stats.js 显示 FPS 0~2,渲染动作太慢

El *_*nas 1 frame-rate three.js vue.js gltf bim

我是three.js的初学者,也将它用于BIM项目,当我加载~ 25mbgltf文件时,我几乎无法移动整个对象,stats.js监视器在最大gltf文件时显示0~2的fps:https:/ /github.com/xeolabs/xeogl/tree/master/examples/models/gltf/schependomlaan im使用三个jsvuejs

//package.json
"stats.js": "^0.17.0",
"three": "^0.109.0",
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import * as THREE from 'three';
import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js';
import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';

this.scene = new THREE.Scene();

this.stats = new Stats();
this.stats.showPanel( 0, 1, 2 ); // 0: fps, 1: ms, 2: mb, 3+: custom
let div = document.createElement('div')
div.appendChild(this.stats.dom)

div.style.position = 'absolute';
div.style.top = 0;
div.style.left = 0;
document.getElementsByClassName('gltfViewer')[0].appendChild( div );
// Camera 
this.camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 1500 );
this.camera.position.set( this.pos, this.pos, this.pos );
// renderer
this.raycaster = new THREE.Raycaster();
this.renderer = new THREE.WebGLRenderer({ canvas: document.getElementById('gltfViewerCanvas'), alpha: false });
this.renderer.setClearColor( 0xefefef );
this.renderer.setPixelRatio( window.devicePixelRatio );
this.renderer.setSize(window.innerWidth, window.innerHeight);
// adding controls

this.controls = new OrbitControls( this.camera, this.renderer.domElement );
this.controls.dampingFactor = 0.1;
this.controls.rotateSpeed = 0.12;
this.controls.enableDamping = true;
this.controls.update();

window.addEventListener('resize', _ => this.render());
this.controls.addEventListener('change', _ => this.render());

// light
var ambientLight = new THREE.AmbientLight( 0xcccccc );
this.scene.add( ambientLight );

var directionalLight = new THREE.DirectionalLight( 0xffffff );
directionalLight.position.set( 0, 1, 1 ).normalize();
this.scene.add( directionalLight );
// loading gltf file

// Instantiate a loader
this.gltfLoader = new GLTFLoader();

// Optional: Provide a DRACOLoader instance to decode compressed mesh data
this.dracoLoader = new DRACOLoader();
this.dracoLoader.setDecoderPath( 'three/examples/js/libs/draco' );
this.gltfLoader.setDRACOLoader( this.dracoLoader );

// Load a glTF resource
this.gltfLoader.load( this.src, this.onGLTFLoaded, this.onGLTFLoading, this.onGLTFLoadingError );
//onGLTFLoaded()
this.scene.add( optimizedGltf.scene );
// gltf.scene.getObjectById(404).visible = false;
this.listGltfObjects(gltf);

this.render();
// render ()

this.renderer.render( this.scene, this.camera );
this.stats.update();
// on mounted component :
animate()
// animate() 
this.stats.begin()
this.render();
this.stats.end();
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即使在使用https://github.com/AnalyticalGraphicsInc/gltf-pipeline应用 Draco 压缩之后,也没有任何变化。

谢谢

Don*_*rdy 5

关于文件大小 —

Draco 压缩可减少网络大小,但不会减少必须发送到 GPU 并渲染的未压缩数据的最终数量。如果您的原始网格为 100mb,而您将其压缩为 25mb,您仍将获得原始 100mb 网格的帧速率。旁白:使用 glTF-Pipeline 的 -b 选项会将大小再减少 50%,至 13MB,但同样不会影响 FPS。

帧率——

该模型包含 4280 个网格1,每个网格都需要一个 GPU 绘制调用。这就是您的 QPS 低的根源,不幸的是,这是 BIM 模型中的常见问题。您需要将这些网格(在 Blender 之类的程序中,或在加载到 Three.js 后)合并到尽可能少的数量。像这样的模型应该需要 < 100 次绘制调用,甚至少至 1 次。

1要查看此内容,请尝试在https://gltf-viewer.donmccurdy.com/上打开模型并打开 JavaScript 控制台。您应该会看到场景图的打印输出,其中将包含许多不同的网格。