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1.定义清空方法:
export default class ResourceTracker { constructor() { this.resources = new Set(); } track(resource) { if (!resource) { return resource; } // handle children and when material is an array of materials or // uniform is array of textures if (Array.isArray(resource)) { resource.forEach((resource) => this.track(resource)); return resource; } if (resource.dispose || resource instanceof THREE.Object3D) { this.resources.add(resource); } if (resource instanceof THREE.Object3D) { this.track(resource.geometry); this.track(resource.material); this.track(resource.children); } else if (resource instanceof THREE.Material) { // We have to check if there are any textures on the material for (const value of Object.values(resource)) { if (value instanceof THREE.Texture) { this.track(value); } } // We also have to check if any uniforms reference textures or arrays of textures if (resource.uniforms) { for (const value of Object.values(resource.uniforms)) { if (value) { const uniformValue = value.value; if ( uniformValue instanceof THREE.Texture || Array.isArray(uniformValue) ) { this.track(uniformValue); } } } } } return resource; } untrack(resource) { this.resources.delete(resource); } dispose() { for (const resource of this.resources) { if (resource instanceof THREE.Object3D) { if (resource.parent) { resource.parent.remove(resource); } } if (resource.dispose) { resource.dispose(); } } this.resources.clear(); } }
2.在相应页面引入
import ResourceTracker from "../util/common.js"
// 在外层定义resMgr和track
let resMgr = new ResourceTracker();
const track = resMgr.track.bind(resMgr);
3.在每个需要add的方法上,使用track
包起来
像这样
// 计算模型中心
const explodeBox = track(new THREE.Box3());
const boxHelper = track(new THREE.BoxHelper(obj));
track(new THREE.Vector3()).copy(center).add(distance).sub(offset);
4.定义清空方法
clearObj () {
scene.clear();
// this.loadMTL()
resMgr && resMgr.dispose()
renderer.dispose();
renderer.forceContextLoss();
renderer.content = null;
if (this.isAnimate !== null) {
cancelAnimationFrame(this.isAnimate);
}
let gl = renderer.domElement.getContext("webgl");
gl && gl.getExtension("WEBGL_lose_context").loseContext();
},
5.调用
beforeDestroy () {
this.clearObj();
}
总结:若是需要动态切换模型的话,你在调用该方法后,还需要重新调用一次加载模型的方法,并且在更换新模型时,还需要清除上一个模型的canvas
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