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<h1>清除</h1>
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<p>Three.js应用经常使用大量的内存。一个3D模型的所有节点,可能占用1-20M内存。
一个模型可能会使用很多纹理,即使它们被压缩成了图片文件,也必须被展开成为未压缩的形态来使用。每个 1024 x 1024 大小的纹理会占用4-5M内存。</p>
<p>大多数的three.js应用在初始化的时候加载资源,并且一直使用这些资源直到页面关闭。但是,如果你想随时间的变动加载和改变资源怎么办呢?</p>
<p>不像大多数的JavaScript库,three.js不能自动的清除这些资源。
如果你切换页面,浏览器会清除这些资源,其它时候如何管理它们取决于你。这是WebGL设计的问题,three.js没有追索权只能将释放资源的责任托付给你。</p>
<p>通过在<a href="textures.html">纹理</a>
<a href="primitives.html">图元</a>
<a href="materials.html">材质</a>对象上调用<code class="notranslate" translate="no">dispose</code>方法来释放资源
</p>
<p>你可以手动来处理。起初,你可能创建了一些资源。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const boxGeometry = new THREE.BoxGeometry(...);
const boxTexture = textureLoader.load(...);
const boxMaterial = new THREE.MeshPhongMaterial({map: texture});
</pre>
<p>然后,当你处理完了它们,可以释放它们</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">boxGeometry.dispose();
boxTexture.dispose();
boxMaterial.dispose();
</pre>
<p>随着你使用越来越多的资源,这将会变得越来越乏味。</p>
<p>为了减少一些乏味的工作,让我们创建一个类来跟踪这些资源。我们会请求这个类来帮我们做清除的工作。
</p>
<p>这个类一开始是这个样子。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
constructor() {
this.resources = new Set();
}
track(resource) {
if (resource.dispose) {
this.resources.add(resource);
}
return resource;
}
untrack(resource) {
this.resources.delete(resource);
}
dispose() {
for (const resource of this.resources) {
resource.dispose();
}
this.resources.clear();
}
}
</pre>
<p>让我们在<a href="textures.html">纹理文章</a>中的例子中使用这个类。我们可以创建一个这个类的实例。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const resTracker = new ResourceTracker();
</pre>
<p>然后为了让这个类的使用更加地简单,让我们来为<code class="notranslate" translate="no">track</code>方法创建一个绑定函数。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const resTracker = new ResourceTracker();
+const track = resTracker.track.bind(resTracker);
</pre>
<p>现在,我们只需要在我们创建的每个图元、纹理、材质对象上调用<code class="notranslate" translate="no">track</code>方法就可以使用它。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
-const geometry = new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth);
+const geometry = track(new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth));
const cubes = []; // an array we can use to rotate the cubes
const loader = new THREE.TextureLoader();
-const material = new THREE.MeshBasicMaterial({
- map: loader.load('resources/images/wall.jpg'),
-});
+const material = track(new THREE.MeshBasicMaterial({
+ map: track(loader.load('resources/images/wall.jpg')),
+}));
const cube = new THREE.Mesh(geometry, material);
scene.add(cube);
cubes.push(cube); // add to our list of cubes to rotate
</pre>
<p>然后,我们从场景中移除这些立方体,再然后调用<code class="notranslate" translate="no">resTracker.dispose</code>来释放它们。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">for (const cube of cubes) {
scene.remove(cube);
}
cubes.length = 0; // clears the cubes array
resTracker.dispose();
</pre>
<p>这起作用了,但是我发现必须从场景中移除立方体有些乏味。让我们给<code class="notranslate" translate="no">ResourceTracker</code>增加这个功能。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
constructor() {
this.resources = new Set();
}
track(resource) {
- if (resource.dispose) {
+ if (resource.dispose || resource instanceof THREE.Object3D) {
this.resources.add(resource);
}
return resource;
}
untrack(resource) {
this.resources.delete(resource);
}
dispose() {
for (const resource of this.resources) {
- resource.dispose();
+ if (resource instanceof THREE.Object3D) {
+ if (resource.parent) {
+ resource.parent.remove(resource);
+ }
+ }
+ if (resource.dispose) {
+ resource.dispose();
+ }
+ }
this.resources.clear();
}
}
</pre>
<p>现在我们可以跟踪这些立方体了</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const material = track(new THREE.MeshBasicMaterial({
map: track(loader.load('resources/images/wall.jpg')),
}));
const cube = track(new THREE.Mesh(geometry, material));
scene.add(cube);
cubes.push(cube); // add to our list of cubes to rotate
</pre>
<p>我们不再需要编码从场景中移除这些立方体了。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">-for (const cube of cubes) {
- scene.remove(cube);
-}
cubes.length = 0; // clears the cube array
resTracker.dispose();
</pre>
<p>让我们来调整一下代码,这样我们可以重新添加立方体、纹理和材质。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const scene = new THREE.Scene();
*const cubes = []; // just an array we can use to rotate the cubes
+function addStuffToScene() {
const resTracker = new ResourceTracker();
const track = resTracker.track.bind(resTracker);
const boxWidth = 1;
const boxHeight = 1;
const boxDepth = 1;
const geometry = track(new THREE.BoxGeometry(boxWidth, boxHeight, boxDepth));
const loader = new THREE.TextureLoader();
const material = track(new THREE.MeshBasicMaterial({
map: track(loader.load('resources/images/wall.jpg')),
}));
const cube = track(new THREE.Mesh(geometry, material));
scene.add(cube);
cubes.push(cube); // add to our list of cubes to rotate
+ return resTracker;
+}
</pre>
<p>让我们来编写一些随着时间变动添加和移除物体的代码。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">function waitSeconds(seconds = 0) {
return new Promise(resolve =&gt; setTimeout(resolve, seconds * 1000));
}
async function process() {
for (;;) {
const resTracker = addStuffToScene();
await wait(2);
cubes.length = 0; // remove the cubes
resTracker.dispose();
await wait(1);
}
}
process();
</pre>
<p>代码将会创建立方体、纹理和材质,等待2秒,然后释放它们,然后等待1秒,重复这个过程。</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/cleanup-simple.html"></iframe></div>
<a class="threejs_center" href="/manual/examples/cleanup-simple.html" target="_blank">点击此处打开独立窗口</a>
</div>
<p></p>
<p>这好像能工作了。</p>
<p>对于加载文件来说,还需要一点额外的工作。大多数的加载器仅仅返回一个<a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>
对象,作为它加载的层次对象的根节点,因此我们需要去发现所有的这些资源是哪些。</p>
<p>让我们更新<code class="notranslate" translate="no">ResourceTracker</code>来试着去实现它。</p>
<p>首先,我们来检测这个物体是否是一个<a href="/docs/#api/en/core/Object3D"><code class="notranslate" translate="no">Object3D</code></a>,然后跟踪它的图元、材质和子对象。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
constructor() {
this.resources = new Set();
}
track(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);
+ }
return resource;
}
...
}
</pre>
<p>现在,因为任意的<code class="notranslate" translate="no">resource.geometry</code><code class="notranslate" translate="no">resource.material</code><code class="notranslate" translate="no">resource.children</code>有可能为null或undefined,
我们将在<code class="notranslate" translate="no">track</code>的入口执行检查。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
constructor() {
this.resources = new Set();
}
track(resource) {
+ if (!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);
}
return resource;
}
...
}
</pre>
<p>同时,因为<code class="notranslate" translate="no">resource.children</code>是一个数组,
同时<code class="notranslate" translate="no">resource.material</code>也可能是数组,让我们对数组做检测。
</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">class ResourceTracker {
constructor() {
this.resources = new Set();
}
track(resource) {
if (!resource) {
return resource;
}
+ // handle children and when material is an array of materials.
+ if (Array.isArray(resource)) {
+ resource.forEach(resource =&gt; 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);
}
return resource;
}
...
}
</pre>
<p>最后我们需要遍历这些材质的属性和uniforms来寻找纹理。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">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 =&gt; 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;
}
...
}
</pre>
<p>让我们来使用<a href="load-gltf.html">“加载gltf文件文章“</a>中的例子,让它能够加载和释放文件。</p>
<pre class="prettyprint showlinemods notranslate lang-js" translate="no">const gltfLoader = new GLTFLoader();
function loadGLTF(url) {
return new Promise((resolve, reject) =&gt; {
gltfLoader.load(url, resolve, undefined, reject);
});
}
function waitSeconds(seconds = 0) {
return new Promise(resolve =&gt; setTimeout(resolve, seconds * 1000));
}
const fileURLs = [
'resources/models/cartoon_lowpoly_small_city_free_pack/scene.gltf',
'resources/models/3dbustchallange_submission/scene.gltf',
'resources/models/mountain_landscape/scene.gltf',
'resources/models/simple_house_scene/scene.gltf',
];
async function loadFiles() {
for (;;) {
for (const url of fileURLs) {
const resMgr = new ResourceTracker();
const track = resMgr.track.bind(resMgr);
const gltf = await loadGLTF(url);
const root = track(gltf.scene);
scene.add(root);
// compute the box that contains all the stuff
// from root and below
const box = new THREE.Box3().setFromObject(root);
const boxSize = box.getSize(new THREE.Vector3()).length();
const boxCenter = box.getCenter(new THREE.Vector3());
// set the camera to frame the box
frameArea(boxSize * 1.1, boxSize, boxCenter, camera);
await waitSeconds(2);
renderer.render(scene, camera);
resMgr.dispose();
await waitSeconds(1);
}
}
}
loadFiles();
</pre>
<p>然后我们得到了</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/cleanup-loaded-files.html"></iframe></div>
<a class="threejs_center" href="/manual/examples/cleanup-loaded-files.html" target="_blank">点击此处在独立窗口中打开</a>
</div>
<p></p>
<p>关于代码的一些注释。</p>
<p>如果我们想要加载2个或者更多的文件,并且想要随时地释放它们,我们将要每个文件使用一个<code class="notranslate" translate="no">ResourceTracker</code></p>
<p>在上面中,我们只是在场景加载之后跟踪了<code class="notranslate" translate="no">gltf.scene</code>
根据<code class="notranslate" translate="no">ResourceTracker</code>的当前实现版本,它会跟踪刚刚加载的所有资源。如果我们向场景中添加了更多的资源,我们需要决定是否要跟踪它们。
</p>
<p>举例来说,在我们加载了一个角色之后,我们把一个工具放入它的手中,这是通过把工具成为手的子对象来实现的。因此工具将不会被释放。我猜更多的时候,这不是我们想要的。</p>
<p>这带来了一个问题。当我起初写上面的<code class="notranslate" translate="no">ResourceTracker</code>的时候,
我是在<code class="notranslate" translate="no">dispose</code>方法中遍历所有对象而不是在
<code class="notranslate" translate="no">track</code>方法中。稍后,我就想到了上面的成为手的子对象的工具的这个例子,
<code class="notranslate" translate="no">track</code>方法中确切地跟踪哪些对象需要被释放更加地灵活,按理来说也更加地准确,因为我们可以跟踪从文件中加载了什么,而不是稍后从资源图中释放状态。
</p>
<p>诚实地说,我对ResourceTracker并不是100%满意。在3D引擎中,做这样的事情并不是很常见。我们不应该去猜测什么资源被加载了,我们应该知道。
如果three.js能做出改变,所有的文件加载器返回能够引用所有加载资源的标准对象,就太好了。至少在这个时候,three.js在场景加载的时候并没有提供给我们其它的信息。因此,这个方法是有效的。</p>
<p>我希望这个例子能给你带来帮助或者至少成为在three.js中如何释放资源的一份好的参考</p>
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