math.random() * radiusMax - radiusMaxHalf
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);
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// record start time
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var timeStart = Date.now();
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// search octree from search mesh position with search radius
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// optional third parameter: boolean, if should sort results by object when using faces in octree
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// optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
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origin.copy( searchMesh.position );
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direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
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rayCaster.set( origin, direction );
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meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
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var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
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// record end time
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var timeEnd = Date.now();
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// set color of all meshes found in search
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for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
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meshesSearch[ i ].object.material.color.setRGB( foundR, foundG, foundB );
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}
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/*
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// results to console
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console.log( 'OCTREE: ', octree );
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console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
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*/
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}
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function render() {
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var timer = - Date.now() / 5000;
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camera.position.x = Math.cos( timer ) * 10000;
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camera.position.z = Math.sin( timer ) * 10000;
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camera.lookAt( scene.position );
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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