<!DOCTYPE html>
<html lang="en">
	<head>
		<title>three.js webgl - octree</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<style>
			body {
				font-family: Monospace;
				background-color: #f0f0f0;
				margin: 0px;
				overflow: hidden;
			}
		</style>
	</head>
	<body>

		<script type="text/javascript" src="../build/three.min.js"></script>
		<script type="text/javascript" src="js/Octree.js"></script>
		<script>

			var camera, 
				scene, 
				renderer,
				octree,
				geometry, 
				material, 
				mesh,
				meshes = [],
				meshesSearch = [],
				meshCountMax = 1000,
				radius = 500,
				radiusMax = radius * 10,
				radiusMaxHalf = radiusMax * 0.5,
				radiusSearch = 400,
				searchMesh,
				baseR = 255, baseG = 0, baseB = 255,
				foundR = 0, foundG = 255, foundB = 0,
				adding = true,
				rayCaster = new THREE.Raycaster(),
				origin = new THREE.Vector3(),
				direction = new THREE.Vector3();

			init();
			animate();

			function init() {
			
				// standard three scene, camera, renderer

				scene = new THREE.Scene();

				camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 1, radius * 100 );
				scene.add( camera );

				renderer = new THREE.WebGLRenderer();
				renderer.setClearColor( 0xf0f0f0 );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				document.body.appendChild( renderer.domElement );
			
				// create octree
				
				octree = new THREE.Octree( {
					// when undeferred = true, objects are inserted immediately
					// instead of being deferred until next octree.update() call
					// this may decrease performance as it forces a matrix update
					undeferred: false,
					// set the max depth of tree
					depthMax: Infinity,
					// max number of objects before nodes split or merge
					objectsThreshold: 8,
					// percent between 0 and 1 that nodes will overlap each other
					// helps insert objects that lie over more than one node
					overlapPct: 0.15,
					// pass the scene to visualize the octree
					scene: scene
				} );
			
				// create object to show search radius and add to scene
			
				searchMesh = new THREE.Mesh(
					new THREE.SphereGeometry( radiusSearch ),
					new THREE.MeshBasicMaterial( { color: 0x00FF00, transparent: true, opacity: 0.4 } )
				);
				scene.add( searchMesh );
				
				// info
				
				var info = document.createElement( 'div' );
				info.style.position = 'absolute';
				info.style.top = '0';
				info.style.width = '100%';
				info.style.textAlign = 'center';
				info.style.padding = '10px';
				info.style.background = '#FFFFFF';
				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>';
				document.body.appendChild( info );

			}

			function animate() {

				// note: three.js includes requestAnimationFrame shim
				requestAnimationFrame( animate );
			
				// modify octree structure by adding/removing objects
			
				modifyOctree();
			
				// search octree at random location
			
				searchOctree();
			
				// render results
			
				render();
				
				// update octree to add deferred objects
				
				octree.update();

			}
		
			function modifyOctree() {
			
				// if is adding objects to octree
			
				if ( adding === true ) {
				
					// create new object
				
					geometry = new THREE.BoxGeometry( 50, 50, 50 );
					material = new THREE.MeshBasicMaterial();
					material.color.setRGB( baseR, baseG, baseB );
				
					mesh = new THREE.Mesh( geometry, material );
				
					// give new object a random position in radius
				
					mesh.position.set(
						Math.random() * radiusMax - radiusMaxHalf,
						Math.random() * radiusMax - radiusMaxHalf,
						Math.random() * radiusMax - radiusMaxHalf
					);
				
					// add new object to octree and scene
				
					octree.add( mesh );
					scene.add( mesh );
				
					// store object for later
				
					meshes.push( mesh );
				
					// if at max, stop adding
				
					if ( meshes.length === meshCountMax ) {
					
						adding = false;
					
					}
				
				}
				// else remove objects from octree
				else {
				
					// get object
				
					mesh = meshes.shift();
				
					// remove from scene and octree
				
					scene.remove( mesh );
					octree.remove( mesh );
				
					// if no more objects, start adding
				
					if ( meshes.length === 0 ) {
					
						adding = true;
					
					}
				
				}
			
				/*
			
				// octree details to console
			
				console.log( ' OCTREE: ', octree );
				console.log( ' ... depth ', octree.depth, ' vs depth end?', octree.depth_end() );
				console.log( ' ... num nodes: ', octree.node_count_end() );
				console.log( ' ... total objects: ', octree.object_count_end(), ' vs tree objects length: ', octree.objects.length );
			
				// print full octree structure to console
			
				octree.to_console();
			
				*/
			
			}
		
			function searchOctree() {
			
				var i, il;
			
				// revert previous search objects to base color
			
				for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
				
					meshesSearch[ i ].object.material.color.setRGB( baseR, baseG, baseB );
				
				}
			
				// new search position
				searchMesh.position.set(
					Math.random() * radiusMax - radiusMaxHalf,
					Math.random() * radiusMax - radiusMaxHalf,
					Math.random() * radiusMax - radiusMaxHalf
				);
			
				// record start time
			
				var timeStart = Date.now();
			
				// search octree from search mesh position with search radius
				// optional third parameter: boolean, if should sort results by object when using faces in octree
				// optional fourth parameter: vector3, direction of search when using ray (assumes radius is distance/far of ray)
			
				origin.copy( searchMesh.position );
				direction.set( Math.random() * 2 - 1, Math.random() * 2 - 1, Math.random() * 2 - 1 ).normalize();
				rayCaster.set( origin, direction );
				meshesSearch = octree.search( rayCaster.ray.origin, radiusSearch, true, rayCaster.ray.direction );
				var intersections = rayCaster.intersectOctreeObjects( meshesSearch );
			
				// record end time
			
				var timeEnd = Date.now();
			
				// set color of all meshes found in search
			
				for ( i = 0, il = meshesSearch.length; i < il; i++ ) {
				
					meshesSearch[ i ].object.material.color.setRGB( foundR, foundG, foundB );
				
				}
			
				/*
			
				// results to console
			
				console.log( 'OCTREE: ', octree );
				console.log( '... searched ', meshes.length, ' and found ', meshesSearch.length, ' with intersections ', intersections.length, ' and took ', ( timeEnd - timeStart ), ' ms ' );
			
				*/
			
			}
		
			function render() {
	
				var timer = - Date.now() / 5000;

				camera.position.x = Math.cos( timer ) * 10000;
				camera.position.z = Math.sin( timer ) * 10000;
				camera.lookAt( scene.position );
		
				renderer.render( scene, camera );

			}

		</script>
	</body>
</html>