当将大纹理图像应用到网格上一段明显的时间时,Three.js 会锁定浏览器的主线程。让我们考虑以下示例:
var texLoader = new THREE.TextureLoader();
texLoader.load('someLargeTexture.jpg', function(texture) {
var geometry = new THREE.SphereGeometry(10, 32, 32);
var material = new THREE.MeshBasicMaterial({map: texture});
var sphere = new THREE.Mesh(geometry, material);
// adding the object to the scene will lock up the browser's main thread
scene.add(sphere);
});
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我还注意到以下几点:
我的结论是,Three.js 在材质添加到场景时对其进行了一些处理。结果被缓存并稍后重新使用。
问题是这项工作是否可以以某种方式卸载给 Web Worker,这样主线程就不会被锁定?
工人可能看起来像这样:
var texLoader = new THREE.TextureLoader();
texLoader.load('someLargeTexture.jpg', function(texture) {
var material = new THREE.MeshBasicMaterial({map: texture});
// ... long-running work goes …Run Code Online (Sandbox Code Playgroud) 我想在多线程中使用threeJS的dracoLoader,然后我选择了Webworker和IndexedDB.我在webworker中获得了正确的Geometry,但是,当我使用IndexedDB将数据传递给主线程时,几何体将更改为普通的JS对象而不是ThreeJS Geometry.几何失去了它的功能和一些信息.
webworker.js
self.saveDrcToIndexedDB = function (drcfinal) {
var db;
var request = indexedDB.open("drcDB");
drcfinal.indexName = self.randomStr();
request.onupgradeneeded = function(event) {
console.log('successfully upgraded db');
db = event.target.result;
var objectStore = db.createObjectStore("drcfinal", { keyPath: "indexName"});
};
request.onsuccess = function(event) {
console.log('successfully opened db');
db = event.target.result;
var transaction = db.transaction(["drcfinal"], "readwrite");
var objectStore = transaction.objectStore("drcfinal");
objectStore.add(drcfinal).onsuccess = function(event) {
self.postMessage(drcfinal.indexName);
};
}
}
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main.js
var worker = new Worker('webworker.js');
worker.addEventListener('message', function(e) {
indexedDB.open("drcDB").onsuccess = function(event) {
let db = event.target.result;
let …Run Code Online (Sandbox Code Playgroud)