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Merge pull request #10455 from ZappoMan/TriangleSetOptimizations
TriangleSet optimizations - ~80% improvement in Ray picking against models
This commit is contained in:
commit
36c7821e1e
6 changed files with 459 additions and 35 deletions
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@ -376,7 +376,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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glm::vec3 meshFrameOrigin = glm::vec3(worldToMeshMatrix * glm::vec4(origin, 1.0f));
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glm::vec3 meshFrameDirection = glm::vec3(worldToMeshMatrix * glm::vec4(direction, 0.0f));
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for (const auto& triangleSet : _modelSpaceMeshTriangleSets) {
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for (auto& triangleSet : _modelSpaceMeshTriangleSets) {
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float triangleSetDistance = 0.0f;
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BoxFace triangleSetFace;
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glm::vec3 triangleSetNormal;
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@ -114,6 +114,10 @@ static bool isWithin(float value, float corner, float size) {
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return value >= corner && value <= corner + size;
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}
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bool AABox::contains(const Triangle& triangle) const {
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return contains(triangle.v0) && contains(triangle.v1) && contains(triangle.v2);
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}
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bool AABox::contains(const glm::vec3& point) const {
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return isWithin(point.x, _corner.x, _scale.x) &&
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isWithin(point.y, _corner.y, _scale.y) &&
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@ -622,3 +626,40 @@ void AABox::transform(const glm::mat4& matrix) {
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_corner = newCenter - newDir;
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_scale = newDir * 2.0f;
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}
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AABox AABox::getOctreeChild(OctreeChild child) const {
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AABox result(*this); // self
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switch (child) {
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case topLeftNear:
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result._corner.y += _scale.y / 2.0f;
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break;
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case topLeftFar:
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result._corner.y += _scale.y / 2.0f;
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result._corner.z += _scale.z / 2.0f;
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break;
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case topRightNear:
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result._corner.y += _scale.y / 2.0f;
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result._corner.x += _scale.x / 2.0f;
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break;
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case topRightFar:
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result._corner.y += _scale.y / 2.0f;
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result._corner.x += _scale.x / 2.0f;
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result._corner.z += _scale.z / 2.0f;
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break;
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case bottomLeftNear:
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// _corner = same as parent
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break;
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case bottomLeftFar:
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result._corner.z += _scale.z / 2.0f;
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break;
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case bottomRightNear:
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result._corner.x += _scale.x / 2.0f;
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break;
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case bottomRightFar:
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result._corner.x += _scale.x / 2.0f;
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result._corner.z += _scale.z / 2.0f;
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break;
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}
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result._scale /= 2.0f; // everything is half the scale
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return result;
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}
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@ -20,6 +20,7 @@
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#include <QDebug>
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#include "BoxBase.h"
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#include "GeometryUtil.h"
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#include "StreamUtils.h"
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class AACube;
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@ -58,6 +59,7 @@ public:
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const glm::vec3& getMinimumPoint() const { return _corner; }
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glm::vec3 getMaximumPoint() const { return calcTopFarLeft(); }
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bool contains(const Triangle& triangle) const;
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bool contains(const glm::vec3& point) const;
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bool contains(const AABox& otherBox) const;
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bool touches(const AABox& otherBox) const;
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@ -112,6 +114,19 @@ public:
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void clear() { _corner = INFINITY_VECTOR; _scale = glm::vec3(0.0f); }
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typedef enum {
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topLeftNear,
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topLeftFar,
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topRightNear,
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topRightFar,
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bottomLeftNear,
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bottomLeftFar,
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bottomRightNear,
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bottomRightFar
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} OctreeChild;
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AABox getOctreeChild(OctreeChild child) const; // returns the AABox of the would be octree child of this AABox
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private:
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glm::vec3 getClosestPointOnFace(const glm::vec3& point, BoxFace face) const;
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glm::vec3 getClosestPointOnFace(const glm::vec4& origin, const glm::vec4& direction, BoxFace face) const;
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@ -12,9 +12,11 @@
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#include "GLMHelpers.h"
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#include "TriangleSet.h"
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void TriangleSet::insert(const Triangle& t) {
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_triangles.push_back(t);
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void TriangleSet::insert(const Triangle& t) {
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_isBalanced = false;
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_triangles.push_back(t);
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_bounds += t.v0;
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_bounds += t.v1;
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_bounds += t.v2;
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@ -23,39 +25,31 @@ void TriangleSet::insert(const Triangle& t) {
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void TriangleSet::clear() {
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_triangles.clear();
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_bounds.clear();
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_isBalanced = false;
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_triangleOctree.clear();
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}
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// Determine of the given ray (origin/direction) in model space intersects with any triangles
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// in the set. If an intersection occurs, the distance and surface normal will be provided.
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bool TriangleSet::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) const {
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) {
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bool intersectedSomething = false;
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float boxDistance = std::numeric_limits<float>::max();
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float bestDistance = std::numeric_limits<float>::max();
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// reset our distance to be the max possible, lower level tests will store best distance here
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distance = std::numeric_limits<float>::max();
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if (_bounds.findRayIntersection(origin, direction, boxDistance, face, surfaceNormal)) {
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if (precision) {
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for (const auto& triangle : _triangles) {
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float thisTriangleDistance;
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if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
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if (thisTriangleDistance < bestDistance) {
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bestDistance = thisTriangleDistance;
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intersectedSomething = true;
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surfaceNormal = triangle.getNormal();
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distance = bestDistance;
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}
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}
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}
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} else {
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intersectedSomething = true;
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distance = boxDistance;
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}
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if (!_isBalanced) {
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balanceOctree();
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}
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return intersectedSomething;
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}
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int trianglesTouched = 0;
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auto result = _triangleOctree.findRayIntersection(origin, direction, distance, face, surfaceNormal, precision, trianglesTouched);
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#if WANT_DEBUGGING
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if (precision) {
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qDebug() << "trianglesTouched :" << trianglesTouched << "out of:" << _triangleOctree._population << "_triangles.size:" << _triangles.size();
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}
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#endif
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return result;
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}
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bool TriangleSet::convexHullContains(const glm::vec3& point) const {
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if (!_bounds.contains(point)) {
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@ -74,3 +68,198 @@ bool TriangleSet::convexHullContains(const glm::vec3& point) const {
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return insideMesh;
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}
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void TriangleSet::debugDump() {
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qDebug() << __FUNCTION__;
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qDebug() << "bounds:" << getBounds();
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qDebug() << "triangles:" << size() << "at top level....";
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qDebug() << "----- _triangleOctree -----";
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_triangleOctree.debugDump();
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}
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void TriangleSet::balanceOctree() {
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_triangleOctree.reset(_bounds, 0);
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// insert all the triangles
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for (size_t i = 0; i < _triangles.size(); i++) {
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_triangleOctree.insert(i);
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}
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_isBalanced = true;
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#if WANT_DEBUGGING
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debugDump();
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#endif
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}
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// Determine of the given ray (origin/direction) in model space intersects with any triangles
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// in the set. If an intersection occurs, the distance and surface normal will be provided.
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bool TriangleSet::TriangleOctreeCell::findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
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bool intersectedSomething = false;
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float boxDistance = distance;
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float bestDistance = distance;
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if (_bounds.findRayIntersection(origin, direction, boxDistance, face, surfaceNormal)) {
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// if our bounding box intersects at a distance greater than the current known
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// best distance, than we can safely not check any of our triangles
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if (boxDistance > bestDistance) {
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return false;
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}
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if (precision) {
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for (const auto& triangleIndex : _triangleIndices) {
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const auto& triangle = _allTriangles[triangleIndex];
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float thisTriangleDistance;
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trianglesTouched++;
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if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
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if (thisTriangleDistance < bestDistance) {
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bestDistance = thisTriangleDistance;
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intersectedSomething = true;
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surfaceNormal = triangle.getNormal();
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distance = bestDistance;
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}
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}
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}
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} else {
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intersectedSomething = true;
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distance = boxDistance;
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}
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}
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return intersectedSomething;
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}
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static const int MAX_DEPTH = 4; // for now
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static const int MAX_CHILDREN = 8;
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TriangleSet::TriangleOctreeCell::TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth) :
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_allTriangles(allTriangles)
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{
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reset(bounds, depth);
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}
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void TriangleSet::TriangleOctreeCell::clear() {
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_population = 0;
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_triangleIndices.clear();
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_bounds.clear();
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_children.clear();
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}
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void TriangleSet::TriangleOctreeCell::reset(const AABox& bounds, int depth) {
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clear();
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_bounds = bounds;
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_depth = depth;
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}
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void TriangleSet::TriangleOctreeCell::debugDump() {
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qDebug() << __FUNCTION__;
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qDebug() << "bounds:" << getBounds();
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qDebug() << "depth:" << _depth;
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qDebug() << "population:" << _population << "this level or below"
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<< " ---- triangleIndices:" << _triangleIndices.size() << "in this cell";
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qDebug() << "child cells:" << _children.size();
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if (_depth < MAX_DEPTH) {
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int childNum = 0;
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for (auto& child : _children) {
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qDebug() << "child:" << childNum;
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child.second.debugDump();
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childNum++;
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}
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}
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}
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void TriangleSet::TriangleOctreeCell::insert(size_t triangleIndex) {
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const Triangle& triangle = _allTriangles[triangleIndex];
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_population++;
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// if we're not yet at the max depth, then check which child the triangle fits in
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if (_depth < MAX_DEPTH) {
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for (int child = 0; child < MAX_CHILDREN; child++) {
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AABox childBounds = getBounds().getOctreeChild((AABox::OctreeChild)child);
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// if the child AABox would contain the triangle...
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if (childBounds.contains(triangle)) {
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// if the child cell doesn't yet exist, create it...
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if (_children.find((AABox::OctreeChild)child) == _children.end()) {
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_children.insert(
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std::pair<AABox::OctreeChild, TriangleOctreeCell>
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((AABox::OctreeChild)child, TriangleOctreeCell(_allTriangles, childBounds, _depth + 1)));
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}
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// insert the triangleIndex in the child cell
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_children.at((AABox::OctreeChild)child).insert(triangleIndex);
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return;
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}
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}
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}
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// either we're at max depth, or the triangle doesn't fit in one of our
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// children and so we want to just record it here
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_triangleIndices.push_back(triangleIndex);
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}
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bool TriangleSet::TriangleOctreeCell::findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched) {
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if (_population < 1) {
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return false; // no triangles below here, so we can't intersect
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}
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float bestLocalDistance = distance;
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BoxFace bestLocalFace;
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glm::vec3 bestLocalNormal;
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bool intersects = false;
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// if the ray intersects our bounding box, then continue
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if (getBounds().findRayIntersection(origin, direction, bestLocalDistance, bestLocalFace, bestLocalNormal)) {
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// if the intersection with our bounding box, is greater than the current best distance (the distance passed in)
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// then we know that none of our triangles can represent a better intersection and we can return
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if (bestLocalDistance > distance) {
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return false;
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}
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bestLocalDistance = distance;
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float childDistance = distance;
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BoxFace childFace;
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glm::vec3 childNormal;
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// if we're not yet at the max depth, then check which child the triangle fits in
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if (_depth < MAX_DEPTH) {
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for (auto& child : _children) {
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// check each child, if there's an intersection, it will return some distance that we need
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// to compare against the other results, because there might be multiple intersections and
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// we will always choose the best (shortest) intersection
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if (child.second.findRayIntersection(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
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if (childDistance < bestLocalDistance) {
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bestLocalDistance = childDistance;
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bestLocalFace = childFace;
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bestLocalNormal = childNormal;
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intersects = true;
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}
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}
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}
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}
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// also check our local triangle set
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if (findRayIntersectionInternal(origin, direction, childDistance, childFace, childNormal, precision, trianglesTouched)) {
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if (childDistance < bestLocalDistance) {
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bestLocalDistance = childDistance;
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bestLocalFace = childFace;
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bestLocalNormal = childNormal;
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intersects = true;
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}
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}
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}
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if (intersects) {
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distance = bestLocalDistance;
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face = bestLocalFace;
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surfaceNormal = bestLocalNormal;
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}
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return intersects;
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}
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@ -15,19 +15,64 @@
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#include "GeometryUtil.h"
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class TriangleSet {
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public:
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void reserve(size_t size) { _triangles.reserve(size); } // reserve space in the datastructure for size number of triangles
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size_t size() const { return _triangles.size(); }
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const Triangle& getTriangle(size_t t) const { return _triangles[t]; }
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class TriangleOctreeCell {
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public:
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TriangleOctreeCell(std::vector<Triangle>& allTriangles) :
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_allTriangles(allTriangles)
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{ }
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void insert(size_t triangleIndex);
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void reset(const AABox& bounds, int depth = 0);
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void clear();
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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const AABox& getBounds() const { return _bounds; }
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void debugDump();
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protected:
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TriangleOctreeCell(std::vector<Triangle>& allTriangles, const AABox& bounds, int depth);
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// checks our internal list of triangles
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bool findRayIntersectionInternal(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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std::vector<Triangle>& _allTriangles;
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std::map<AABox::OctreeChild, TriangleOctreeCell> _children;
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int _depth{ 0 };
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int _population{ 0 };
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AABox _bounds;
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std::vector<size_t> _triangleIndices;
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friend class TriangleSet;
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};
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public:
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TriangleSet() :
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_triangleOctree(_triangles)
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{}
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void debugDump();
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void insert(const Triangle& t);
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision);
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void balanceOctree();
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void reserve(size_t size) { _triangles.reserve(size); } // reserve space in the datastructure for size number of triangles
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size_t size() const { return _triangles.size(); }
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void clear();
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// Determine if the given ray (origin/direction) in model space intersects with any triangles in the set. If an
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// intersection occurs, the distance and surface normal will be provided.
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision) const;
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// note: this might side-effect internal structures
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bool findRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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float& distance, BoxFace& face, glm::vec3& surfaceNormal, bool precision, int& trianglesTouched);
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// Determine if a point is "inside" all the triangles of a convex hull. It is the responsibility of the caller to
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// determine that the triangle set is indeed a convex hull. If the triangles added to this set are not in fact a
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@ -35,7 +80,10 @@ public:
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bool convexHullContains(const glm::vec3& point) const;
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const AABox& getBounds() const { return _bounds; }
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private:
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protected:
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bool _isBalanced{ false };
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TriangleOctreeCell _triangleOctree;
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std::vector<Triangle> _triangles;
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AABox _bounds;
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};
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131
scripts/developer/tests/performance/rayPickPerformance.js
Normal file
131
scripts/developer/tests/performance/rayPickPerformance.js
Normal file
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@ -0,0 +1,131 @@
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//
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||||
// rayPickingPerformance.js
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// examples
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//
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||||
// Created by Brad Hefta-Gaub on 5/13/2017
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||||
// Copyright 2017 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
|
||||
|
||||
var MIN_RANGE = -3;
|
||||
var MAX_RANGE = 3;
|
||||
var RANGE_DELTA = 0.5;
|
||||
var OUTER_LOOPS = 10;
|
||||
|
||||
// NOTE: These expected results depend completely on the model, and the range settings above
|
||||
var EXPECTED_TESTS = 1385 * OUTER_LOOPS;
|
||||
var EXPECTED_INTERSECTIONS = 1286 * OUTER_LOOPS;
|
||||
|
||||
|
||||
var center = Vec3.sum(MyAvatar.position, Vec3.multiply(3, Quat.getFront(Camera.getOrientation())));
|
||||
var model_url = "http://hifi-content.s3.amazonaws.com/caitlyn/production/Scansite/buddhaReduced.fbx";
|
||||
|
||||
var rayPickOverlays = Array();
|
||||
|
||||
var modelEntity = Entities.addEntity({
|
||||
type: "Model",
|
||||
modelURL: model_url,
|
||||
dimensions: {
|
||||
x: 0.671,
|
||||
y: 1.21,
|
||||
z: 0.938
|
||||
},
|
||||
position: center
|
||||
});
|
||||
|
||||
function rayCastTest() {
|
||||
var tests = 0;
|
||||
var intersections = 0;
|
||||
|
||||
var testStart = Date.now();
|
||||
for (var t = 0; t < OUTER_LOOPS; t++) {
|
||||
print("beginning loop:" + t);
|
||||
for (var x = MIN_RANGE; x < MAX_RANGE; x += RANGE_DELTA) {
|
||||
for (var y = MIN_RANGE; y < MAX_RANGE; y += RANGE_DELTA) {
|
||||
for (var z = MIN_RANGE; z < MAX_RANGE; z += RANGE_DELTA) {
|
||||
if ((x <= -2 || x >= 2) ||
|
||||
(y <= -2 || y >= 2) ||
|
||||
(z <= -2 || z >= 2)) {
|
||||
|
||||
tests++;
|
||||
|
||||
var origin = { x: center.x + x,
|
||||
y: center.y + y,
|
||||
z: center.z + z };
|
||||
var direction = Vec3.subtract(center, origin);
|
||||
|
||||
var pickRay = {
|
||||
origin: origin,
|
||||
direction: direction
|
||||
};
|
||||
|
||||
var pickResults = Entities.findRayIntersection(pickRay, true);
|
||||
|
||||
var color;
|
||||
var visible;
|
||||
|
||||
if (pickResults.intersects && pickResults.entityID == modelEntity) {
|
||||
intersections++;
|
||||
color = {
|
||||
red: 0,
|
||||
green: 255,
|
||||
blue: 0
|
||||
};
|
||||
visible = false;
|
||||
|
||||
} else {
|
||||
/*
|
||||
print("NO INTERSECTION?");
|
||||
Vec3.print("origin:", origin);
|
||||
Vec3.print("direction:", direction);
|
||||
*/
|
||||
|
||||
color = {
|
||||
red: 255,
|
||||
green: 0,
|
||||
blue: 0
|
||||
};
|
||||
visible = true;
|
||||
}
|
||||
|
||||
var overlayID = Overlays.addOverlay("line3d", {
|
||||
color: color,
|
||||
alpha: 1,
|
||||
visible: visible,
|
||||
lineWidth: 2,
|
||||
start: origin,
|
||||
end: Vec3.sum(origin,Vec3.multiply(5,direction))
|
||||
});
|
||||
|
||||
rayPickOverlays.push(overlayID);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
print("ending loop:" + t);
|
||||
}
|
||||
var testEnd = Date.now();
|
||||
var testElapsed = testEnd - testStart;
|
||||
|
||||
|
||||
print("EXPECTED tests:" + EXPECTED_TESTS + " intersections:" + EXPECTED_INTERSECTIONS);
|
||||
print("ACTUAL tests:" + tests + " intersections:" + intersections);
|
||||
print("ELAPSED TIME:" + testElapsed + " ms");
|
||||
|
||||
}
|
||||
|
||||
function cleanup() {
|
||||
Entities.deleteEntity(modelEntity);
|
||||
rayPickOverlays.forEach(function(item){
|
||||
Overlays.deleteOverlay(item);
|
||||
});
|
||||
}
|
||||
|
||||
Script.scriptEnding.connect(cleanup);
|
||||
|
||||
rayCastTest(); // run ray cast test immediately
|
Loading…
Reference in a new issue