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1092 lines
44 KiB
1092 lines
44 KiB
<!DOCTYPE html><html lang="en"><head>
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<meta charset="utf-8">
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<title>OffscreenCanvas</title>
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<meta name="twitter:card" content="summary_large_image">
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<meta name="twitter:site" content="@threejs">
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<meta name="twitter:title" content="Three.js – OffscreenCanvas">
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<meta property="og:image" content="https://threejs.org/files/share.png">
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<link rel="shortcut icon" href="/files/favicon_white.ico" media="(prefers-color-scheme: dark)">
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<link rel="shortcut icon" href="/files/favicon.ico" media="(prefers-color-scheme: light)">
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<link rel="stylesheet" href="/manual/resources/lesson.css">
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<link rel="stylesheet" href="/manual/resources/lang.css">
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<!-- Import maps polyfill -->
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<!-- Remove this when import maps will be widely supported -->
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<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
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<script type="importmap">
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{
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"imports": {
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"three": "../../build/three.module.js"
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}
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}
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</script>
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</head>
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<body>
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<div class="container">
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<div class="lesson-title">
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<h1>OffscreenCanvas</h1>
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</div>
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<div class="lesson">
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<div class="lesson-main">
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<p><a href="https://developer.mozilla.org/en-US/docs/Web/API/OffscreenCanvas"><code class="notranslate" translate="no">OffscreenCanvas</code></a>
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is a relatively new browser feature currently only available in Chrome but apparently
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coming to other browsers. <code class="notranslate" translate="no">OffscreenCanvas</code> allows a web worker to render
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to a canvas. This is a way to offload heavy work, like rendering a complex 3D scene,
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to a web worker so as not to slow down the responsiveness of the browser. It
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also means data is loaded and parsed in the worker so possibly less jank while
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the page loads.</p>
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<p>Getting <em>started</em> using it is pretty straight forward. Let's port the 3 spinning cube
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example from <a href="responsive.html">the article on responsiveness</a>.</p>
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<p>Workers generally have their code separated
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into another script file whereas most of the examples on this site have had
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their scripts embedded into the HTML file of the page they are on.</p>
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<p>In our case we'll make a file called <code class="notranslate" translate="no">offscreencanvas-cubes.js</code> and
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copy all the JavaScript from <a href="responsive.html">the responsive example</a> into it. We'll then
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make the changes needed for it to run in a worker.</p>
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<p>We still need some JavaScript in our HTML file. The first thing
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we need to do there is look up the canvas and then transfer control of that
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canvas to be offscreen by calling <code class="notranslate" translate="no">canvas.transferControlToOffscreen</code>.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function main() {
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const canvas = document.querySelector('#c');
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const offscreen = canvas.transferControlToOffscreen();
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...
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</pre>
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<p>We can then start our worker with <code class="notranslate" translate="no">new Worker(pathToScript, {type: 'module'})</code>.
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and pass the <code class="notranslate" translate="no">offscreen</code> object to it.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function main() {
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const canvas = document.querySelector('#c');
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const offscreen = canvas.transferControlToOffscreen();
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const worker = new Worker('offscreencanvas-cubes.js', {type: 'module'});
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worker.postMessage({type: 'main', canvas: offscreen}, [offscreen]);
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}
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main();
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</pre>
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<p>It's important to note that workers can't access the <code class="notranslate" translate="no">DOM</code>. They
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can't look at HTML elements nor can they receive mouse events or
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keyboard events. The only thing they can generally do is respond
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to messages sent to them and send messages back to the page.</p>
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<p>To send a message to a worker we call <a href="https://developer.mozilla.org/en-US/docs/Web/API/Worker/postMessage"><code class="notranslate" translate="no">worker.postMessage</code></a> and
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pass it 1 or 2 arguments. The first argument is a JavaScript object
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that will be <a href="https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Structured_clone_algorithm">cloned</a>
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and sent to the worker. The second argument is an optional array
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of objects that are part of the first object that we want <em>transferred</em>
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to the worker. These objects will not be cloned. Instead they will be <em>transferred</em>
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and will cease to exist in the main page. Cease to exist is the probably
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the wrong description, rather they are neutered. Only certain types of
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objects can be transferred instead of cloned. They include <code class="notranslate" translate="no">OffscreenCanvas</code>
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so once transferred the <code class="notranslate" translate="no">offscreen</code> object back in the main page is useless.</p>
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<p>Workers receive messages from their <code class="notranslate" translate="no">onmessage</code> handler. The object
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we passed to <code class="notranslate" translate="no">postMessage</code> arrives on <code class="notranslate" translate="no">event.data</code> passed to the <code class="notranslate" translate="no">onmessage</code>
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handler on the worker. The code above declares a <code class="notranslate" translate="no">type: 'main'</code> in the object it passes
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to the worker. This object has no meaning to the browser. It's entirely for
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our own usage. We'll make a handler that based on <code class="notranslate" translate="no">type</code> calls
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a different function in the worker. Then we can add functions as
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needed and easily call them from the main page.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const handlers = {
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main,
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};
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self.onmessage = function(e) {
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const fn = handlers[e.data.type];
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if (typeof fn !== 'function') {
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throw new Error('no handler for type: ' + e.data.type);
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}
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fn(e.data);
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};
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</pre>
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<p>You can see above we just look up the handler based on the <code class="notranslate" translate="no">type</code> pass it the <code class="notranslate" translate="no">data</code>
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that was sent from the main page.</p>
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<p>So now we just need to start changing the <code class="notranslate" translate="no">main</code> we pasted into
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<code class="notranslate" translate="no">offscreencanvas-cubes.js</code> from <a href="responsive.html">the responsive article</a>.</p>
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<p>Instead of looking up the canvas from the DOM we'll receive it from the
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event data.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function main() {
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- const canvas = document.querySelector('#c');
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+function main(data) {
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+ const {canvas} = data;
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const renderer = new THREE.WebGLRenderer({canvas});
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...
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</pre>
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<p>Remembering that workers can't see the DOM at all the first problem
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we run into is <code class="notranslate" translate="no">resizeRendererToDisplaySize</code> can't look at <code class="notranslate" translate="no">canvas.clientWidth</code>
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and <code class="notranslate" translate="no">canvas.clientHeight</code> as those are DOM values. Here's the original code</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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const width = canvas.clientWidth;
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const height = canvas.clientHeight;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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</pre>
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<p>Instead we'll need to send sizes as they change to the worker.
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So, let's add some global state and keep the width and height there.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const state = {
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width: 300, // canvas default
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height: 150, // canvas default
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};
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</pre>
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<p>Then let's add a <code class="notranslate" translate="no">'size'</code> handler to update those values. </p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function size(data) {
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+ state.width = data.width;
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+ state.height = data.height;
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+}
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const handlers = {
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main,
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+ size,
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};
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</pre>
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<p>Now we can change <code class="notranslate" translate="no">resizeRendererToDisplaySize</code> to use <code class="notranslate" translate="no">state.width</code> and <code class="notranslate" translate="no">state.height</code></p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function resizeRendererToDisplaySize(renderer) {
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const canvas = renderer.domElement;
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- const width = canvas.clientWidth;
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- const height = canvas.clientHeight;
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+ const width = state.width;
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+ const height = state.height;
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const needResize = canvas.width !== width || canvas.height !== height;
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if (needResize) {
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renderer.setSize(width, height, false);
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}
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return needResize;
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}
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</pre>
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<p>and where we compute the aspect we need similar changes</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function render(time) {
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time *= 0.001;
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if (resizeRendererToDisplaySize(renderer)) {
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- camera.aspect = canvas.clientWidth / canvas.clientHeight;
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+ camera.aspect = state.width / state.height;
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camera.updateProjectionMatrix();
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}
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...
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</pre>
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<p>Back in the main page we'll send a <code class="notranslate" translate="no">size</code> event anytime the page changes size.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const worker = new Worker('offscreencanvas-picking.js', {type: 'module'});
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worker.postMessage({type: 'main', canvas: offscreen}, [offscreen]);
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+function sendSize() {
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+ worker.postMessage({
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+ type: 'size',
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+ width: canvas.clientWidth,
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+ height: canvas.clientHeight,
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+ });
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+}
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+
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+window.addEventListener('resize', sendSize);
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+sendSize();
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</pre>
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<p>We also call it once to send the initial size.</p>
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<p>And with just those few changes, assuming your browser fully supports <code class="notranslate" translate="no">OffscreenCanvas</code>
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it should work. Before we run it though let's check if the browser actually supports
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<code class="notranslate" translate="no">OffscreenCanvas</code> and if not display an error. First let's add some HTML to display the error.</p>
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<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
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<canvas id="c"></canvas>
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+ <div id="noOffscreenCanvas" style="display:none;">
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+ <div>no OffscreenCanvas support</div>
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+ </div>
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</body>
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</pre>
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<p>and some CSS for that</p>
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<pre class="prettyprint showlinemods notranslate lang-css" translate="no">#noOffscreenCanvas {
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display: flex;
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width: 100%;
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height: 100%;
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align-items: center;
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justify-content: center;
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background: red;
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color: white;
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}
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</pre>
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<p>and then we can check for the existence of <code class="notranslate" translate="no">transferControlToOffscreen</code> to see
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if the browser supports <code class="notranslate" translate="no">OffscreenCanvas</code></p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function main() {
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const canvas = document.querySelector('#c');
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+ if (!canvas.transferControlToOffscreen) {
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+ canvas.style.display = 'none';
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+ document.querySelector('#noOffscreenCanvas').style.display = '';
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+ return;
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+ }
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const offscreen = canvas.transferControlToOffscreen();
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const worker = new Worker('offscreencanvas-picking.js', {type: 'module});
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worker.postMessage({type: 'main', canvas: offscreen}, [offscreen]);
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...
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</pre>
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<p>and with that, if your browser supports <code class="notranslate" translate="no">OffscreenCanvas</code> this example should work</p>
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<p></p><div translate="no" class="threejs_example_container notranslate">
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<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/offscreencanvas.html"></iframe></div>
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<a class="threejs_center" href="/manual/examples/offscreencanvas.html" target="_blank">click here to open in a separate window</a>
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</div>
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<p></p>
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<p>So that's great but since not every browser supports <code class="notranslate" translate="no">OffscreenCanvas</code> at the moment
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let's change the code to work with both <code class="notranslate" translate="no">OffscreenCanvas</code> and if not then fallback to using
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the canvas in the main page like normal.</p>
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<blockquote>
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<p>As an aside, if you need OffscreenCanvas to make your page responsive then
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it's not clear what the point of having a fallback is. Maybe based on if
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you end up running on the main page or in a worker you might adjust the amount
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of work done so that when running in a worker you can do more than when
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running in the main page. What you do is really up to you.</p>
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</blockquote>
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<p>The first thing we should probably do is separate out the three.js
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code from the code that is specific to the worker. That way we can
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use the same code on both the main page and the worker. In other words
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we will now have 3 files</p>
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<ol>
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<li><p>our html file.</p>
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<p><code class="notranslate" translate="no">threejs-offscreencanvas-w-fallback.html</code></p>
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</li>
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<li><p>a JavaScript that contains our three.js code.</p>
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<p><code class="notranslate" translate="no">shared-cubes.js</code></p>
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</li>
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<li><p>our worker support code</p>
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<p><code class="notranslate" translate="no">offscreencanvas-worker-cubes.js</code></p>
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</li>
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</ol>
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<p><code class="notranslate" translate="no">shared-cubes.js</code> and <code class="notranslate" translate="no">offscreencanvas-worker-cubes.js</code> are basically
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the split of our previous <code class="notranslate" translate="no">offscreencanvas-cubes.js</code> file. First we
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copy all of <code class="notranslate" translate="no">offscreencanvas-cubes.js</code> to <code class="notranslate" translate="no">shared-cube.js</code>. Then
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we rename <code class="notranslate" translate="no">main</code> to <code class="notranslate" translate="no">init</code> since we already have a <code class="notranslate" translate="no">main</code> in our
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HTML file and we need to export <code class="notranslate" translate="no">init</code> and <code class="notranslate" translate="no">state</code></p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from 'three';
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-const state = {
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+export const state = {
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width: 300, // canvas default
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height: 150, // canvas default
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};
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-function main(data) {
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+export function init(data) {
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const {canvas} = data;
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const renderer = new THREE.WebGLRenderer({canvas});
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</pre>
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<p>and cut out the just the non three.js relates parts</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-function size(data) {
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- state.width = data.width;
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- state.height = data.height;
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-}
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-
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-const handlers = {
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- main,
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- size,
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-};
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-
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-self.onmessage = function(e) {
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- const fn = handlers[e.data.type];
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- if (typeof fn !== 'function') {
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- throw new Error('no handler for type: ' + e.data.type);
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- }
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- fn(e.data);
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-};
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</pre>
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<p>Then we copy those parts we just deleted to <code class="notranslate" translate="no">offscreencanvas-worker-cubes.js</code>
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and import <code class="notranslate" translate="no">shared-cubes.js</code> as well as call <code class="notranslate" translate="no">init</code> instead of <code class="notranslate" translate="no">main</code>.</p>
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import {init, state} from './shared-cubes.js';
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function size(data) {
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state.width = data.width;
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state.height = data.height;
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}
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const handlers = {
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- main,
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+ init,
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size,
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};
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self.onmessage = function(e) {
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const fn = handlers[e.data.type];
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if (typeof fn !== 'function') {
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throw new Error('no handler for type: ' + e.data.type);
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}
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fn(e.data);
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};
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</pre>
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<p>Similarly we need to include <code class="notranslate" translate="no">shared-cubes.js</code> in the main page</p>
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<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><script type="module">
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+import {init, state} from './shared-cubes.js';
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</pre>
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<p>We can remove the HTML and CSS we added previously</p>
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<pre class="prettyprint showlinemods notranslate lang-html" translate="no"><body>
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<canvas id="c"></canvas>
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- <div id="noOffscreenCanvas" style="display:none;">
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- <div>no OffscreenCanvas support</div>
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- </div>
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</body>
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</pre>
|
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<p>and some CSS for that</p>
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<pre class="prettyprint showlinemods notranslate lang-css" translate="no">-#noOffscreenCanvas {
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- display: flex;
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- width: 100%;
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- height: 100%;
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- align-items: center;
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- justify-content: center;
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- background: red;
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- color: white;
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-}
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</pre>
|
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<p>Then let's change the code in the main page to call one start
|
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function or another depending on if the browser supports <code class="notranslate" translate="no">OffscreenCanvas</code>.</p>
|
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function main() {
|
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const canvas = document.querySelector('#c');
|
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- if (!canvas.transferControlToOffscreen) {
|
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- canvas.style.display = 'none';
|
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- document.querySelector('#noOffscreenCanvas').style.display = '';
|
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- return;
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- }
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- const offscreen = canvas.transferControlToOffscreen();
|
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- const worker = new Worker('offscreencanvas-picking.js', {type: 'module'});
|
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- worker.postMessage({type: 'main', canvas: offscreen}, [offscreen]);
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+ if (canvas.transferControlToOffscreen) {
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+ startWorker(canvas);
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+ } else {
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+ startMainPage(canvas);
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+ }
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...
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</pre>
|
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<p>We'll move all the code we had to setup the worker inside <code class="notranslate" translate="no">startWorker</code></p>
|
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function startWorker(canvas) {
|
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const offscreen = canvas.transferControlToOffscreen();
|
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const worker = new Worker('offscreencanvas-worker-cubes.js', {type: 'module'});
|
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worker.postMessage({type: 'main', canvas: offscreen}, [offscreen]);
|
|
|
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function sendSize() {
|
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worker.postMessage({
|
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type: 'size',
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width: canvas.clientWidth,
|
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height: canvas.clientHeight,
|
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});
|
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}
|
|
|
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window.addEventListener('resize', sendSize);
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sendSize();
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|
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console.log('using OffscreenCanvas');
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}
|
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</pre>
|
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<p>and send <code class="notranslate" translate="no">init</code> instead of <code class="notranslate" translate="no">main</code></p>
|
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">- worker.postMessage({type: 'main', canvas: offscreen}, [offscreen]);
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+ worker.postMessage({type: 'init', canvas: offscreen}, [offscreen]);
|
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</pre>
|
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<p>for starting in the main page we can do this</p>
|
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<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function startMainPage(canvas) {
|
|
init({canvas});
|
|
|
|
function sendSize() {
|
|
state.width = canvas.clientWidth;
|
|
state.height = canvas.clientHeight;
|
|
}
|
|
window.addEventListener('resize', sendSize);
|
|
sendSize();
|
|
|
|
console.log('using regular canvas');
|
|
}
|
|
</pre>
|
|
<p>and with that our example will run either in an OffscreenCanvas or
|
|
fallback to running in the main page.</p>
|
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/offscreencanvas-w-fallback.html"></iframe></div>
|
|
<a class="threejs_center" href="/manual/examples/offscreencanvas-w-fallback.html" target="_blank">click here to open in a separate window</a>
|
|
</div>
|
|
|
|
<p></p>
|
|
<p>So that was relatively easy. Let's try picking. We'll take some code from
|
|
the <code class="notranslate" translate="no">RayCaster</code> example from <a href="picking.html">the article on picking</a>
|
|
and make it work offscreen.</p>
|
|
<p>Let's copy the <code class="notranslate" translate="no">shared-cube.js</code> to <code class="notranslate" translate="no">shared-picking.js</code> and add the
|
|
picking parts. We copy in the <code class="notranslate" translate="no">PickHelper</code> </p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class PickHelper {
|
|
constructor() {
|
|
this.raycaster = new THREE.Raycaster();
|
|
this.pickedObject = null;
|
|
this.pickedObjectSavedColor = 0;
|
|
}
|
|
pick(normalizedPosition, scene, camera, time) {
|
|
// restore the color if there is a picked object
|
|
if (this.pickedObject) {
|
|
this.pickedObject.material.emissive.setHex(this.pickedObjectSavedColor);
|
|
this.pickedObject = undefined;
|
|
}
|
|
|
|
// cast a ray through the frustum
|
|
this.raycaster.setFromCamera(normalizedPosition, camera);
|
|
// get the list of objects the ray intersected
|
|
const intersectedObjects = this.raycaster.intersectObjects(scene.children);
|
|
if (intersectedObjects.length) {
|
|
// pick the first object. It's the closest one
|
|
this.pickedObject = intersectedObjects[0].object;
|
|
// save its color
|
|
this.pickedObjectSavedColor = this.pickedObject.material.emissive.getHex();
|
|
// set its emissive color to flashing red/yellow
|
|
this.pickedObject.material.emissive.setHex((time * 8) % 2 > 1 ? 0xFFFF00 : 0xFF0000);
|
|
}
|
|
}
|
|
}
|
|
|
|
const pickPosition = {x: 0, y: 0};
|
|
const pickHelper = new PickHelper();
|
|
</pre>
|
|
<p>We updated <code class="notranslate" translate="no">pickPosition</code> from the mouse like this</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function getCanvasRelativePosition(event) {
|
|
const rect = canvas.getBoundingClientRect();
|
|
return {
|
|
x: (event.clientX - rect.left) * canvas.width / rect.width,
|
|
y: (event.clientY - rect.top ) * canvas.height / rect.height,
|
|
};
|
|
}
|
|
|
|
function setPickPosition(event) {
|
|
const pos = getCanvasRelativePosition(event);
|
|
pickPosition.x = (pos.x / canvas.width ) * 2 - 1;
|
|
pickPosition.y = (pos.y / canvas.height) * -2 + 1; // note we flip Y
|
|
}
|
|
window.addEventListener('mousemove', setPickPosition);
|
|
</pre>
|
|
<p>A worker can't read the mouse position directly so just like the size code
|
|
let's send a message with the mouse position. Like the size code we'll
|
|
send the mouse position and update <code class="notranslate" translate="no">pickPosition</code></p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function size(data) {
|
|
state.width = data.width;
|
|
state.height = data.height;
|
|
}
|
|
|
|
+function mouse(data) {
|
|
+ pickPosition.x = data.x;
|
|
+ pickPosition.y = data.y;
|
|
+}
|
|
|
|
const handlers = {
|
|
init,
|
|
+ mouse,
|
|
size,
|
|
};
|
|
|
|
self.onmessage = function(e) {
|
|
const fn = handlers[e.data.type];
|
|
if (typeof fn !== 'function') {
|
|
throw new Error('no handler for type: ' + e.data.type);
|
|
}
|
|
fn(e.data);
|
|
};
|
|
</pre>
|
|
<p>Back in our main page we need to add code to pass the mouse
|
|
to the worker or the main page.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+let sendMouse;
|
|
|
|
function startWorker(canvas) {
|
|
const offscreen = canvas.transferControlToOffscreen();
|
|
const worker = new Worker('offscreencanvas-worker-picking.js', {type: 'module'});
|
|
worker.postMessage({type: 'init', canvas: offscreen}, [offscreen]);
|
|
|
|
+ sendMouse = (x, y) => {
|
|
+ worker.postMessage({
|
|
+ type: 'mouse',
|
|
+ x,
|
|
+ y,
|
|
+ });
|
|
+ };
|
|
|
|
function sendSize() {
|
|
worker.postMessage({
|
|
type: 'size',
|
|
width: canvas.clientWidth,
|
|
height: canvas.clientHeight,
|
|
});
|
|
}
|
|
|
|
window.addEventListener('resize', sendSize);
|
|
sendSize();
|
|
|
|
console.log('using OffscreenCanvas'); /* eslint-disable-line no-console */
|
|
}
|
|
|
|
function startMainPage(canvas) {
|
|
init({canvas});
|
|
|
|
+ sendMouse = (x, y) => {
|
|
+ pickPosition.x = x;
|
|
+ pickPosition.y = y;
|
|
+ };
|
|
|
|
function sendSize() {
|
|
state.width = canvas.clientWidth;
|
|
state.height = canvas.clientHeight;
|
|
}
|
|
window.addEventListener('resize', sendSize);
|
|
sendSize();
|
|
|
|
console.log('using regular canvas'); /* eslint-disable-line no-console */
|
|
}
|
|
</pre>
|
|
<p>Then we can copy in all the mouse handling code to the main page and
|
|
make just minor changes to use <code class="notranslate" translate="no">sendMouse</code></p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function setPickPosition(event) {
|
|
const pos = getCanvasRelativePosition(event);
|
|
- pickPosition.x = (pos.x / canvas.clientWidth ) * 2 - 1;
|
|
- pickPosition.y = (pos.y / canvas.clientHeight) * -2 + 1; // note we flip Y
|
|
+ sendMouse(
|
|
+ (pos.x / canvas.clientWidth ) * 2 - 1,
|
|
+ (pos.y / canvas.clientHeight) * -2 + 1); // note we flip Y
|
|
}
|
|
|
|
function clearPickPosition() {
|
|
// unlike the mouse which always has a position
|
|
// if the user stops touching the screen we want
|
|
// to stop picking. For now we just pick a value
|
|
// unlikely to pick something
|
|
- pickPosition.x = -100000;
|
|
- pickPosition.y = -100000;
|
|
+ sendMouse(-100000, -100000);
|
|
}
|
|
window.addEventListener('mousemove', setPickPosition);
|
|
window.addEventListener('mouseout', clearPickPosition);
|
|
window.addEventListener('mouseleave', clearPickPosition);
|
|
|
|
window.addEventListener('touchstart', (event) => {
|
|
// prevent the window from scrolling
|
|
event.preventDefault();
|
|
setPickPosition(event.touches[0]);
|
|
}, {passive: false});
|
|
|
|
window.addEventListener('touchmove', (event) => {
|
|
setPickPosition(event.touches[0]);
|
|
});
|
|
|
|
window.addEventListener('touchend', clearPickPosition);
|
|
</pre>
|
|
<p>and with that picking should be working with <code class="notranslate" translate="no">OffscreenCanvas</code>.</p>
|
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/offscreencanvas-w-picking.html"></iframe></div>
|
|
<a class="threejs_center" href="/manual/examples/offscreencanvas-w-picking.html" target="_blank">click here to open in a separate window</a>
|
|
</div>
|
|
|
|
<p></p>
|
|
<p>Let's take it one more step and add in the <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a>.
|
|
This will be little more involved. The <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> use
|
|
the DOM pretty extensively checking the mouse, touch events,
|
|
and the keyboard.</p>
|
|
<p>Unlike our code so far we can't really use a global <code class="notranslate" translate="no">state</code> object
|
|
without re-writing all the OrbitControls code to work with it.
|
|
The OrbitControls take an <code class="notranslate" translate="no">HTMLElement</code> to which they attach most
|
|
of the DOM events they use. Maybe we could pass in our own
|
|
object that has the same API surface as a DOM element.
|
|
We only need to support the features the OrbitControls need.</p>
|
|
<p>Digging through the <a href="https://github.com/mrdoob/three.js/blob/master/examples/jsm/controls/OrbitControls.js">OrbitControls source code</a>
|
|
it looks like we need to handle the following events.</p>
|
|
<ul>
|
|
<li>contextmenu</li>
|
|
<li>pointerdown</li>
|
|
<li>pointermove</li>
|
|
<li>pointerup</li>
|
|
<li>touchstart</li>
|
|
<li>touchmove</li>
|
|
<li>touchend</li>
|
|
<li>wheel</li>
|
|
<li>keydown</li>
|
|
</ul>
|
|
<p>For the pointer events we need the <code class="notranslate" translate="no">ctrlKey</code>, <code class="notranslate" translate="no">metaKey</code>, <code class="notranslate" translate="no">shiftKey</code>,
|
|
<code class="notranslate" translate="no">button</code>, <code class="notranslate" translate="no">pointerType</code>, <code class="notranslate" translate="no">clientX</code>, <code class="notranslate" translate="no">clientY</code>, <code class="notranslate" translate="no">pageX</code>, and <code class="notranslate" translate="no">pageY</code>, properties.</p>
|
|
<p>For the keydown events we need the <code class="notranslate" translate="no">ctrlKey</code>, <code class="notranslate" translate="no">metaKey</code>, <code class="notranslate" translate="no">shiftKey</code>,
|
|
and <code class="notranslate" translate="no">keyCode</code> properties.</p>
|
|
<p>For the wheel event we only need the <code class="notranslate" translate="no">deltaY</code> property.</p>
|
|
<p>And for the touch events we only need <code class="notranslate" translate="no">pageX</code> and <code class="notranslate" translate="no">pageY</code> from
|
|
the <code class="notranslate" translate="no">touches</code> property.</p>
|
|
<p>So, let's make a proxy object pair. One part will run in the main page,
|
|
get all those events, and pass on the relevant property values
|
|
to the worker. The other part will run in the worker, receive those
|
|
events and pass them on using events that have the same structure
|
|
as the original DOM events so the OrbitControls won't be able to
|
|
tell the difference.</p>
|
|
<p>Here's the code for the worker part.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import {EventDispatcher} from 'three';
|
|
|
|
class ElementProxyReceiver extends EventDispatcher {
|
|
constructor() {
|
|
super();
|
|
}
|
|
handleEvent(data) {
|
|
this.dispatchEvent(data);
|
|
}
|
|
}
|
|
</pre>
|
|
<p>All it does is if it receives a message it dispatches it.
|
|
It inherits from <a href="/docs/#api/en/core/EventDispatcher"><code class="notranslate" translate="no">EventDispatcher</code></a> which provides methods like
|
|
<code class="notranslate" translate="no">addEventListener</code> and <code class="notranslate" translate="no">removeEventListener</code> just like a DOM
|
|
element so if we pass it to the OrbitControls it should work.</p>
|
|
<p><code class="notranslate" translate="no">ElementProxyReceiver</code> handles 1 element. In our case we only need
|
|
one but it's best to think head so lets make a manager to manage
|
|
more than one of them.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ProxyManager {
|
|
constructor() {
|
|
this.targets = {};
|
|
this.handleEvent = this.handleEvent.bind(this);
|
|
}
|
|
makeProxy(data) {
|
|
const {id} = data;
|
|
const proxy = new ElementProxyReceiver();
|
|
this.targets[id] = proxy;
|
|
}
|
|
getProxy(id) {
|
|
return this.targets[id];
|
|
}
|
|
handleEvent(data) {
|
|
this.targets[data.id].handleEvent(data.data);
|
|
}
|
|
}
|
|
</pre>
|
|
<p>We can make a instance of <code class="notranslate" translate="no">ProxyManager</code> and call its <code class="notranslate" translate="no">makeProxy</code>
|
|
method with an id which will make an <code class="notranslate" translate="no">ElementProxyReceiver</code> that
|
|
responds to messages with that id.</p>
|
|
<p>Let's hook it up to our worker's message handler.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const proxyManager = new ProxyManager();
|
|
|
|
function start(data) {
|
|
const proxy = proxyManager.getProxy(data.canvasId);
|
|
init({
|
|
canvas: data.canvas,
|
|
inputElement: proxy,
|
|
});
|
|
}
|
|
|
|
function makeProxy(data) {
|
|
proxyManager.makeProxy(data);
|
|
}
|
|
|
|
...
|
|
|
|
const handlers = {
|
|
- init,
|
|
- mouse,
|
|
+ start,
|
|
+ makeProxy,
|
|
+ event: proxyManager.handleEvent,
|
|
size,
|
|
};
|
|
|
|
self.onmessage = function(e) {
|
|
const fn = handlers[e.data.type];
|
|
if (typeof fn !== 'function') {
|
|
throw new Error('no handler for type: ' + e.data.type);
|
|
}
|
|
fn(e.data);
|
|
};
|
|
</pre>
|
|
<p>In our shared three.js code we need to import the <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> and set them up.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">import * as THREE from 'three';
|
|
+import {OrbitControls} from 'three/addons/controls/OrbitControls.js';
|
|
|
|
export function init(data) {
|
|
- const {canvas} = data;
|
|
+ const {canvas, inputElement} = data;
|
|
const renderer = new THREE.WebGLRenderer({canvas});
|
|
|
|
+ const controls = new OrbitControls(camera, inputElement);
|
|
+ controls.target.set(0, 0, 0);
|
|
+ controls.update();
|
|
</pre>
|
|
<p>Notice we're passing the OrbitControls our proxy via <code class="notranslate" translate="no">inputElement</code>
|
|
instead of passing in the canvas like we do in other non-OffscreenCanvas
|
|
examples.</p>
|
|
<p>Next we can move all the picking event code from the HTML file
|
|
to the shared three.js code as well while changing
|
|
<code class="notranslate" translate="no">canvas</code> to <code class="notranslate" translate="no">inputElement</code>.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function getCanvasRelativePosition(event) {
|
|
- const rect = canvas.getBoundingClientRect();
|
|
+ const rect = inputElement.getBoundingClientRect();
|
|
return {
|
|
x: event.clientX - rect.left,
|
|
y: event.clientY - rect.top,
|
|
};
|
|
}
|
|
|
|
function setPickPosition(event) {
|
|
const pos = getCanvasRelativePosition(event);
|
|
- sendMouse(
|
|
- (pos.x / canvas.clientWidth ) * 2 - 1,
|
|
- (pos.y / canvas.clientHeight) * -2 + 1); // note we flip Y
|
|
+ pickPosition.x = (pos.x / inputElement.clientWidth ) * 2 - 1;
|
|
+ pickPosition.y = (pos.y / inputElement.clientHeight) * -2 + 1; // note we flip Y
|
|
}
|
|
|
|
function clearPickPosition() {
|
|
// unlike the mouse which always has a position
|
|
// if the user stops touching the screen we want
|
|
// to stop picking. For now we just pick a value
|
|
// unlikely to pick something
|
|
- sendMouse(-100000, -100000);
|
|
+ pickPosition.x = -100000;
|
|
+ pickPosition.y = -100000;
|
|
}
|
|
|
|
*inputElement.addEventListener('mousemove', setPickPosition);
|
|
*inputElement.addEventListener('mouseout', clearPickPosition);
|
|
*inputElement.addEventListener('mouseleave', clearPickPosition);
|
|
|
|
*inputElement.addEventListener('touchstart', (event) => {
|
|
// prevent the window from scrolling
|
|
event.preventDefault();
|
|
setPickPosition(event.touches[0]);
|
|
}, {passive: false});
|
|
|
|
*inputElement.addEventListener('touchmove', (event) => {
|
|
setPickPosition(event.touches[0]);
|
|
});
|
|
|
|
*inputElement.addEventListener('touchend', clearPickPosition);
|
|
</pre>
|
|
<p>Back in the main page we need code to send messages for
|
|
all the events we enumerated above.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">let nextProxyId = 0;
|
|
class ElementProxy {
|
|
constructor(element, worker, eventHandlers) {
|
|
this.id = nextProxyId++;
|
|
this.worker = worker;
|
|
const sendEvent = (data) => {
|
|
this.worker.postMessage({
|
|
type: 'event',
|
|
id: this.id,
|
|
data,
|
|
});
|
|
};
|
|
|
|
// register an id
|
|
worker.postMessage({
|
|
type: 'makeProxy',
|
|
id: this.id,
|
|
});
|
|
for (const [eventName, handler] of Object.entries(eventHandlers)) {
|
|
element.addEventListener(eventName, function(event) {
|
|
handler(event, sendEvent);
|
|
});
|
|
}
|
|
}
|
|
}
|
|
</pre>
|
|
<p><code class="notranslate" translate="no">ElementProxy</code> takes the element who's events we want to proxy. It
|
|
then registers an id with the worker by picking one and sending it
|
|
via the <code class="notranslate" translate="no">makeProxy</code> message we setup earlier. The worker will make
|
|
an <code class="notranslate" translate="no">ElementProxyReceiver</code> and register it to that id.</p>
|
|
<p>We then have an object of event handlers to register. This way
|
|
we can pass handlers only for these events we want to forward to
|
|
the worker.</p>
|
|
<p>When we start the worker we first make a proxy and pass in our event handlers.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function startWorker(canvas) {
|
|
const offscreen = canvas.transferControlToOffscreen();
|
|
const worker = new Worker('offscreencanvas-worker-orbitcontrols.js', {type: 'module'});
|
|
|
|
+ const eventHandlers = {
|
|
+ contextmenu: preventDefaultHandler,
|
|
+ mousedown: mouseEventHandler,
|
|
+ mousemove: mouseEventHandler,
|
|
+ mouseup: mouseEventHandler,
|
|
+ pointerdown: mouseEventHandler,
|
|
+ pointermove: mouseEventHandler,
|
|
+ pointerup: mouseEventHandler,
|
|
+ touchstart: touchEventHandler,
|
|
+ touchmove: touchEventHandler,
|
|
+ touchend: touchEventHandler,
|
|
+ wheel: wheelEventHandler,
|
|
+ keydown: filteredKeydownEventHandler,
|
|
+ };
|
|
+ const proxy = new ElementProxy(canvas, worker, eventHandlers);
|
|
worker.postMessage({
|
|
type: 'start',
|
|
canvas: offscreen,
|
|
+ canvasId: proxy.id,
|
|
}, [offscreen]);
|
|
console.log('using OffscreenCanvas'); /* eslint-disable-line no-console */
|
|
}
|
|
</pre>
|
|
<p>And here are the event handlers. All they do is copy a list of properties
|
|
from the event they receive. They are passed a <code class="notranslate" translate="no">sendEvent</code> function to which they pass the data
|
|
they make. That function will add the correct id and send it to the worker.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const mouseEventHandler = makeSendPropertiesHandler([
|
|
'ctrlKey',
|
|
'metaKey',
|
|
'shiftKey',
|
|
'button',
|
|
'pointerType',
|
|
'clientX',
|
|
'clientY',
|
|
'pageX',
|
|
'pageY',
|
|
]);
|
|
const wheelEventHandlerImpl = makeSendPropertiesHandler([
|
|
'deltaX',
|
|
'deltaY',
|
|
]);
|
|
const keydownEventHandler = makeSendPropertiesHandler([
|
|
'ctrlKey',
|
|
'metaKey',
|
|
'shiftKey',
|
|
'keyCode',
|
|
]);
|
|
|
|
function wheelEventHandler(event, sendFn) {
|
|
event.preventDefault();
|
|
wheelEventHandlerImpl(event, sendFn);
|
|
}
|
|
|
|
function preventDefaultHandler(event) {
|
|
event.preventDefault();
|
|
}
|
|
|
|
function copyProperties(src, properties, dst) {
|
|
for (const name of properties) {
|
|
dst[name] = src[name];
|
|
}
|
|
}
|
|
|
|
function makeSendPropertiesHandler(properties) {
|
|
return function sendProperties(event, sendFn) {
|
|
const data = {type: event.type};
|
|
copyProperties(event, properties, data);
|
|
sendFn(data);
|
|
};
|
|
}
|
|
|
|
function touchEventHandler(event, sendFn) {
|
|
const touches = [];
|
|
const data = {type: event.type, touches};
|
|
for (let i = 0; i < event.touches.length; ++i) {
|
|
const touch = event.touches[i];
|
|
touches.push({
|
|
pageX: touch.pageX,
|
|
pageY: touch.pageY,
|
|
});
|
|
}
|
|
sendFn(data);
|
|
}
|
|
|
|
// The four arrow keys
|
|
const orbitKeys = {
|
|
'37': true, // left
|
|
'38': true, // up
|
|
'39': true, // right
|
|
'40': true, // down
|
|
};
|
|
function filteredKeydownEventHandler(event, sendFn) {
|
|
const {keyCode} = event;
|
|
if (orbitKeys[keyCode]) {
|
|
event.preventDefault();
|
|
keydownEventHandler(event, sendFn);
|
|
}
|
|
}
|
|
</pre>
|
|
<p>This seems close to running but if we actually try it we'll see
|
|
that the <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> need a few more things.</p>
|
|
<p>One is they call <code class="notranslate" translate="no">element.focus</code>. We don't need that to happen
|
|
in the worker so let's just add a stub.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ElementProxyReceiver extends THREE.EventDispatcher {
|
|
constructor() {
|
|
super();
|
|
}
|
|
handleEvent(data) {
|
|
this.dispatchEvent(data);
|
|
}
|
|
+ focus() {
|
|
+ // no-op
|
|
+ }
|
|
}
|
|
</pre>
|
|
<p>Another is they call <code class="notranslate" translate="no">event.preventDefault</code> and <code class="notranslate" translate="no">event.stopPropagation</code>.
|
|
We're already handling that in the main page so those can also be a noop.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">+function noop() {
|
|
+}
|
|
|
|
class ElementProxyReceiver extends THREE.EventDispatcher {
|
|
constructor() {
|
|
super();
|
|
}
|
|
handleEvent(data) {
|
|
+ data.preventDefault = noop;
|
|
+ data.stopPropagation = noop;
|
|
this.dispatchEvent(data);
|
|
}
|
|
focus() {
|
|
// no-op
|
|
}
|
|
}
|
|
</pre>
|
|
<p>Another is they look at <code class="notranslate" translate="no">clientWidth</code> and <code class="notranslate" translate="no">clientHeight</code>. We
|
|
were passing the size before but we can update the proxy pair
|
|
to pass that as well.</p>
|
|
<p>In the worker...</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ElementProxyReceiver extends THREE.EventDispatcher {
|
|
constructor() {
|
|
super();
|
|
}
|
|
+ get clientWidth() {
|
|
+ return this.width;
|
|
+ }
|
|
+ get clientHeight() {
|
|
+ return this.height;
|
|
+ }
|
|
+ getBoundingClientRect() {
|
|
+ return {
|
|
+ left: this.left,
|
|
+ top: this.top,
|
|
+ width: this.width,
|
|
+ height: this.height,
|
|
+ right: this.left + this.width,
|
|
+ bottom: this.top + this.height,
|
|
+ };
|
|
+ }
|
|
handleEvent(data) {
|
|
+ if (data.type === 'size') {
|
|
+ this.left = data.left;
|
|
+ this.top = data.top;
|
|
+ this.width = data.width;
|
|
+ this.height = data.height;
|
|
+ return;
|
|
+ }
|
|
data.preventDefault = noop;
|
|
data.stopPropagation = noop;
|
|
this.dispatchEvent(data);
|
|
}
|
|
focus() {
|
|
// no-op
|
|
}
|
|
}
|
|
</pre>
|
|
<p>back in the main page we need to send the size and the left and top positions as well.
|
|
Note that as is we don't handle if the canvas moves, only if it resizes. If you wanted
|
|
to handle moving you'd need to call <code class="notranslate" translate="no">sendSize</code> anytime something moved the canvas.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ElementProxy {
|
|
constructor(element, worker, eventHandlers) {
|
|
this.id = nextProxyId++;
|
|
this.worker = worker;
|
|
const sendEvent = (data) => {
|
|
this.worker.postMessage({
|
|
type: 'event',
|
|
id: this.id,
|
|
data,
|
|
});
|
|
};
|
|
|
|
// register an id
|
|
worker.postMessage({
|
|
type: 'makeProxy',
|
|
id: this.id,
|
|
});
|
|
+ sendSize();
|
|
for (const [eventName, handler] of Object.entries(eventHandlers)) {
|
|
element.addEventListener(eventName, function(event) {
|
|
handler(event, sendEvent);
|
|
});
|
|
}
|
|
|
|
+ function sendSize() {
|
|
+ const rect = element.getBoundingClientRect();
|
|
+ sendEvent({
|
|
+ type: 'size',
|
|
+ left: rect.left,
|
|
+ top: rect.top,
|
|
+ width: element.clientWidth,
|
|
+ height: element.clientHeight,
|
|
+ });
|
|
+ }
|
|
+
|
|
+ window.addEventListener('resize', sendSize);
|
|
}
|
|
}
|
|
</pre>
|
|
<p>and in our shared three.js code we no longer need <code class="notranslate" translate="no">state</code></p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-export const state = {
|
|
- width: 300, // canvas default
|
|
- height: 150, // canvas default
|
|
-};
|
|
|
|
...
|
|
|
|
function resizeRendererToDisplaySize(renderer) {
|
|
const canvas = renderer.domElement;
|
|
- const width = state.width;
|
|
- const height = state.height;
|
|
+ const width = inputElement.clientWidth;
|
|
+ const height = inputElement.clientHeight;
|
|
const needResize = canvas.width !== width || canvas.height !== height;
|
|
if (needResize) {
|
|
renderer.setSize(width, height, false);
|
|
}
|
|
return needResize;
|
|
}
|
|
|
|
function render(time) {
|
|
time *= 0.001;
|
|
|
|
if (resizeRendererToDisplaySize(renderer)) {
|
|
- camera.aspect = state.width / state.height;
|
|
+ camera.aspect = inputElement.clientWidth / inputElement.clientHeight;
|
|
camera.updateProjectionMatrix();
|
|
}
|
|
|
|
...
|
|
</pre>
|
|
<p>A few more hacks. The OrbitControls add <code class="notranslate" translate="no">pointermove</code> and <code class="notranslate" translate="no">pointerup</code> events to the
|
|
<code class="notranslate" translate="no">ownerDocument</code> of the element to handle mouse capture (when the mouse goes
|
|
outside the window).</p>
|
|
<p>Further the code references the global <code class="notranslate" translate="no">document</code> but there is no global document
|
|
in a worker. </p>
|
|
<p>We can solve all of these with a 2 quick hacks. In our worker
|
|
code we'll re-use our proxy for both problems.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function start(data) {
|
|
const proxy = proxyManager.getProxy(data.canvasId);
|
|
+ proxy.ownerDocument = proxy; // HACK!
|
|
+ self.document = {} // HACK!
|
|
init({
|
|
canvas: data.canvas,
|
|
inputElement: proxy,
|
|
});
|
|
}
|
|
</pre>
|
|
<p>This will give the <a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> something to inspect which
|
|
matches their expectations.</p>
|
|
<p>I know that was kind of hard to follow. The short version is:
|
|
<code class="notranslate" translate="no">ElementProxy</code> runs on the main page and forwards DOM events
|
|
to <code class="notranslate" translate="no">ElementProxyReceiver</code> in the worker which
|
|
masquerades as an <code class="notranslate" translate="no">HTMLElement</code> that we can use both with the
|
|
<a href="/docs/#examples/controls/OrbitControls"><code class="notranslate" translate="no">OrbitControls</code></a> and with our own code.</p>
|
|
<p>The final thing is our fallback when we are not using OffscreenCanvas.
|
|
All we have to do is pass the canvas itself as our <code class="notranslate" translate="no">inputElement</code>.</p>
|
|
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function startMainPage(canvas) {
|
|
- init({canvas});
|
|
+ init({canvas, inputElement: canvas});
|
|
console.log('using regular canvas');
|
|
}
|
|
</pre>
|
|
<p>and now we should have OrbitControls working with OffscreenCanvas</p>
|
|
<p></p><div translate="no" class="threejs_example_container notranslate">
|
|
<div><iframe class="threejs_example notranslate" translate="no" style=" " src="/manual/examples/resources/editor.html?url=/manual/examples/offscreencanvas-w-orbitcontrols.html"></iframe></div>
|
|
<a class="threejs_center" href="/manual/examples/offscreencanvas-w-orbitcontrols.html" target="_blank">click here to open in a separate window</a>
|
|
</div>
|
|
|
|
<p></p>
|
|
<p>This is probably the most complicated example on this site. It's a
|
|
little hard to follow because there are 3 files involved for each
|
|
sample. The HTML file, the worker file, the shared three.js code.</p>
|
|
<p>I hope it wasn't too difficult to understand and that it provided some
|
|
useful examples of working with three.js, OffscreenCanvas and web workers.</p>
|
|
|
|
</div>
|
|
</div>
|
|
</div>
|
|
|
|
<script src="/manual/resources/prettify.js"></script>
|
|
<script src="/manual/resources/lesson.js"></script>
|
|
|
|
|
|
|
|
|
|
</body></html>
|