Skip to content

Add BatchedMesh LOD and BVH example page #31239

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 2 commits into
base: dev
Choose a base branch
from
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions examples/files.json
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
"webgl_animation_skinning_morph",
"webgl_animation_multiple",
"webgl_animation_walk",
"webgl_batch_lod_bvh",
"webgl_camera",
"webgl_camera_array",
"webgl_camera_logarithmicdepthbuffer",
Expand Down
Binary file added examples/screenshots/webgl_batch_lod_bvh.jpg
Loading
Sorry, something went wrong. Reload?
Sorry, we cannot display this file.
Sorry, this file is invalid so it cannot be displayed.
1 change: 1 addition & 0 deletions examples/tags.json
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
"physics_rapier_joints": [ "external" ],
"physics_rapier_character_controller": [ "external" ],
"physics_rapier_vehicle_controller": [ "external" ],
"webgl_batch_lod_bvh": [ "external", "accelerate", "performance", "extension", "plugin", "library", "three.ez" ],
"webgl_clipping": [ "solid" ],
"webgl_clipping_advanced": [ "solid" ],
"webgl_clipping_intersection": [ "solid" ],
Expand Down
276 changes: 276 additions & 0 deletions examples/webgl_batch_lod_bvh.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,276 @@
<!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>
a {
text-decoration: underline;
}
</style>
</head>

<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> batch lod bvh - <a href="https://github.com/agargaro/batched-mesh-extensions" target="_blank" rel="noopener">@three.ez/batched-mesh-extensions</a><br/>
BatchedMesh with 10 geometries and 500k instances. Each geometry has 5 LODs (4 generated with meshoptimizer). <br>
Frustum culling and raycasting are accelerated by using BVHs (TLAS & BLAS). <br>
See <a href="https://github.com/agargaro/batched-mesh-extensions" target="_blank" rel="noopener">main project repository</a> for more information and examples on BatchedMesh extensions.
</div>

<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",

"three-mesh-bvh": "https://cdn.jsdelivr.net/npm/[email protected]/build/index.module.js",

"@three.ez/batched-mesh-extensions": "https://cdn.jsdelivr.net/npm/@three.ez/[email protected]/build/webgl.js",
"bvh.js": "https://cdn.jsdelivr.net/npm/[email protected]/build/index.js",

"@three.ez/simplify-geometry": "https://cdn.jsdelivr.net/npm/@three.ez/[email protected]/build/index.js",
"meshoptimizer": "https://cdn.jsdelivr.net/npm/[email protected]/+esm"
}
}
</script>

<script type="module">

import * as THREE from 'three';
import Stats from 'three/addons/libs/stats.module.js';
import { MapControls } from 'three/addons/controls/MapControls.js';
import { GUI } from 'three/addons/libs/lil-gui.module.min.js';

import { acceleratedRaycast, computeBatchedBoundsTree } from 'three-mesh-bvh';

import { createRadixSort, extendBatchedMeshPrototype, getBatchedMeshLODCount } from '@three.ez/batched-mesh-extensions';
import { performanceRangeLOD, simplifyGeometriesByErrorLOD } from '@three.ez/simplify-geometry';

// add and override BatchedMesh methods ( @three.ez/batched-mesh-extensions )
extendBatchedMeshPrototype();

// add the extension functions ( three-mesh-bvh )
THREE.Mesh.prototype.raycast = acceleratedRaycast;
THREE.BatchedMesh.prototype.computeBoundsTree = computeBatchedBoundsTree;

let stats;
let camera, scene, renderer;

const instancesCount = 500000;
let batchedMesh;
let lastHoveredInstance = null;
const lastHoveredColor = new THREE.Color();
const yellow = new THREE.Color( 'yellow' );

const raycaster = new THREE.Raycaster();
const mouse = new THREE.Vector2( 1, 1 );
const position = new THREE.Vector3();
const quaternion = new THREE.Quaternion();
const scale = new THREE.Vector3( 1, 1, 1 );
const matrix = new THREE.Matrix4();
const color = new THREE.Color();

init();

async function init() {

// environment
camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 600 );
camera.position.set( 0, 10, 50 );

scene = new THREE.Scene();
scene.fog = new THREE.Fog( 0x000000, 500, 600 );

const ambient = new THREE.AmbientLight();
scene.add( camera, ambient );

const dirLight = new THREE.DirectionalLight( 'white', 2 );
camera.add( dirLight, dirLight.target );

// renderer
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );

raycaster.firstHitOnly = true;

stats = new Stats();
document.body.appendChild( stats.dom );

const controls = new MapControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI / 2;

const geometries = [
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 1 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 2 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 3 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 4 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 1, 5 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 1 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 2, 3 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 3, 1 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 4, 1 ),
new THREE.TorusKnotGeometry( 1, 0.4, 256, 32, 5, 3 )
];

// generate 4 LODs (levels of detail) for each geometry
const geometriesLODArray = await simplifyGeometriesByErrorLOD( geometries, 4, performanceRangeLOD );

// create BatchedMesh
const { vertexCount, indexCount, LODIndexCount } = getBatchedMeshLODCount( geometriesLODArray );
batchedMesh = new THREE.BatchedMesh( instancesCount, vertexCount, indexCount, new THREE.MeshStandardMaterial( { metalness: 0.2, roughness: 0.2 } ) );

// enable radix sort for better performance
batchedMesh.customSort = createRadixSort( batchedMesh );

// add geometries and their LODs to the batched mesh ( all LODs share the same position array )
for ( let i = 0; i < geometriesLODArray.length; i ++ ) {

const geometryLOD = geometriesLODArray[ i ];
const geometryId = batchedMesh.addGeometry( geometryLOD[ 0 ], - 1, LODIndexCount[ i ] );
batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 1 ], 15 );
batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 2 ], 75 );
batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 3 ], 125 );
batchedMesh.addGeometryLOD( geometryId, geometryLOD[ 4 ], 200 );

}

// place instances in a 2D grid with randomized rotation and color
const sqrtCount = Math.ceil( Math.sqrt( instancesCount ) );
const size = 5.5;
const start = ( sqrtCount / - 2 * size ) + ( size / 2 );

for ( let i = 0; i < instancesCount; i ++ ) {

const r = Math.floor( i / sqrtCount );
const c = i % sqrtCount;
const id = batchedMesh.addInstance( Math.floor( Math.random() * geometriesLODArray.length ) );
position.set( c * size + start, 0, r * size + start );
quaternion.random();
batchedMesh.setMatrixAt( id, matrix.compose( position, quaternion, scale ) );
batchedMesh.setColorAt( id, color.setHSL( Math.random(), 0.6, 0.5 ) );

}

// compute blas (bottom-level acceleration structure) bvh ( three-mesh-bvh )
batchedMesh.computeBoundsTree();

// compute tlas (top-level acceleration structure) bvh ( @three.ez/batched-mesh-extensions )
batchedMesh.computeBVH( THREE.WebGLCoordinateSystem );

scene.add( batchedMesh );

// set up gui
const config = {
freeze: false,
useBVH: true,
useLOD: true
};

const bvh = batchedMesh.bvh;
const lods = batchedMesh._geometryInfo.map( x => x.LOD );
const onBeforeRender = batchedMesh.onBeforeRender;

const gui = new GUI();

gui.add( batchedMesh, 'instanceCount' ).disable();

gui.add( config, 'freeze' ).onChange( v => {

batchedMesh.onBeforeRender = v ? () => {} : onBeforeRender;

} );

const frustumCullingFolder = gui.addFolder( 'Frustum culling & raycasting' );
frustumCullingFolder.add( config, 'useBVH' ).onChange( v => {

batchedMesh.bvh = v ? bvh : null;

} );

const geometriesFolder = gui.addFolder( 'Geometries' );
geometriesFolder.add( config, 'useLOD' ).onChange( v => {

const geometryInfo = batchedMesh._geometryInfo;
for ( let i = 0; i < geometryInfo.length; i ++ ) {

geometryInfo[ i ].LOD = v ? lods[ i ] : null;

}

} );

document.addEventListener( 'pointermove', onPointerMove );
window.addEventListener( 'resize', onWindowResize );
onWindowResize();

renderer.setAnimationLoop( animate );

}


function onPointerMove( event ) {

event.preventDefault();

mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;

raycast();

}


function onWindowResize() {

camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();

renderer.setSize( window.innerWidth, window.innerHeight );

}

function raycast() {

raycaster.setFromCamera( mouse, camera );
const intersection = raycaster.intersectObject( batchedMesh );

const batchId = intersection.length > 0 ? intersection[ 0 ].batchId : null;

if ( lastHoveredInstance === batchId ) return;

if ( lastHoveredInstance ) {

batchedMesh.setColorAt( lastHoveredInstance, lastHoveredColor );

}

if ( batchId ) {

batchedMesh.getColorAt( batchId, lastHoveredColor );
batchedMesh.setColorAt( batchId, yellow );

}

lastHoveredInstance = batchId;

}

function animate() {

stats.begin();

renderer.render( scene, camera );

stats.end();

}

</script>

</body>
</html>