Doodle3D-Slicer/three.js-master/examples/webgl_octree.html
2017-06-22 13:21:07 +02:00

275 lines
6.9 KiB
HTML
Executable File

<!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>