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Improve ClosestPointToPoint
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b4ad02f
closestPointToPoint
agargaro dd2cec2
removed comment
agargaro 3c5b46a
example
agargaro a8e0ffb
Merge branch 'master' into closestPointToPoint
agargaro 781dede
test edited
agargaro 06e5cc5
Added sort
agargaro c75e9b2
add Hybrid
agargaro 1a7fbcc
Add example config sortedListMaxCount
agargaro 14a7c32
Improvements
agargaro 8a30eff
add method 2
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<!DOCTYPE html> | ||
<html> | ||
<head> | ||
<title>three-mesh-bvh - Complex Geometry Raycasting</title> | ||
<meta name="viewport" content="width=device-width, initial-scale=1, maximum-scale=1, user-scalable=no"> | ||
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<style type="text/css"> | ||
html, body { | ||
padding: 0; | ||
margin: 0; | ||
overflow: hidden; | ||
} | ||
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canvas { | ||
width: 100%; | ||
height: 100%; | ||
} | ||
</style> | ||
</head> | ||
<body> | ||
<script type="module" src="./testToRemove.js"></script> | ||
</body> | ||
</html> |
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import * as THREE from 'three'; | ||
import { computeBoundsTree, SAH } from '../src'; | ||
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THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree; | ||
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const spawnPointRadius = 20; | ||
const radius = 10; // if radius 100 and tube 0.1 and spawnRadius 100, sort works really good. | ||
const tube = 0.1; | ||
const segmentsMultiplier = 32; | ||
const maxDepthSorted = 4; | ||
const maxLeafTris = 10; | ||
const strategy = SAH; | ||
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const tries = 1000; | ||
const seed = 20000; | ||
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// const geometry = new THREE.SphereGeometry( radius, 8 * segmentsMultiplier, 4 * segmentsMultiplier ); | ||
const geometry = new THREE.TorusKnotGeometry( radius, tube, 64 * segmentsMultiplier, 8 * segmentsMultiplier ); | ||
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geometry.computeBoundsTree( { maxLeafTris, strategy } ); | ||
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export class PRNG { | ||
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constructor( seed ) { | ||
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this._seed = seed; | ||
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} | ||
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next() { | ||
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let t = ( this._seed += 0x6d2b79f5 ); | ||
t = Math.imul( t ^ ( t >>> 15 ), t | 1 ); | ||
t ^= t + Math.imul( t ^ ( t >>> 7 ), t | 61 ); | ||
return ( ( t ^ ( t >>> 14 ) ) >>> 0 ) / 4294967296; | ||
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} | ||
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range( min, max ) { | ||
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return min + ( max - min ) * this.next(); | ||
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} | ||
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} | ||
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const bvh = geometry.boundsTree; | ||
const target = {}; | ||
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const r = new PRNG( seed ); | ||
const points = new Array( tries ); | ||
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function generatePoints() { | ||
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for ( let i = 0; i < tries; i ++ ) { | ||
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points[ i ] = new THREE.Vector3( r.range( - spawnPointRadius, spawnPointRadius ), r.range( - spawnPointRadius, spawnPointRadius ), r.range( - spawnPointRadius, spawnPointRadius ) ); | ||
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} | ||
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} | ||
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// // TEST EQUALS RESULTS | ||
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// generatePoints(); | ||
// const target2 = {}; | ||
// for ( let i = 0; i < tries; i ++ ) { | ||
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// bvh.closestPointToPoint( points[ i ], target ); | ||
// bvh.closestPointToPointHybrid( points[ i ], target2 ); | ||
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// if ( target.distance !== target2.distance ) { | ||
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// const diff = target.distance - target2.distance; | ||
// console.error( "error: " + ( diff / target2.distance * 100 ) + "%" ); | ||
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// } | ||
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// } | ||
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// TEST PERFORMANCE | ||
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function benchmark() { | ||
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generatePoints(); | ||
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const startOld = performance.now(); | ||
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for ( let i = 0; i < tries; i ++ ) { | ||
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bvh.closestPointToPointOld( points[ i ], target ); | ||
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} | ||
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const endOld = performance.now() - startOld; | ||
const startNew = performance.now(); | ||
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for ( let i = 0; i < tries; i ++ ) { | ||
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bvh.closestPointToPoint( points[ i ], target ); | ||
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} | ||
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const endNew = performance.now() - startNew; | ||
const startSort = performance.now(); | ||
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for ( let i = 0; i < tries; i ++ ) { | ||
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bvh.closestPointToPointSort( points[ i ], target ); | ||
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} | ||
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const endSort = performance.now() - startSort; | ||
const startHybrid = performance.now(); | ||
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for ( let i = 0; i < tries; i ++ ) { | ||
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bvh.closestPointToPointHybrid( points[ i ], target, maxDepthSorted ); | ||
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} | ||
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const endHybrid = performance.now() - startHybrid; | ||
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const bestEnd = Math.min( endSort, endNew, endHybrid ); | ||
const best = bestEnd === endSort ? "Sorted" : ( bestEnd === endNew ? "New" : "Hybrid" ); | ||
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console.log( `New: ${endNew.toFixed( 1 )}ms / Sorted: ${endSort.toFixed( 1 )}ms / Hybrid: ${endHybrid.toFixed( 1 )}ms / Old: ${endOld.toFixed( 1 )}ms / Diff: ${( ( 1 - ( endOld / bestEnd ) ) * 100 ).toFixed( 2 )} % / Best: ${best}` ); | ||
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} | ||
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benchmark(); | ||
setInterval( () => benchmark(), 1000 ); |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,117 @@ | ||
import { Vector3 } from 'three'; | ||
import { COUNT, OFFSET, LEFT_NODE, RIGHT_NODE, IS_LEAF } from '../utils/nodeBufferUtils.js'; | ||
import { BufferStack } from '../utils/BufferStack.js'; | ||
import { ExtendedTrianglePool } from '../../utils/ExtendedTrianglePool.js'; | ||
import { setTriangle } from '../../utils/TriangleUtilities.js'; | ||
import { closestDistanceSquaredPointToBox } from '../utils/distanceUtils.js'; | ||
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const temp = /* @__PURE__ */ new Vector3(); | ||
const temp1 = /* @__PURE__ */ new Vector3(); | ||
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export function closestPointToPoint/* @echo INDIRECT_STRING */( | ||
bvh, | ||
root, | ||
point, | ||
target, | ||
minThreshold, | ||
maxThreshold | ||
) { | ||
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const minThresholdSq = minThreshold * minThreshold; | ||
const maxThresholdSq = maxThreshold * maxThreshold; | ||
let closestDistanceSq = Infinity; | ||
let closestDistanceTriIndex = null; | ||
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const { geometry } = bvh; | ||
const { index } = geometry; | ||
const pos = geometry.attributes.position; | ||
const triangle = ExtendedTrianglePool.getPrimitive(); | ||
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BufferStack.setBuffer( bvh._roots[ root ] ); | ||
const { float32Array, uint16Array, uint32Array } = BufferStack; | ||
_closestPointToPoint( root ); | ||
BufferStack.clearBuffer(); | ||
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if ( closestDistanceSq === Infinity ) return null; | ||
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const closestDistance = Math.sqrt( closestDistanceSq ); | ||
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if ( ! target.point ) target.point = temp1.clone(); | ||
else target.point.copy( temp1 ); | ||
target.distance = closestDistance; | ||
target.faceIndex = closestDistanceTriIndex; | ||
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return target; | ||
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// early out if under minThreshold | ||
// skip checking if over maxThreshold | ||
// set minThreshold = maxThreshold to quickly check if a point is within a threshold | ||
// returns Infinity if no value found | ||
function _closestPointToPoint( nodeIndex32 ) { | ||
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const nodeIndex16 = nodeIndex32 * 2; | ||
const isLeaf = IS_LEAF( nodeIndex16, uint16Array ); | ||
if ( isLeaf ) { | ||
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const offset = OFFSET( nodeIndex32, uint32Array ); | ||
const count = COUNT( nodeIndex16, uint16Array ); | ||
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for ( let i = offset, l = count + offset; i < l; i ++ ) { | ||
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/* @if INDIRECT */ | ||
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const ti = bvh.resolveTriangleIndex( i ); | ||
setTriangle( triangle, 3 * ti, index, pos ); | ||
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/* @else */ | ||
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setTriangle( triangle, i * 3, index, pos ); | ||
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/* @endif */ | ||
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triangle.needsUpdate = true; | ||
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triangle.closestPointToPoint( point, temp ); | ||
const distSq = point.distanceToSquared( temp ); | ||
if ( distSq < closestDistanceSq ) { | ||
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temp1.copy( temp ); | ||
closestDistanceSq = distSq; | ||
closestDistanceTriIndex = i; | ||
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if ( distSq < minThresholdSq ) return true; | ||
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} | ||
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} | ||
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return; | ||
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} | ||
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const leftIndex = LEFT_NODE( nodeIndex32 ); | ||
const rightIndex = RIGHT_NODE( nodeIndex32, uint32Array ); | ||
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const leftDistance = closestDistanceSquaredPointToBox( leftIndex, float32Array, point ); | ||
const rightDistance = closestDistanceSquaredPointToBox( rightIndex, float32Array, point ); | ||
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if ( leftDistance <= rightDistance ) { | ||
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if ( leftDistance < closestDistanceSq && leftDistance < maxThresholdSq ) { | ||
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if ( _closestPointToPoint( leftIndex ) ) return true; | ||
if ( rightDistance < closestDistanceSq ) return _closestPointToPoint( rightIndex ); | ||
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} | ||
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} else if ( rightDistance < closestDistanceSq && rightDistance < maxThresholdSq ) { | ||
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if ( _closestPointToPoint( rightIndex ) ) return true; | ||
if ( leftDistance < closestDistanceSq ) return _closestPointToPoint( leftIndex ); | ||
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} | ||
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} | ||
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} |
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Don't we want to check distance to
maxThresholdSq
here, as well?