mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-23 05:57:57 +01:00
253 lines
6.0 KiB
HTML
Executable File
253 lines
6.0 KiB
HTML
Executable File
<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgl - interactive cubes (gpu)</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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.info {
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position: absolute;
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background-color: black;
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opacity: 0.8;
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color: white;
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text-align: center;
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top: 0px;
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width: 100%;
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}
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.info a {
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color: #00ffff;
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}
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</style>
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</head>
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<body>
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<div class="info">
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<a href="http://threejs.org" target="_blank">three.js</a> webgl - gpu picking
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</div>
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<div id="container"></div>
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<script src="../build/three.min.js"></script>
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<script src="js/controls/TrackballControls.js"></script>
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<script src="js/libs/stats.min.js"></script>
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<script>
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var container, stats;
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var camera, controls, scene, renderer;
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var pickingData = [], pickingTexture, pickingScene;
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var objects = [];
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var highlightBox;
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var mouse = new THREE.Vector2();
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var offset = new THREE.Vector3( 10, 10, 10 );
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init();
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animate();
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function init() {
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container = document.getElementById( "container" );
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camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.z = 1000;
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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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scene = new THREE.Scene();
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pickingScene = new THREE.Scene();
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pickingTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight );
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pickingTexture.minFilter = THREE.LinearFilter;
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pickingTexture.generateMipmaps = false;
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scene.add( new THREE.AmbientLight( 0x555555 ) );
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var light = new THREE.SpotLight( 0xffffff, 1.5 );
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light.position.set( 0, 500, 2000 );
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scene.add( light );
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var geometry = new THREE.Geometry(),
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pickingGeometry = new THREE.Geometry(),
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pickingMaterial = new THREE.MeshBasicMaterial( { vertexColors: THREE.VertexColors } ),
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defaultMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors } );
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function applyVertexColors( g, c ) {
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g.faces.forEach( function( f ) {
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var n = ( f instanceof THREE.Face3 ) ? 3 : 4;
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for( var j = 0; j < n; j ++ ) {
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f.vertexColors[ j ] = c;
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}
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} );
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}
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var geom = new THREE.BoxGeometry( 1, 1, 1 );
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var color = new THREE.Color();
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var matrix = new THREE.Matrix4();
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var quaternion = new THREE.Quaternion();
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for ( var i = 0; i < 5000; i ++ ) {
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var position = new THREE.Vector3();
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position.x = Math.random() * 10000 - 5000;
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position.y = Math.random() * 6000 - 3000;
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position.z = Math.random() * 8000 - 4000;
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var rotation = new THREE.Euler();
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rotation.x = Math.random() * 2 * Math.PI;
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rotation.y = Math.random() * 2 * Math.PI;
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rotation.z = Math.random() * 2 * Math.PI;
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var scale = new THREE.Vector3();
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scale.x = Math.random() * 200 + 100;
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scale.y = Math.random() * 200 + 100;
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scale.z = Math.random() * 200 + 100;
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quaternion.setFromEuler( rotation, false );
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matrix.compose( position, quaternion, scale );
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// give the geom's vertices a random color, to be displayed
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applyVertexColors( geom, color.setHex( Math.random() * 0xffffff ) );
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geometry.merge( geom, matrix );
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// give the geom's vertices a color corresponding to the "id"
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applyVertexColors( geom, color.setHex( i ) );
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pickingGeometry.merge( geom, matrix );
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pickingData[ i ] = {
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position: position,
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rotation: rotation,
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scale: scale
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};
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}
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var drawnObject = new THREE.Mesh( geometry, defaultMaterial );
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scene.add( drawnObject );
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pickingScene.add( new THREE.Mesh( pickingGeometry, pickingMaterial ) );
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highlightBox = new THREE.Mesh(
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new THREE.BoxGeometry( 1, 1, 1 ),
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new THREE.MeshLambertMaterial( { color: 0xffff00 }
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) );
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scene.add( highlightBox );
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renderer = new THREE.WebGLRenderer( { antialias: true } );
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renderer.setClearColor( 0xffffff );
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.sortObjects = false;
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container.appendChild( renderer.domElement );
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stats = new Stats();
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stats.domElement.style.position = 'absolute';
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stats.domElement.style.top = '0px';
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container.appendChild( stats.domElement );
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renderer.domElement.addEventListener( 'mousemove', onMouseMove );
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}
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//
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function onMouseMove( e ) {
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mouse.x = e.clientX;
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mouse.y = e.clientY;
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}
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function animate() {
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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 pick() {
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//render the picking scene off-screen
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renderer.render( pickingScene, camera, pickingTexture );
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//create buffer for reading single pixel
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var pixelBuffer = new Uint8Array( 4 );
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//read the pixel under the mouse from the texture
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renderer.readRenderTargetPixels(pickingTexture, mouse.x, pickingTexture.height - mouse.y, 1, 1, pixelBuffer);
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//interpret the pixel as an ID
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var id = ( pixelBuffer[0] << 16 ) | ( pixelBuffer[1] << 8 ) | ( pixelBuffer[2] );
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var data = pickingData[ id ];
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if ( data) {
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//move our highlightBox so that it surrounds the picked object
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if ( data.position && data.rotation && data.scale ){
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highlightBox.position.copy( data.position );
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highlightBox.rotation.copy( data.rotation );
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highlightBox.scale.copy( data.scale ).add( offset );
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highlightBox.visible = true;
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}
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} else {
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highlightBox.visible = false;
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}
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}
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function render() {
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controls.update();
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pick();
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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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