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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <title>three.js raycaster - bvh</title>
- <meta charset="utf-8">
- <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
- <link type="text/css" rel="stylesheet" href="main.css">
- <style>
- body {
- background-color: #eeeeee;
- color: #333;
- }
- a {
- color: #E91E63;
- text-decoration: underline;
- }
- </style>
- </head>
- <body>
- <div id="info">
- <a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> raycaster - <a href="https://github.com/gkjohnson/three-mesh-bvh" target="_blank" rel="noopener">three-mesh-bvh</a><br/>
- See <a href="https://github.com/gkjohnson/three-mesh-bvh" target="_blank" rel="noopener">main project repository</a> for more information and examples on high performance spatial queries.
- </div>
- <script type="importmap">
- {
- "imports": {
- "three": "../build/three.module.js",
- "three/addons/": "./jsm/",
- "three-mesh-bvh": "https://cdn.jsdelivr.net/npm/three-mesh-bvh@0.7.3/build/index.module.js"
- }
- }
- </script>
- <script type="module">
- import * as THREE from 'three';
- import { computeBoundsTree, disposeBoundsTree, acceleratedRaycast, MeshBVHHelper } from 'three-mesh-bvh';
- import Stats from 'three/addons/libs/stats.module.js';
- import { FBXLoader } from 'three/addons/loaders/FBXLoader.js';
- import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
- import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
- // Add the extension functions
- THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;
- THREE.BufferGeometry.prototype.disposeBoundsTree = disposeBoundsTree;
- THREE.Mesh.prototype.raycast = acceleratedRaycast;
- let stats;
- let camera, scene, renderer;
- let mesh, helper, bvh;
- let sphereInstance, lineSegments;
- // reusable variables
- const _raycaster = new THREE.Raycaster();
- const _position = new THREE.Vector3();
- const _quaternion = new THREE.Quaternion();
- const _scale = new THREE.Vector3( 1, 1, 1 );
- const _matrix = new THREE.Matrix4();
- const _axis = new THREE.Vector3();
- const MAX_RAYS = 3000;
- const RAY_COLOR = 0x444444;
- const params = {
- count: 150,
- firstHitOnly: true,
- useBVH: true,
- displayHelper: false,
- helperDepth: 10,
- };
- init();
- function init() {
- // environment
- camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 1, 100 );
- camera.position.z = 10;
- scene = new THREE.Scene();
- scene.background = new THREE.Color( 0xeeeeee );
- const ambient = new THREE.HemisphereLight( 0xffffff, 0x999999, 3 );
- scene.add( ambient );
- // renderer
- renderer = new THREE.WebGLRenderer( { antialias: true } );
- renderer.setPixelRatio( window.devicePixelRatio );
- renderer.setSize( window.innerWidth, window.innerHeight );
- renderer.setAnimationLoop( animate );
- document.body.appendChild( renderer.domElement );
- stats = new Stats();
- document.body.appendChild( stats.dom );
- // raycast visualizations
- const lineGeometry = new THREE.BufferGeometry();
- lineGeometry.setAttribute( 'position', new THREE.BufferAttribute( new Float32Array( MAX_RAYS * 2 * 3 ), 3 ) );
- lineSegments = new THREE.LineSegments( lineGeometry, new THREE.LineBasicMaterial( {
- color: RAY_COLOR,
- transparent: true,
- opacity: 0.25,
- depthWrite: false
- } ) );
- sphereInstance = new THREE.InstancedMesh(
- new THREE.SphereGeometry(),
- new THREE.MeshBasicMaterial( { color: RAY_COLOR } ),
- 2 * MAX_RAYS
- );
- sphereInstance.instanceMatrix.setUsage( THREE.DynamicDrawUsage );
- sphereInstance.count = 0;
- scene.add( sphereInstance, lineSegments );
- // load the bunny
- const loader = new FBXLoader();
- loader.load( 'models/fbx/stanford-bunny.fbx', object => {
- mesh = object.children[ 0 ];
- const geometry = mesh.geometry;
- geometry.translate( 0, 0.5 / 0.0075, 0 );
- geometry.computeBoundsTree();
- bvh = geometry.boundsTree;
- if ( ! params.useBVH ) {
- geometry.boundsTree = null;
- }
- scene.add( mesh );
- mesh.scale.setScalar( 0.0075 );
- helper = new MeshBVHHelper( mesh );
- helper.color.set( 0xE91E63 );
- scene.add( helper );
- } );
- const controls = new OrbitControls( camera, renderer.domElement );
- controls.minDistance = 5;
- controls.maxDistance = 75;
- // set up gui
- const gui = new GUI();
- const rayFolder = gui.addFolder( 'Raycasting' );
- rayFolder.add( params, 'count', 1, MAX_RAYS, 1 );
- rayFolder.add( params, 'firstHitOnly' );
- rayFolder.add( params, 'useBVH' ).onChange( v => {
- mesh.geometry.boundsTree = v ? bvh : null;
- } );
- const helperFolder = gui.addFolder( 'BVH Helper' );
- helperFolder.add( params, 'displayHelper' );
- helperFolder.add( params, 'helperDepth', 1, 20, 1 ).onChange( v => {
- helper.depth = v;
- helper.update();
- } );
- window.addEventListener( 'resize', onWindowResize );
- onWindowResize();
- initRays();
- }
- function initRays() {
- const position = new THREE.Vector3();
- const quaternion = new THREE.Quaternion();
- const scale = new THREE.Vector3( 1, 1, 1 );
- const matrix = new THREE.Matrix4();
- for ( let i = 0; i < MAX_RAYS * 2; i ++ ) {
- position.randomDirection().multiplyScalar( 3.75 );
- matrix.compose( position, quaternion, scale );
- sphereInstance.setMatrixAt( i, matrix );
- }
- }
- function updateRays() {
- if ( ! mesh ) return;
- _raycaster.firstHitOnly = params.firstHitOnly;
- const rayCount = params.count;
- let lineNum = 0;
- for ( let i = 0; i < rayCount; i ++ ) {
- // get the current ray origin
- sphereInstance.getMatrixAt( i * 2, _matrix );
- _matrix.decompose( _position, _quaternion, _scale );
- // rotate it about the origin
- const offset = 1e-4 * window.performance.now();
- _axis.set(
- Math.sin( i * 100 + offset ),
- Math.cos( - i * 10 + offset ),
- Math.sin( i * 1 + offset ),
- ).normalize();
- _position.applyAxisAngle( _axis, 0.001 );
- // update the position
- _scale.setScalar( 0.02 );
- _matrix.compose( _position, _quaternion, _scale );
- sphereInstance.setMatrixAt( i * 2, _matrix );
- // raycast
- _raycaster.ray.origin.copy( _position );
- _raycaster.ray.direction.copy( _position ).multiplyScalar( - 1 ).normalize();
- // update hits points and lines
- const hits = _raycaster.intersectObject( mesh );
- if ( hits.length !== 0 ) {
- const hit = hits[ 0 ];
- const point = hit.point;
- _scale.setScalar( 0.01 );
- _matrix.compose( point, _quaternion, _scale );
- sphereInstance.setMatrixAt( i * 2 + 1, _matrix );
- lineSegments.geometry.attributes.position.setXYZ( lineNum ++, _position.x, _position.y, _position.z );
- lineSegments.geometry.attributes.position.setXYZ( lineNum ++, point.x, point.y, point.z );
- } else {
- sphereInstance.setMatrixAt( i * 2 + 1, _matrix );
- lineSegments.geometry.attributes.position.setXYZ( lineNum ++, _position.x, _position.y, _position.z );
- lineSegments.geometry.attributes.position.setXYZ( lineNum ++, 0, 0, 0 );
- }
- }
- sphereInstance.count = rayCount * 2;
- sphereInstance.instanceMatrix.needsUpdate = true;
- lineSegments.geometry.setDrawRange( 0, lineNum );
- lineSegments.geometry.attributes.position.needsUpdate = true;
- }
- function onWindowResize() {
- camera.aspect = window.innerWidth / window.innerHeight;
- camera.updateProjectionMatrix();
- renderer.setSize( window.innerWidth, window.innerHeight );
- }
- function animate() {
- render();
- stats.update();
- }
- function render() {
- if ( helper ) {
- helper.visible = params.displayHelper;
- }
- if ( mesh ) {
- mesh.rotation.y += 0.002;
- mesh.updateMatrixWorld();
- }
- updateRays();
- renderer.render( scene, camera );
- }
- </script>
- </body>
- </html>
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