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Improve ClosestPointToPoint #699

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23 changes: 23 additions & 0 deletions example/testToRemove.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,23 @@
<!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">

<style type="text/css">
html, body {
padding: 0;
margin: 0;
overflow: hidden;
}

canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<body>
<script type="module" src="./testToRemove.js"></script>
</body>
</html>
133 changes: 133 additions & 0 deletions example/testToRemove.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,133 @@
import * as THREE from 'three';
import { computeBoundsTree, SAH } from '../src';

THREE.BufferGeometry.prototype.computeBoundsTree = computeBoundsTree;

const spawnPointRadius = 100;
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 sortedListMaxCount = 32;
const maxLeafTris = 10;
const strategy = SAH;

const tries = 1000;
const seed = 20000;

// const geometry = new THREE.SphereGeometry( radius, 8 * segmentsMultiplier, 4 * segmentsMultiplier );
const geometry = new THREE.TorusKnotGeometry( radius, tube, 64 * segmentsMultiplier, 8 * segmentsMultiplier );

geometry.computeBoundsTree( { maxLeafTris, strategy } );

export class PRNG {

constructor( seed ) {

this._seed = seed;

}

next() {

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;

}

range( min, max ) {

return min + ( max - min ) * this.next();

}

}

const bvh = geometry.boundsTree;
const target = {};

const r = new PRNG( seed );
const points = new Array( tries );

function generatePoints() {

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

points[ i ] = new THREE.Vector3( r.range( - spawnPointRadius, spawnPointRadius ), r.range( - spawnPointRadius, spawnPointRadius ), r.range( - spawnPointRadius, spawnPointRadius ) );

}

}


// // TEST EQUALS RESULTS

// generatePoints();
// const target2 = {};
// for ( let i = 0; i < tries; i ++ ) {

// bvh.closestPointToPoint( points[ i ], target );
// bvh.closestPointToPointHybrid( points[ i ], target2 );

// if ( target.distance !== target2.distance ) {

// const diff = target.distance - target2.distance;
// console.error( "error: " + ( diff / target2.distance * 100 ) + "%" );

// }

// }

// TEST PERFORMANCE

function benchmark() {

generatePoints();

const startOld = performance.now();

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

bvh.closestPointToPointOld( points[ i ], target );

}

const endOld = performance.now() - startOld;
const startNew = performance.now();

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

bvh.closestPointToPoint( points[ i ], target );

}

const endNew = performance.now() - startNew;
const startSort = performance.now();

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

bvh.closestPointToPointSort( points[ i ], target );

}

const endSort = performance.now() - startSort;
const startHybrid = performance.now();

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

bvh.closestPointToPointHybrid( points[ i ], target, sortedListMaxCount );

}

const endHybrid = performance.now() - startHybrid;

const bestEnd = Math.min( endSort, endNew, endHybrid );
const best = bestEnd === endSort ? "Sorted" : ( bestEnd === endNew ? "New" : "Hybrid" );

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}` );

}

benchmark();
setInterval( () => benchmark(), 1000 );
93 changes: 91 additions & 2 deletions src/core/MeshBVH.js
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,13 @@ import { OrientedBox } from '../math/OrientedBox.js';
import { arrayToBox } from '../utils/ArrayBoxUtilities.js';
import { ExtendedTrianglePool } from '../utils/ExtendedTrianglePool.js';
import { shapecast } from './cast/shapecast.js';
import { closestPointToPoint } from './cast/closestPointToPoint.js';
import { closestPointToPoint } from './cast/closestPointToPoint.generated.js';
import { closestPointToPoint_indirect } from './cast/closestPointToPoint_indirect.generated.js';
import { closestPointToPointSort } from './cast/closestPointToPointSort.generated.js';
import { closestPointToPointSort_indirect } from './cast/closestPointToPointSort_indirect.generated.js';
import { closestPointToPointHybrid } from './cast/closestPointToPointHybrid.generated.js';
import { closestPointToPointHybrid_indirect } from './cast/closestPointToPointHybrid_indirect.generated.js';
import { closestPointToPointOld } from './cast/closestPointToPoint.js'; // REMOVE AFTER TEST

import { iterateOverTriangles } from './utils/iterationUtils.generated.js';
import { refit } from './cast/refit.generated.js';
Expand Down Expand Up @@ -519,7 +525,90 @@ export class MeshBVH {

closestPointToPoint( point, target = { }, minThreshold = 0, maxThreshold = Infinity ) {

return closestPointToPoint(
const closestPointToPointFunc = this.indirect ? closestPointToPoint_indirect : closestPointToPoint;
const roots = this._roots;
let result = null;

for ( let i = 0, l = roots.length; i < l; i ++ ) {

result = closestPointToPointFunc(
this,
i,
point,
target,
minThreshold,
maxThreshold,
);

// fix here, check old result and new

if ( result && result.distance <= minThreshold ) break;

}

return result;

}

closestPointToPointSort( point, target = { }, minThreshold = 0, maxThreshold = Infinity ) {

const closestPointToPointFunc = this.indirect ? closestPointToPointSort_indirect : closestPointToPointSort;
const roots = this._roots;
let result = null;

for ( let i = 0, l = roots.length; i < l; i ++ ) {

result = closestPointToPointFunc(
this,
i,
point,
target,
minThreshold,
maxThreshold,
);

// fix here, check old result and new

if ( result && result.distance <= minThreshold ) break;

}

return result;

}

closestPointToPointHybrid( point, target = { }, sortedListMaxCount = 16, minThreshold = 0, maxThreshold = Infinity ) {

const closestPointToPointFunc = this.indirect ? closestPointToPointHybrid_indirect : closestPointToPointHybrid;
const roots = this._roots;
let result = null;

for ( let i = 0, l = roots.length; i < l; i ++ ) {

result = closestPointToPointFunc(
this,
i,
point,
target,
sortedListMaxCount,
minThreshold,
maxThreshold,
);

// fix here, check old result and new

if ( result && result.distance <= minThreshold ) break;

}

return result;

}

// REMOVE AFTER TEST
closestPointToPointOld( point, target = { }, minThreshold = 0, maxThreshold = Infinity ) {

return closestPointToPointOld(
this,
point,
target,
Expand Down
4 changes: 3 additions & 1 deletion src/core/cast/closestPointToPoint.js
Original file line number Diff line number Diff line change
@@ -1,9 +1,11 @@
import { Vector3 } from 'three';

// DELETE THIS AFTER TEST

const temp = /* @__PURE__ */ new Vector3();
const temp1 = /* @__PURE__ */ new Vector3();

export function closestPointToPoint(
export function closestPointToPointOld(
bvh,
point,
target = { },
Expand Down
117 changes: 117 additions & 0 deletions src/core/cast/closestPointToPoint.template.js
Original file line number Diff line number Diff line change
@@ -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';

const temp = /* @__PURE__ */ new Vector3();
const temp1 = /* @__PURE__ */ new Vector3();

export function closestPointToPoint/* @echo INDIRECT_STRING */(
bvh,
root,
point,
target,
minThreshold,
maxThreshold
) {

const minThresholdSq = minThreshold * minThreshold;
const maxThresholdSq = maxThreshold * maxThreshold;
let closestDistanceSq = Infinity;
let closestDistanceTriIndex = null;

const { geometry } = bvh;
const { index } = geometry;
const pos = geometry.attributes.position;
const triangle = ExtendedTrianglePool.getPrimitive();

BufferStack.setBuffer( bvh._roots[ root ] );
const { float32Array, uint16Array, uint32Array } = BufferStack;
_closestPointToPoint( root );
BufferStack.clearBuffer();

if ( closestDistanceSq === Infinity ) return null;

const closestDistance = Math.sqrt( closestDistanceSq );

if ( ! target.point ) target.point = temp1.clone();
else target.point.copy( temp1 );
target.distance = closestDistance;
target.faceIndex = closestDistanceTriIndex;

return target;


// 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 ) {

const nodeIndex16 = nodeIndex32 * 2;
const isLeaf = IS_LEAF( nodeIndex16, uint16Array );
if ( isLeaf ) {

const offset = OFFSET( nodeIndex32, uint32Array );
const count = COUNT( nodeIndex16, uint16Array );

for ( let i = offset, l = count + offset; i < l; i ++ ) {

/* @if INDIRECT */

const ti = bvh.resolveTriangleIndex( i );
setTriangle( triangle, 3 * ti, index, pos );

/* @else */

setTriangle( triangle, i * 3, index, pos );

/* @endif */

triangle.needsUpdate = true;

triangle.closestPointToPoint( point, temp );
const distSq = point.distanceToSquared( temp );
if ( distSq < closestDistanceSq ) {

temp1.copy( temp );
closestDistanceSq = distSq;
closestDistanceTriIndex = i;

if ( distSq < minThresholdSq ) return true;

}

}

return;

}

const leftIndex = LEFT_NODE( nodeIndex32 );
const rightIndex = RIGHT_NODE( nodeIndex32, uint32Array );

const leftDistance = closestDistanceSquaredPointToBox( leftIndex, float32Array, point );
const rightDistance = closestDistanceSquaredPointToBox( rightIndex, float32Array, point );

if ( leftDistance <= rightDistance ) {

if ( leftDistance < closestDistanceSq && leftDistance < maxThresholdSq ) {

if ( _closestPointToPoint( leftIndex ) ) return true;
if ( rightDistance < closestDistanceSq ) return _closestPointToPoint( rightIndex );
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Don't we want to check distance to maxThresholdSq here, as well?


}

} else if ( rightDistance < closestDistanceSq && rightDistance < maxThresholdSq ) {

if ( _closestPointToPoint( rightIndex ) ) return true;
if ( leftDistance < closestDistanceSq ) return _closestPointToPoint( leftIndex );

}

}

}
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