本文介绍了Three.js Collada - dispose() 和释放内存(垃圾收集)的正确方法是什么?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我已经通过 ColladaLoader 成功导入了一个 .dae 场景.
I've successfully imported a .dae scene via ColladaLoader.
问题是,我需要在几个 .dae 文件之间切换.
The problem is, I need to switch between several .dae files.
我似乎无法正确实现 dispose 方法.
I can't seem to implement the dispose method properly.
dae.traverse(function(obj) {
console.log('unloading ' + obj.id);
scene.remove(obj);
if(obj.geometry)
obj.geometry.dispose();
if(obj.material)
obj.material.dispose();
if(obj.mesh)
obj.mesh.dispose();
if(obj.texture)
obj.texture.dispose();
});
scene.remove(dae);
我可能做错了什么?
非常感谢!
这是完整的代码.
var renderer = null;
var scene = null;
var camera = null;
var controls = null;
var dae = null;
//var loader = null;
function init() {
renderer = new THREE.WebGLRenderer( { alpha: 1, antialias: true, clearColor: 0xffffff } );
renderer.setSize( 800, 600 );
var elem = $('.main3d')[0];
elem.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 20, 800/600, 1, 1000 );
camera.position.set( 0, -100, 50 );
//camera.lookAt( scene.position );
controls = new THREE.TrackballControls( camera, renderer.domElement );
var light = new THREE.AmbientLight( 0xffffff ); // soft white light
scene.add( light );
threeAnimate();
}
function load(url) {
loader = new THREE.ColladaLoader();
loader.load(url, function (collada) {
dae = collada.scene;
scene.add(dae);
});
}
function unload() {
dae.traverse(function(obj) {
console.log('unloading ' + obj.id);
scene.remove(obj);
if(obj.geometry)
obj.geometry.dispose();
if(obj.material)
obj.material.dispose();
if(obj.mesh)
obj.mesh.dispose();
if(obj.texture)
obj.texture.dispose();
});
scene.remove(dae);
}
var animFrame = null;
function animate() {
animFrame = requestAnimationFrame( threeAnimate );
renderer.render( scene, camera );
controls.update();
}
推荐答案
这应该可以:
function disposeNode (node)
{
if (node instanceof THREE.Mesh)
{
if (node.geometry)
{
node.geometry.dispose ();
}
if (node.material)
{
if (node.material instanceof THREE.MeshFaceMaterial)
{
$.each (node.material.materials, function (idx, mtrl)
{
if (mtrl.map) mtrl.map.dispose ();
if (mtrl.lightMap) mtrl.lightMap.dispose ();
if (mtrl.bumpMap) mtrl.bumpMap.dispose ();
if (mtrl.normalMap) mtrl.normalMap.dispose ();
if (mtrl.specularMap) mtrl.specularMap.dispose ();
if (mtrl.envMap) mtrl.envMap.dispose ();
if (mtrl.alphaMap) mtrl.alphaMap.dispose();
if (mtrl.aoMap) mtrl.aoMap.dispose();
if (mtrl.displacementMap) mtrl.displacementMap.dispose();
if (mtrl.emissiveMap) mtrl.emissiveMap.dispose();
if (mtrl.gradientMap) mtrl.gradientMap.dispose();
if (mtrl.metalnessMap) mtrl.metalnessMap.dispose();
if (mtrl.roughnessMap) mtrl.roughnessMap.dispose();
mtrl.dispose (); // disposes any programs associated with the material
});
}
else
{
if (node.material.map) node.material.map.dispose ();
if (node.material.lightMap) node.material.lightMap.dispose ();
if (node.material.bumpMap) node.material.bumpMap.dispose ();
if (node.material.normalMap) node.material.normalMap.dispose ();
if (node.material.specularMap) node.material.specularMap.dispose ();
if (node.material.envMap) node.material.envMap.dispose ();
if (node.material.alphaMap) node.material.alphaMap.dispose();
if (node.material.aoMap) node.material.aoMap.dispose();
if (node.material.displacementMap) node.material.displacementMap.dispose();
if (node.material.emissiveMap) node.material.emissiveMap.dispose();
if (node.material.gradientMap) node.material.gradientMap.dispose();
if (node.material.metalnessMap) node.material.metalnessMap.dispose();
if (node.material.roughnessMap) node.material.roughnessMap.dispose();
node.material.dispose (); // disposes any programs associated with the material
}
}
}
} // disposeNode
function disposeHierarchy (node, callback)
{
for (var i = node.children.length - 1; i >= 0; i--)
{
var child = node.children[i];
disposeHierarchy (child, callback);
callback (child);
}
}
你使用它
disposeHierarchy (YOUR_OBJECT3D, disposeNode);
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